Zerc Species in Matera | World Anvil
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Zerc (Zer-k)

When other races congregated on the fallen spaceship of Angra-Nenu, it attracted the attention of the Orc raiders of The Orken Holds. These orcs quickly decided to raid their newly-founded city, and when a small number of orcs and half-orcs breached the engines of the ship, they found strange fluids leaking everywhere. A few bold members of this team decided to drink some of this fluid, and their minds expanded, greatly increasing their intelligence. Continued exposure to these fluids warped their bodies into a new offshoot, the Zercs.

Basic Information

Biological Traits

A zercs skin is infused with deadly toxins from the poisons they constantly imbue. This toxin causes intense nausea to creatures that try to ingest it. With time and practice, a zerc can learn to spit out the various poisons that they have drunken.

Genetics and Reproduction

Zercs reproduce like normal orcs, although many are much less brutal than their savage kin. Zerc pregnancies' last for 6 months instead of the normal 4 of an orc, but the pregnancies' are much easier on the mother.

Growth Rate & Stages

Like normal orcs, zercs age rapidly, reaching adulthood at 12 years of age.

Dietary Needs and Habits

While they still maintain the love of meat beholden to normal orcs, they must also injest specailized Strange Fluids to help keep their poisonous skin and organs from harming their insides. Many zercs ingest various poisons as a form of ale, often gaining a similar sense of inebriation.

Biological Cycle

Like most of the Nenu-Lan races, zercs are often less affected by seasonal changes due to the use of technology. Zercs dislike the summer the most, as the heat causes them to sweat more, which can cause problems with the poisons they ingest.

Additional Information

Social Structure

Contrary to the society of regular orcs, a zercs societal standards are determined by the might of their minds instead of their bodies. Zercs are graded by their intellectual accomplishments and discoveries, with zercs who can't compete taking the role of more traditional orc brutes.

Uses, Products & Exploitation

Those addicted to strange fluids often try to extract them from the blood of a zerc prisoner, but often have little to no success.

Facial characteristics

Like orcs, zercs have facial tusks, although such tusks are generally closer to Half-Orc size then full orcs.

Geographic Origin and Distribution

Nearly all zercs dwell in the technologically advanced city of Nenu-Lan, as non-orc lands do not easily accept orcs, even those with higher intelligence, and orcs view them as weaklings who have lessened themselves with a reliance on technology and heratics who have turned away from the orken gods.

Average Intelligence

Orcs are much smarter then their savage brethren, with many more closely resembling Half-Orcs with higher intellect. Zercs are often well educated on the crafting of formulae, poisons, and exotic chemicals.

Perception and Sensory Capabilities

Like normal orcs, zercs have darkvision.

Civilization and Culture

Naming Traditions

Zercs share the naming traditions of both normal orcs and half-orcs.

Major Organizations

Most zercs are part of a large guild known as the Toxic Combine, a guild that oversees the creation of new poisons and medicines for the city.

Beauty Ideals

Like Half-Orcs, many zercs struggle with beauty, some valuing physical strength, while others care more about tenderness and thought. Many zercs find the strange skin colors that sometimes manifest from their poisonous draughts as attractive.

Gender Ideals

While much better than full orcs in their treatment of woman, female zercs are still viewed as most useable for childbirth, and are often forced into lesser administration roles such as assistants and secretaries.

Courtship Ideals

While most zercs have turned away from the brutal violent ways of the orcs, many zercs are still forceful in their advancements, with many having a hard time accepting rejection. They often turn to more subtle ways of coercion, those in positions of power threatening the careers of their underlings, or even the most sinister of zercs using their knowledge of drugs to inebriate or incapacitate those who would not otherwise be willing. Those who turn away from such methods often turn to cooking and baking, using their knowledge of chemistry and the desires of their partner to make gifts of food personalized to their tastes.

Relationship Ideals

Zercs struggle to make friends, with most work done with other zercs kept strictly professional and with other races fearful of their orken ancestry. They often can bond easily with Half-Orcs due to understanding their plights. Many zercs undertake extensive understudies, working in teams underneath an older and more prominent zerc scholar.

Average Technological Level

Like all of the Nenu-Lan races, zercs rely heavily on technological advancements. Many zercs utilize chemicals, poisons, and drugs in their experiments, and are always trying to craft new concoctions. Zercs can often be found with Strange Fluids, the heavily addictive ship fuel that mutated the first orcs. Strange Fluid is heavily regulated by the Toxic Combine, and due to its dangerous and addictive properties is illegal in the hands of non-zercs. These illegality extends to most territories outside of Nenu-Lan, as many governments ban anything related to the city, and certainly don't want their citizens undergoing strange mutations.

