Orcs
![Picture](/uploads/8/3/2/6/83262846/published/orc-portrait-by-mirrors519-d92jmhe.jpg?1501889478)
Shaped by a harsh and unforgiving land, and further molded by a dark and violent god, orcs were once the bane of the north. Now, a more peaceful time is upon the orcs. Their once terrible god vanquished and replaced by a more moderate power. Orcs are still strong, and often prone to violence, but they now interact with other races more often in trade than war.
It is rare to see an orc outside of the north.
Appearance:
Orcs are tall and incredibly strong, with broad and muscle bound frames. They have powerful jaws and feature prominent tusk like teeth or larger than normal canines. Orc noses are often wide, but do not protrude far as they originated in the cold north. Orcish ears are elongated, and end in pointed tips.
Orc skin color varies between green and brown, with a few that are greyish or yellowish tinged. Orc eyes are similar to wolf eyes, and are often a golden yellow in color. Orcs can also have brown, grey, black, and red colored eyes.
Hair and body hair vary widely between orcs and clans. Some orcs have thick full heads of hair, beards that would impress a dwarf, and so much body hair they could be mistaken for a bear. Other orcs find themselves with little or no hair. Hair color is often black or brown, but can be lighter in color or even reddish. Female orcs can have impressive body hair, but do not have facial hair.
History:
Orcs have a long and bloody history, filled with constant war and conflict. With the death of their old god, they have gained a more peaceful lifestyle. They are still hulking brutes who solve most problems with brute force, but they are no longer divinely commanded to spill the blood of everyone else.
Orcs are very clan centered. An orc who does not agree with his clan will often strike out to find a clan who is more to his liking, or be exiled. Many of the clans are still war-like, adhering to the old ways. Others have become much more nature centric, focusing on living in harmony with the world around them. Others yet have settled down and are living the city life.
Orcs are very ritualistic, with rituals handed down from generation to generation.
Religion:
Orcs have two main deities, Ghoragh Battleborn and Luthic. Orcs are not the most religious of people. They tend more towards ritual and personal faith (if any). Each tribe seems to have their own emphasis and view of the gods. Some tribes worship one or the other, or neither, preferring to worship nature, animals, or ancestors instead.
A few tribes continue to pay homage (and sacrifice) to their old, dead god. Several more violent clans worship Uhrag Bloodmaw, an ancient spirit of murder, death, and blood. Uhrag was not an orcish deity, but has assumed the form of one due to his many worshippers. The clans who follow Uhrag are violent and clash frequently with other clans.
Names:
Orcs tend to have many names. Inside the clan they will have a first name and a patronym. Orcs often acquire many nicknames in their lifetimes. Outside of their clan they go by their first name and their clan name. Typically, an orc belongs to the tribe of his mother. City orcs with no clan, or no attachment to a clan, will use their city name in place of a clan name.
Orc first names tend to be strong sounding names.
Examples:
Brogthar “Bloodaxe” Son of Rargh, Wartusk
Nora “Tusker” Daughter of Urugh, Thunderhoof
Stats:
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are exceedingly strong for their size, but tend to be brash, bold, and charge into situations without thinking them through.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Those with high intelligence can choose from the following bonus languages: draconic, elven, sylvan, goblin, gnoll, arktos, dwarven
No Light Sensitivity!
Ghoragh Battleborn and Luthic used their divine powers to bless orcs with the ability to enter brightly lit areas without hinderance. Unlike orcs in other worlds, orcs in this one have no sensitivity to light.
Height and Weight
(these are typical heights and weights, characters can always choose to be a bit taller or shorter than normal)
Males range between 5’2” and 7’0” with the average male standing around 6 ft tall. Their weight can vary substantially, between 150 lbs and 300 lbs depending on height and build.
Females range between 5’0” and 6’5” with the average female around 5’10”. Their weight ranges between 120 and 250 lbs, depending on height and build.
Starting Age and Aging
Orcs develop more rapidly than humans. Different tribes declare an orc to be an adult at different times, generally between 10 and 15 years of age. Most orc children begin training with weapons when they are very young.
Due to their often nomadic and conflict filled lifestyles, orcs will often die early. They have the potential to live to a ripe old age.
