Half-Orc Species in Iskatel: Fortunebound | World Anvil

Half-Orc

The Half-Orcs of Iskatel are brutal, unforgiving, and violent. The vast majority live among the Orcs of Ghash and the Pirate Coast, products of war and perversion. Within Orcish society, they are both valued for their intelligence and ridiculed for their physical weakness. Half-Orcs often find themselves bullied and abused in their younger years, then, as they learn to use their cunning to gather a gang around themselves and exact vicious revenge on their tormenters, they find themselves raised to positions of respect and leadership. Many Half-Orcs end up as captains or first-mates on pirate ships and as war band leaders during excursions into human territories.   It is extremely rare for a Half-Orc to be raised within human society. They are always considered abominations and curses upon the family that raises them. Only in Firsthome, or deep in the Outlands, are Half-Orcs even tolerated, and then only barely and with strong suspicion. In the Orc lands of Ghash, however, Half-Orcs are more plentiful and sometimes even purposely bred in order to raise war band leaders and pirate captains. The various shantytowns that hide and replenish pirates returning from the Sea of Splendor will often sport a relatively large population of Half-Orc children — especially around the brothels. Physical strength and fighting prowess are both of supreme importance in the eyes of Orc and Half-Orc alike. Leaders gain their position by demonstrating skill at arms and the ability to lead others to victory and loot. If a Half-Orc finds themselves successful raiding and plundering, they will find a great many who wish to follow and serve them. If, however, success starts to leave the Half-Orc and raiding becomes a struggle with little gain, they should expect a quick challenge — and combat to the death — from those who follow. The only way to hold onto a position of power in Ghash is to defend that position with might, reputation, and skill at arms. Those found weak or lacking are either killed outright or left behind to die.  

Relations


Half-Orcs do not, in general, have positive relationships with the other races of the 9 Kingdoms. They find themselves at home only with their own kind and with full-blooded Orcs. Those of other races who fall in with Half-Orcs are usually criminals and outcasts from their own societies and cultures. Such criminals and outcasts are especially common along the Pirate Coast, where hardened criminals make their homes in shantytowns along the sea and take work on ships that plunder the merchant lanes of the Sea of Splendor.  

Religion


Half-Orcs do not take well to discipline or order, and so they are almost always of a chaotic alignment. Further, most Half-Orcs have lead a brutal and unforgiving life in which might makes right and one takes what they want and kills whoever gets in their way. This leads to a disposition for an evil alignment as well. In religion, Half-Orcs follow the Twelve.  

Adventurers


Half-Orc adventurers are almost always out in search of plunder and glory. They care little for slaying evil or rescuing towns or villages — only for gold and other material reward. A village ignorant enough to hire a Half-Orc to save them from a menace is very likely to find that menace eliminated, and then their own village sacked. A very few Half-Orcs may adventure because they do not fit in with Orcish society and wish to do good in the world. These adventurers walk an extremely difficult path as most other races will arrest, attack, or flee from a Half-Orc on sight.
 

Half-Orc Traits

 

Ability Score Increase

+2 STR +1 CON

Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good.

Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Size: Medium

Speed

30 feet

Darkvision

See in dim light for 60 feet as if it is bright light, and in darkness for 60 feet as if it was dim light. Cannot discern color in darkness, only shades of gray.

Menacing

Proficiency in the Intimidation skill.

Relentless Endurance

When reduced to 0 hit points but not killed outright, can drop to 1 hit point instead. Cannot use this feature again until finishing a long rest.

Savage Attacks

When scoring a critical hit with a melee weapon attack, can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages

Common, Orc

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