Marsh Orcs
Attributes: Increase Constitution by 2, Strength by 1
Speed: Marsh Orcs have a walking speed 30 and swimming speed of 30
Size: Marsh Orcs are medium, ranging from 5.5-6.5 feet at maturity.
Age: Orcs have a similar lifespan to humans, with an average of 80 years
Amphibious Nature: Gain advantage on sneaking in water, swamps, or at night. You can hold your breath for an hour.
Darkvision: You can see in the dark light as if it were dim out to 60 feet. You can see in dim as if it was bright out to 60 feet.
Relentless Endurance: Once per long rest, if you are dropped to 0 hit points, you will fall to 1 instead.
Savage Attacks: If you crit against a target, you roll one extra damage die.
Languages: You know orcish and one other language.
A Self Determined People
Model Minorities
While uncommon outside of Newmot, Euvurcrest, and Goldwalk, orcs tend to be a welcome sight. While their proclivity toward hard labor often leaves them in the lower echelon of society, they are also revered for their hard work and determination. Their peculiar history has also taught them the value of assimilation into surrounding society, making orcs outside of Orovical highly sociable.
Although many orcs relegate themselves to laborious tasks such as mining and construction, they are also notably capable of more artisan tasks. Orcs often work as climbing guides, craftsmen, and engineers.
Unexpected Genius
While many consider orcs to be brutes, they have been capable of a variety of intellectual feats over the centuries. The orcs of Az Athur, for example, have invented forms of divination, Magnesis, functional prosthetics, and genetic engineering. While the depths of their genius remain to be fully unveiled outside of Orovical, they could surely change the world. Their ability to decipher their mysterious past alone deserves recognition, even if they have a long way to go.
Two Cultures
An orc can typically live in one of two worlds: the Greylends or abroad. Those in the heartland are typically more conservative and averse to interaction with other races (aside from Dwarves and Urrfolk). Their ideals tend to be more extreme as well, be it rules on reproduction, forced mechanical enhancements, or their rigid caste system compared to the surrounding territory.
Orcs from cities or villages tend to be more liberal and social due to their experiences. Typically, those who are not actively seeking refuge in the Greylends tend to reject its society, believing it to be unsustainable and extreme.
Orcish Gods
Birthsigns of the Orcs
Under the Biomechanist
The Technocrats are engineered by the Irz Ikar to be intelligent, loyal, persistent, and inclined to the arcane. They are trained in the ways of Magnesis which may be used to construct buildings, prosthetics, or for defensive purposes. The technocrats have high respect but few options for using it, as they are bound to the desires of the Irz Ikar. These individuals are born under the Biomechanist but are given traits of the Impetus as well.
Toxicologists are engineered to be cunning, intelligent, risk-taking, and physically resilient. While their titles imply them to be brewers of poisonous concoctions, they usually serve as practitioners over the body in both physical and spiritual paths. They often assist technocrats in their modifications of other orc bodies. These individuals are born under the Biomechanist but have been given traits under the sign of whispers.
Under Whispers
Fieldsetters are engineered for their sociability, dexterity, craftiness, and innovation. Often used as mouthpieces for the tribes' begrudging foreign affairs, they hardly possess a welcoming countenance. Often heavily modified, most of their features are indistinguishable given their facial steel modifications. Regardless, they often have the knowledge of what others desire, making them the best individuals to facilitate negotiations. While social, the fieldsetters have skills which are two-fold. They are also crafty and are tasked with designing traps, walls, and other defenses for the tribes. Though born under Whispers, they notably share the craftiness of the Biomechanist.
Three Blades are engineered for their dexterity, strength, heightened senses, and confidence. These individuals serve the Irz Ikar but are typically more loyal to the direct desires of Atok Tirash. Three Blades make competent assassins and fighters; they are trained to work in squads with their ilk but are bred to stay cool when separated. These individuals are often outcasts from their societies from birth, making them the most likely orcs to abandon their lot (and the most to regret it, given their spiritual bonding to the path of whispers). While born under the light of Whispers, these orcs also share the strength and constitution of the Impetus.
Three Blades are engineered for their dexterity, strength, heightened senses, and confidence. These individuals serve the Irz Ikar but are typically more loyal to the direct desires of Atok Tirash. Three Blades make competent assassins and fighters; they are trained to work in squads with their ilk but are bred to stay cool when separated. These individuals are often outcasts from their societies from birth, making them the most likely orcs to abandon their lot (and the most to regret it, given their spiritual bonding to the path of whispers). While born under the light of Whispers, these orcs also share the strength and constitution of the Impetus.
Under the Impetus
Second Born are engineered for their strength, loyalty, constitution, and dexterity. Built to represent the impetus himself, these orcs may go through degrading amounts of training and body modification to serve their cause: combat. While they make sufficient bodyguards for the Irz Ikar, they are the only individuals who may as ascend to the rank of Chieftain or Talisman. While born to be an image of the impetus, these individuals share traits of Whisperers, such as their craftiness.
Deepfueled are the least understood of the signed orcs. Engineered for loyalty, speed, constitution, and endurance, the Deepfueled are often sacrificial lambs for experimentation or battle. The Deepfueled are experimented on by Technocrats and undergo levels of modification that would likely kill any other mortal. Whehter the entirety of their skin is replaced with steel or their blood is infused with flammable oil, most Deepfueled would be viewed as abominations by other societies. The purpose of these modifications is to advance their society or defend it, and this sign is considered the most respectable to its undeniable association with sacrifice. While the Deepfueled are born under the Impetus, they share the technological inclination of the Biomechanist.
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