Major Language Groups and Dialects

Most zercs speak Common and Orcish, but can commonly be found speaking other languages. Many zercs pick up Abyssal, Dwarven, Elven, Giant, Gnommish, Goblin, or Halfling as other languages.

Common Etiquette Rules

When attending research meetings and parties extolling a zercs achievements, it is common for zercs to bring at least one large vial of poison to share amongst the group, similar to how one might gift a bottle of wine. Zercs forgo physical contact with other races as they don't wish to make other races sick with their skin, and such practices means that Zercs often utilize gestures and bows even with each other rather than the more physical nature of traditional orcs and half-orcs.

Common Dress Code

Zercs love wearing long lab coats, although such coats are often made out of leather or other fluid resistant material as to not be ruined the the excretions' of a zercs toxic skin. Even when not wearing a long coat, zercs prefer clothing with lots of pockets to hold their many potions, poisons, and equipment.

Common Taboos

To turn away from a life of science and back towards the barbarism of the orcs would get one nothing but scorn from the zerc community, although zercs still certainly respect physical strength. A zerc that abstains from drinking any sort of poison would be viewed as mad, and may even develop health problems as its body turns on itself.

History

In the early days of the construction of Nenu-Lan, the orcs of the Orken Holds saw an opportunity for easy raiding and the chance for new weapons. Descending in mass as a Rumbling upon the new and disorganized city, the orcs were able to easily breach the back hull of the Angra Nenu. Celebrating their victory, the orcish leader Zerkon noticed the Strange Fluids coalescing in a vent. Think it some sort of mead, he drank upon it and had his mind greatly expanded. His followers followed suit, but few of them received a similar enlightenment, with most suffering a painful death as their organs melted. With the city defenders reorganizing and surrounding his now decimated horde, he quickly surrendered, promising to help defend the city against future attacks from outsider forces and supplanting the newfound Zerks role in the city.

Historical Figures

Tsogix Roc was a notable warrior of the Toxic Combine, who was slain in combat defending the city from an invading dragon.

Common Myths and Legends

Zercs are even less likely to be religious than any of the other Nenu-Lan races, as the traditional orc gods all embody values that most zercs have left behind in the pursuit of science and the perfection of their bodies. Some might still worship Zahid, the orc god of outcasts, and some turn to join the hive-mind of The Collective One, but most prefer to see the world purely through biology and chemistry.

Interspecies Relations and Assumptions

Zercs have a mixed relationship with the other races of Nenu-Lan. They act as the doctors and biologists of the city, and thus can often easily help the other races when they suffer from medical problems. However, the typical orc stigma still holds strong, and many zercs suffer from strange tics or other mannerisms as side effects from the fluids they ingest. Many are aware of their penchant for poison and toxins, and thus few willingly come into physical contact with a Zerc. Non-orc races outside the city are terrified of the concept of intelligent orcs, and orcs outside the city view zercs as weaklings and cowards who have abandoned the correct ways of orchood.

Racial Table - Zerc: Hit Dice: D8; Intimidate, Knowledge (Nature), Profession, Spellcraft, Swim; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus greataxes, falchatas, any weapon with "Orc" in its name and technological weapons; Armor Proficiency: Light, plus technological armor
Level BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Orc Ferocity, Poison Resistance, Poison Use, Toxic Skin
2nd +1 +0 +0 +3 Alchemical Expert
3rd +2 +1 +1 +3 Spit Poison
4th +3 +1 +1 +4 Poison Master, +1 Constitution, +1 Intelligence
5th +3 +1 +1 +4 Poison Immunity

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
12 years +1d4 years (13 - 16) +1d6 years (13 - 18) +2d6 years (14 - 24)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d12 in. (5 ft. - 6 ft. 10 in.) 150 lbs. +(2d10x7 lbs.) (164 - 318 lbs.)
Female 4 ft. 5 in. +2d12 in. (4 ft. 7 in. - 6 ft. 5 in.) 110 lbs. +(2d10x7 lbs.) (124 - 278 lbs.)