Middle age: 30
Old age: 45
Venerable: 60
Max Age: 60+2d20
Character starting ages
barbarians, oracles, rogues, and sorcerers: 13-16 years old
bards, fighters, paladins, rangers, summoners, and witches 13-18 years old
clerics, druids, monks, and wizards: 14-24 years old
It is rare to see an orc outside of the north.
Appearance:
Orcs are tall and incredibly strong, with broad and muscle bound frames. They have powerful jaws and feature prominent tusk like teeth or larger than normal canines. Orc noses are often wide, but do not protrude far as they originated in the cold north. Orcish ears are elongated, and end in pointed tips.
Orc skin color varies between green and brown, with a few that are greyish or yellowish tinged. Orc eyes are similar to wolf eyes, and are often a golden yellow in color. Orcs can also have brown, grey, black, and red colored eyes.
Hair and body hair vary widely between orcs and clans. Some orcs have thick full heads of hair, beards that would impress a dwarf, and so much body hair they could be mistaken for a bear. Other orcs find themselves with little or no hair. Hair color is often black or brown, but can be lighter in color or even reddish. Female orcs can have impressive body hair, but do not have facial hair.
History:
Orcs have a long and bloody history, filled with constant war and conflict. With the death of their old god, they have gained a more peaceful lifestyle. They are still hulking brutes who solve most problems with brute force, but they are no longer divinely commanded to spill the blood of everyone else.
Orcs are very clan centered. An orc who does not agree with his clan will often strike out to find a clan who is more to his liking, or be exiled. Many of the clans are still war-like, adhering to the old ways. Others have become much more nature centric, focusing on living in harmony with the world around them. Others yet have settled down and are living the city life.
Orcs are very ritualistic, with rituals handed down from generation to generation.
Religion:
Orcs have two main deities, Ghoragh Battleborn and Luthic. Orcs are not the most religious of people. They tend more towards ritual and personal faith (if any). Each tribe seems to have their own emphasis and view of the gods. Some tribes worship one or the other, or neither, preferring to worship nature, animals, or ancestors instead.
A few tribes continue to pay homage (and sacrifice) to their old, dead god. Several more violent clans worship Uhrag Bloodmaw, an ancient spirit of murder, death, and blood. Uhrag was not an orcish deity, but has assumed the form of one due to his many worshippers. The clans who follow Uhrag are violent and clash frequently with other clans.
Names:
Orcs tend to have many names. Inside the clan they will have a first name and a patronym. Orcs often acquire many nicknames in their lifetimes. Outside of their clan they go by their first name and their clan name. Typically, an orc belongs to the tribe of his mother. City orcs with no clan, or no attachment to a clan, will use their city name in place of a clan name.
Orc first names tend to be strong sounding names.
Examples:
Brogthar “Bloodaxe” Son of Rargh, Wartusk
Nora “Tusker” Daughter of Urugh, Thunderhoof
Stats:
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are exceedingly strong for their size, but tend to be brash, bold, and charge into situations without thinking them through.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Those with high intelligence can choose from the following bonus languages: draconic, elven, sylvan, goblin, gnoll, arktos, dwarven
No Light Sensitivity!
Ghoragh Battleborn and Luthic used their divine powers to bless orcs with the ability to enter brightly lit areas without hinderance. Unlike orcs in other worlds, orcs in this one have no sensitivity to light.
Height and Weight
(these are typical heights and weights, characters can always choose to be a bit taller or shorter than normal)
Males range between 5’2” and 7’0” with the average male standing around 6 ft tall. Their weight can vary substantially, between 150 lbs and 300 lbs depending on height and build.
Females range between 5’0” and 6’5” with the average female around 5’10”. Their weight ranges between 120 and 250 lbs, depending on height and build.
Starting Age and Aging
Orcs develop more rapidly than humans. Different tribes declare an orc to be an adult at different times, generally between 10 and 15 years of age. Most orc children begin training with weapons when they are very young.
Due to their often nomadic and conflict filled lifestyles, orcs will often die early. They have the potential to live to a ripe old age.
Middle age: 30
Old age: 45
Venerable: 60
Max Age: 60+2d20
Character starting ages
barbarians, oracles, rogues, and sorcerers: 13-16 years old
bards, fighters, paladins, rangers, summoners, and witches 13-18 years old
clerics, druids, monks, and wizards: 14-24 years old