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Orc

The Orc clans where first encountered around 900 years ago, shortly before the unraveling, which it is believed they had a large part in orchestrating. Shortly after their first encounter the Orcs invaded the continent of Asterul, going so far as to threaten to wipe out all other nations. When the unraveling occurred large parts of the Orcs commanding structure evaporated leaving the remaining Orcs to scatter and hide wherever they could. What followed was a period of fear, as Orcs hid from the other races, who believed the Orcs responsible for the chaos, destruction and death caused by the unraveling. The hunting continued until a small band of Orcs managed to earn the protection of an village leader by saving his daughter from a band of attacking bandits. Once given a small chance, the Orcs quickly proved their worth by being excellent craftsmen, woodsmen and defenders, showing a fierce loyalty towards those that showed them kindness. It quickly became apparent that the remaining Orcs had no recollection of why the Orc clans attacked or what caused the unraveling, but that they believed it was caused by the gods as a punishment of some terrible sin.   Over the following centuries the Orcs proved to be trusted allies to the other races as new clans, largely formed by members living in the settlement of other races, formed and gave the Orcs a form of culture of their own. They proved instrumental in the dragon hunts, protecting their weaker friends and saving many lives with acts of heroism.   Currently Orcs live alongside the other races in familial groupings in cities or in smaller villages formed around several families of the same clan. The clans consist of several familial units, who not always live together but are connected by networks of clan houses and messages using animal messengers. The clans tend to be populated mostly by Orcs but the can form alliances with other groups, or adopt new members from different species. Currently the clans exist together in relative peace, even as there is friction between them over territory and traditions, as the Orcs don´t have a universal belief system.

Civilization and Culture

Naming Traditions

Antingen korta namn med bara en versal, eller mellanlånga med olika versaler. inga upprepade bokstäver med förkärlek för hårda konsonanter. Får sitt efternamn direkt från någon av, eller båda föräldrarna, med son eller dotter efter. I fall med okända föräldrar ges ett namn efter klanen som uppfostrat personen. Ytterst ovanligt med orcer utan efternamn. ex. Bargut Kurtilsson, Korgin Glit-Hring-dotter.

Common Customs, Traditions and Rituals

Orcer är generellt sett tävlingsinriktade och tar utmaningar väldigt seriöst. Alla orcer har minst en sak de mer eller mindre hemligt strävar att bli bäst på och aldrig tackar nej till en tävling inom.
Appearance: Orcs are a hulking people, towering above almost all the other races. They have an easy time to build muscle and tend to have a lot of them. They have large square shaped heads with small pointed ears, course dark hair, a broad nose and tusks jutting upwards from their lower jaw. They have a dark grey skin tone that can take on shades of green or brown as they age, sometimes giving them a spotted appearance.
Genetic Descendants
Lifespan
Orcs live to be around 50 years old and are considered adult at 12 years of age.
Average Height
Orcs are generally taller then humans and some can be upwards of 230 cm (7,5 ft).
Average Weight
most Orcs tend to weigh above 100 kg, where the taller more muscular specimen reaching 160 kg

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Orc

Ability Score Increase Strength: +2, Constitution: +1
Size Medium
Speed Your base walking speed is 30 feet.

Age

Orcs reach adulthood at age 12 and live up to 50 years.  

Alignment

The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment.  

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:   Size modifier = 2d8   Height = 5 feet + 4 inches + your size modifier in inches   Weight in pounds = 175 + (2d6 × your size modifier)  

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

Aggressive

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.  

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  

*Primal Intuition

You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages. You can speak, read, and write Common and Orc.

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