Zerc Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis and Cha) Maximum Age (GM secretly decides maximum age)
40 years 60 years 80 years 80 + 1d20 years (81 - 100 years)

Random Zerc Homelands
% Rolled Homeland Trait Gained
01-90 Technological City or Area Technological Brewmaster
91-94 Civilized Settlement (Roll on Half-Orc Homelands)
95-98 Savage Settlement (Roll on Orc Homelands)
99-00 Unusual Homeland (Roll on Unusual Homelands table)

Random Zerc Parents
% Rolled Parental Status
01-20 Both of your parents are alive
21-41 Only Father is alive
51-80 Only Mother is alive
81-00 Both of your parents are dead
Random Zerc Siblings
% Rolled # of Siblings
01-60 1d6 Siblings
61-70 1d4 Siblings
71-80 1 Half-orc sibling
81-00 No siblings
Genetic Ancestor(s)
Lifespan
81 - 100 years
Average Height
4 ft. 7 in. - 6 ft. 10 in.
Average Weight
124 - 318 lbs.
Average Physique
Zercs have sturdy bodies, able to easily push of the effects of the poisons they guzzle. Zercs have a inherent resistance to poisons, with older zercs becoming immune to poison altogether.
Body Tint, Colouring and Marking
Most zercs have greenish skin in some way, similar to Half-Orcs, but sometimes have more exotic colors like purple or orange.

Zerc

Type Aberration (Orc)
Ability Score Modifier +2 Constitution, +2 Intelligence, -2 Dexterity: The mutagens the Zercs ingest increase their physical toughness, but often hinder mobility.
Size medium
Speed Zercs have a base speed of 30 feet.
Language Zercs start speaking Common (Maran) and Orcish. Zercs with a high intelligence score can pick from the following languages: Abyssal, Aklo, Dwarven, Elven, Giant, Gnommish, Halfling.

  • Materil: Zercs can be tied to any of the Materils, although they tend towards Earthbreakers or Watershifters.
  • Darkvision: Zercs can see perfectly in the dark up to 60 feet.
  • Orc Ferocity: Once per day, a Zerc that is reduced to fewer than 0 hit points but not killed can continue fighting for 1 more round as if disabled. At the end of its next turn, unless brought above 0 hit points, they immediately fall unconscious and begin dying.
  • Poison Resistance: Zercs gain a +2 bonus on saves and roll twice and take the better result on all saves versus poisons. A Zerc that drinks poison and succeeds its save gains a +1 bonus on all rolls for as long as that poison would have affected it, rather than suffering its normal effects. A Zerc cannot benefit from drinking multiple different poisons at the same time.
  • Poison Use: Zercs are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
  • Toxic Skin (Ex): Zercs secrets an odd toxin through their skin. Whenever a creature makes a bite natural attack against it (or another attack that would ingest high amounts of its blood or skin), it must make a Fortitude save (DC =10 + ½ HD + Constitution modifier) or be nauseated for 1 round. If the Zerc is being affected by ingesting a poison from its poison resistance ability, that effect immediately ends and the creature must make an immediate save or be affected by that poison.
  • Alchemical Expert: At 2nd racial level, a zerc gains Skill Focus (Craft: Alchemy) as a bonus feat. They gain a bonus equal to half their hit dice when identifying the properties of poisons.
  • Spit Poison (Ex): Starting at 3rd racial level, a zerc can spit any poison it has ingested through its Poison Resistance ability as a ranged touch attack, with a range of 10 feet. Any creature struck must immediately save against the poison. A zerc can only use this ability once per day for every three hit dice they possess.
  • Poison Master: Starting at 4th racial level, a zerc increases the DC of any poison they craft by an amount equal to half their hit dice, and their toxic skin ability can now affect creatures normally immune to poison, although those creatures always take the minimum amount of damage from that poison.
  • Poison Immunity: At 5th racial level, a zerc becomes immune to the negative effects of poisons, and can now drink multiple poisons, causing a creature who triggers its toxic skin ability to be affected by each poison simultaneously.

Alternate Racial Traits
  • Cyber-Attuned: Many zercs like to augment their bodies with cybernetics, and have built up a resistance to the rigorous installation process. A zerc with this trait treats both their Intelligence and Constitution score as an amount higher equal to their racial level for the purposes of installing new cybertech, decreases the DC to install cybertech in themselves by 2, and decreases the amount of Constitution damage taken by an installation by 1.
  • Orc Atavism: Some Zercs are more Orc than Half-Orc, and thus are stronger but less intelligent. They gain the Ferocity ability, but lose the Poison Use trait. This trait replaces Orc Ferocity trait and the Poison Use trait.
  • Potion Thrower: Some zercs specialize in drawing and hurling deadly poisons'. They can draw one potion or poison as a swift action, and can drink a potion as a move action instead of a standard action, and gain Throw Anything as a bonus feat at 1st racial level. This trait replaces the Orc Ferocity trait.


This species has multiple parents, only the first is displayed below.
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