Orc

Rough and Rugged

Orcs greyish or green skin, large tusks and often forboding size can give people a certain first impression about their intelligence and strength. In some cases this can be true, but for some Orcs this couldnt be further from the truth.

Orcs value strength and wisdom above all else. Their leaders are often towering mountains of scarred muscle, but they are usually advised by an elder shaman. Orcish culture is an anomaly to many societies, with its tribal and rugged nature clashing against some of the more "civilised" societies like those of dwarves and elves. Beneath their need to prove their strength, Orcs have a complex and fluid culture, much of which relies on survival, but being grateful for what is provided.

Tribal Society

Orcs have a heirarchy based on prowess in battle, but there is also a great respect for the elders of the tribe, whom the leaders rely upon for advice. In many tribes there is a War Cheif, who has proven themselves in battle, both against enemies and in ceremonial wrestling. They are advised by elders and shamans, whose experience and knowledge allows the leader to make the best decisions for the tribe.

Punishment among Orc society is harsh, but fair, with many tribes using exile as one of the greatest punishments, those that are strong survive, those that are not die.

Worshippers of Gruumsh

Gruumsh created the Orcs, his influence is felt in the blood of all Orcs, fuelling their rage which makes them so fearsome in battle. All Orcs feel this regardless of whether they engage in active worship. This may appear as a short fuse, quick to anger, and slow to forgive, but it can also appear as an enhanced passion. Orcs feel all emotions strongly, which can make them more succeptible to the more manipulative members of society.

Not all Orcs worship Gruumsh, but similarly not all Orcs worship him the same way. Gruumsh is worshipped differently by many Orc tribes, with their own traditions and practices.

Slaves of the Desert

Orcs are at home in hotter, rougher environments as this is the climate of their ancestral homeland. Their beast-like strength allows them to travel longer and carry more than humans, hence why they were so attractive to the slavers.

All Orcs in Alerana came as slaves with the humans, captured for their strength and percieved uncivilised nature. This has hardened Orc communities, they are slow to trust and are naurally suspicious of outsiders.

Orc Names

Orcs often have gutteral and harsh sounding names when compared to the lilting and soft tones of the elves, but many of their names have a history, with many Orc children taking the name of their ancestors.

Male Orc Names Urmug, Orok, Wrukaog, Ushnar, Thrall, Torug, Wutgarek, Khagra

Urmug, Orok, Wrukaog, Ushnar, Thrall, Torug, Wutgarek, Khagra Female Orc Names Gashnakh, Gulfim, Shagarr, Batul, Lazgar, Rogmesh, Urzoth, Borba, Shelur

Hardened Suspicion Orcs have had a difficult life, with only a few ever having lived without being slaves. Many Orcs have a suspicion of outsiders, particularly humans, although some Orcs have developed close friendships with those they know to be good.

Orc Traits

Orc traits come from your hardened lineage and life experience.

Ability Score Increase. Your Strength increases by 2, and your Constitution increases by 1.

Age. Orcs mature faster than humans, reaching adult size by the age of 12, and living to appoximately 60 years old.

Alignment. Orcs have a tendancy towards Chaotic alignments with a spectrum between good and evil.

Size. Orcs are significantly larger than humans ranging from 6 to over 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bestial Strength. Your towering body grants you extra strength. You count as one size larger when determining your carrying capacity and the weight you can push, carry or lift.

Born Hunter. You gain proficiency in the Survival and Athletics skills.

Menacing. You gain proficiency in the Intimidation skill.

War Cry. You let out a terrifying roar. You target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be frightened until the end of your next turn. After you have used this ability, you can't use it again until you complete a short or long rest.

Languages. You can speak, read and write in Common and Orc. Orcish is a harsh, grating language with hard constonants. It has no script of its own, but is written in Dwarvish.