Orcs

Physical Description

Orcs are tall, brutish humanoids often standing over 7 feet tall, with hulking physiques. Their warlike society leads to many members sporting scars from wounds suffered during their countless wars and challenges. Orcs value strength above all else.

Society

Orc society is heavily influences by their patron Immortal, Ock’Thall. His warlike rage leads his people to constantly strive for physical dominance over each other and the other races of Ezrahn. Thus, their tribal communities are often ruled by the current strongest Warlord and those who swear fealty to him.

Several clans were separated from the main Orcish army when Bodvarrk split the northern region of Ezrahn during the Ascension. These clans, cut off from the majority of Ock’Thall’s focus and attention, settled on the borders of their frozen land and the plainlands, forming a more peaceful society. Trading and even intermarriages have occurred with some of the barbarian tribes of the Plainslands.

Relations

Orcs are universally shunned by the other civilized races of Ezrahn and therefore are not often found anywhere except on the battlefield against them. Rare outcasts or runts have found grudging acceptance outside of their clans, but the winds of favor can be quick to change against them. Orcs, and half orcs, from the Eastern Clanlands have gained some acceptance among the barbarian tribes of the Plainslands with a suspicious acceptance by the nearby settlements.

Alignment and Religion

Given Ock’Thall’s influence, Orcs are almost universally evil by the standards of the other races. While this is not necessarily true of the Eastern Clanlands tribes, or their mixed race descendants, strength is still the highest of respected traits among the race. The last century has seen attitudes shift slightly as they have been able to open peaceful trade negotiations with some of the isolated dwarven clans and even the coastal city of Bealck far to the south by way of the obsidian trade and the Nation of Obius.

Adventurers

Orcs travel to test their strength, or because they have no place in their home clan/society. This can often be because of a failed challenge for power, or some other failure that names them outcast. Half-Orcs often travel seeking a place to be accepted, as they straddle the prejudices held against half of their lineage.

Orc Traits

Orcs value strength and battle prowess, this is reflected in traits almost universal amongst their kind.

Ability Score Increase: Choose 1 ability score to increase by 2. Or Increase two ability scores by 1.

Age: Orcs reach adulthood in their mid teens and generally live to about 80 years at most, though this is a rarity among the warlike tribes of the Western Clanlands.

Alignment: Orcs of the Western Clanlands tend towards an evil bent, but the Eastern Clanlands Orcs (who make up the majority of adventuring orcs you will find) can be of any alignment

Size: Orcs generally run around 7ft, with some hulking members topping closer to 8ft. Regardless, they are considered Medium.

Speed: Used to a hard life on the move, your base speed is 40feet. This is not affected by heavy armor.

Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Darkvision: You have Darkvision with a range of 120 feet.

Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Languages: Orcs of the Eastern Clanlands learn Common as well as Orcish.

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