Creatures (Anazar Supplement)
From D&D Wiki
 Races in Anazar
Most of the races of Anazar follow their general fantasy conception (as outlined in the Player's Handbook and Monster Manual); several, however, do not, and the changes are outlined here.
 Lawful versus Chaotic
In Anazar the delineation between lawful and chaotic societies is as important, if not more important, than the distinction between good and evil ones. Human and dwarven societies value lawfulness; evil, greedy, rapacious people are allowed to be part of the society so long as they continue to act in accord with the laws of the society. In elven and orcish society, on the contrary, a more anarchic state exists (i.e. the power is not consolidated in the hands of a few, be it human magistrates or dwarven elders, and the society functions in a much more egalitarian manner). For this reason, elves and orcs, which are both chaotic peoples, tend to have far more in common with each other than with lawful races (like humans and dwarves), despite the differences in their moral outlooks (e.g. elves are good, orcs evil, but ultimately are brought together under the banner of freedom and expressiveness).
 Variant Races
 The Orcs
Unlike most fantasy conceptions of them, Anazarian Orcs are not simply savage brutes. Instead, the Orcs have a thriving and productive society, though it is not industrialized like human or dwarven societies (in this way, Orcs resemble elves very much). With that mentioned, it is important to note that most of the settled peoples of Anazar consider orcs to be backwater, if not outrightly uncivilized. This is primarily because the orcs have no permanent settlements; instead, they are nomads and wanderers throughout the huge and fertile (but cold) plains around Mt. Haphborn (generally called simply The Great Plains).
Orc society is perhaps the most egalitarian of all the common races; orcs grant power and respect based entirely upon merit. Importantly, this means that females have as much claim to social power as males. In fact, they often achieve this power, making up for their generally lesser strength by increased cunning. Leaders among an orc tribe are often manifold, with various leaders depending upon their capacities; therefore, there is one leader (the Gporjat, a "war-chief") for matters regarding warfare, one (a Vhurilg, or "One-Who-Watches-Over-The-Families") for matters regarding peace, the economy, the care of cattle and children, and the peaceful resolution of conflicts (generally by a wrestling match, but sometimes by the arbitration of the religious leader), and a last leader (or often two) that guide the tribe in spiritual matters (the Gra'Nul-Hrun, or "shaman"—literall,y the "Guide-from-Gra'Nul").
Orc society is matriarchal and all leaders are selected de facto by the rest of the tribe according to their capabilities; whenever a transfer of power occurs, despite what the "civilized" races would claim, there is rarely blood shed (though there is often at least a verbal fight and social skirmishes culminating in a confrontation). The orcs have been much maligned with respect to their attitude; though they are prone to angry outbursts, they can also be surprisingly compassionate people with a great respect for the natural world. Their callous "pull-yourself-together" attitude is primarily a result of their environment (the punishing high steppes around Mt. Haphborn), not any sort of absolute racial tendency.
The orcish lifestyle is based around two things: hunting the grazing beasts of the plains and cultivation of domestic livestock. All orcs are proficient riders and prefer strong black stallions, though the most prized mount of the strongest orcish leaders is the fearsome Wolfoceros. Orcs are also known for some of their beautiful crafts, which-- while simple-- are often composed of bright colors (such as mauve, mustard yellow, orange, sea foam green, and cerulean). They are especially noted for their bead work, which they inscribe upon nearly all of their colorful clothing (which they produce themselves from the wool of their animals). Orc tribes regularly trade food and metal items among one another, although cattle raiding is also prevalent (the orcs believe the if you are not capable of defending and keeping your cattle then you have no right to them, and major point of contention with the human settlers that are infringing with increasing frequency upon the borders of the The Great Plains).
 New Races
 Grey Trolls
These trolls are the cunning inheritors of the evil giant's ancient kingdom in the wastelands of the Troll Wastes. A truly savage, brutal, violent people, the only law among the Grey Trolls is the law of brutality. Weak infant trolls are often torn apart by their parents, and so the race is actually becoming more strong, fierce, and proud as time passes, to the dismay of the other peoples of Anazar. The Grey Trolls care nothing for building their own world, and instead live simply for the destruction of the rest of the civilized world. The Trolls are adept and capable fighters, and are cunning enough that they have learned to construct primitive siege weaponry (such as battering rams) for assaulting walled cities. Ever four years (periodically) they engage on a Rukilerung, which is a massive coordinated attack by several tribes: the Trolls stream over the Darkcap Mountains and are usually defeated by the waiting armies of the dwarves (in the northern pass) or the elves (in the south). Every 12th year is a Greater Rukilerung, when virtually all of the Trolls send warriors to make a massive attack; sometimes these great battles result in victories for the Trolls and they sack and pillage for several weeks before another army arrives and drives them back into the Wastes.
Grey Trolls appear as other Trolls, except that their rubbery hide is always mottled grey. The have the same racial statistics as traditional trolls except that their ability scores are modified as follows:
 Spawn of Ix-Doril
These twisted Demonic offspring have turned into a true-breeding race, to the dismay of the civilized races.