Orc

Awe of Nature

Orcs can trace their history back to their servitude to the Daru, who trained, raised, and taught them to be fierce warriors. They were supposed to be the Daru's first line of defense against ancient threats they could not surmount alone. Eventually, however, Orcs found their way in the world, apart from the Daru. But the time they spent serving under the bird race built a strong traditional and racial tie between Orcs and nature itself. Even in their most violent rages they have a deep care for the natural world and try to avoid hurting it. Orcs also have the uncanny ability to intuit what is wrong with flora or fauna, though not necessarily how to fix or heal it. Having some empathetic connection to nature that goes beyond taught knowledge.    

Seasonal Mood

Something present in all Orcs is their extreme seasonal moods. On the coldest of winters their bodies slow down, their tempers tempered, and stubbornness gives way to curiosity. During this time they are known to be even friendly and softer in disposition. But this drastically changes with the hottest heat of summer. Orcs become flooded with burning emotions, tempers become short, the urge for violence increases, and minds shut out other ideas. With this drastic mental change also comes the drastic increase in muscle density of Orcs. They vibrate with energy if they keep still for too long. Eventually, it was discovered by ancient Orcs these changes in mood and strength were dictated less by season and more by current temperature. Causing a massive divide in ancient Orcs as the huge tribes on Molor broke apart and searched for climates where they could live their ideal lives most of the time. From the rage junkies who settled in the deserts, to the laid back quieter folks who disappeared into the mountain peaks.    

Biological Traits

Large humanoids with naturally muscular bodies, green skin, and mouths accentuated by small tusks protruding from their mouths. Their skin is a shade of green and the skin around their muscles usually is marked with stretch marks, though only if they have experienced regular hot and cold shifts in temperature that make their muscles swell. They are solidly built and their bones are famously hard to break. Able to withstand a tremendous amount of pressure and punishment before they begin to stress and crack. As they get up in years, it is usually safer for them to stay in colder climates as the muscle increase during hot weather begins to become stressful on the body as a whole. In the last few decades of an Orcs life, they will see their bodies become weaker and will themselves begin to feel the tiredness of age catch up with them.   They reproduce normally for mammals, with the mother having pregnancies' that last for 6 months. Orcs are born much stronger than all other races, fully capable to rip open fruit peels and smack you with enough force it can bruise slightly. When they reach the age of 13 their bodies begin to rapidly grow for a full year until they reach maturity at age 14. At this age, their bodies' rapid growth will diminish greatly until the age of 35 when it will stop completely.   Where an Orc decides to call home depends on which emotional cycle they prefer to be in. However, climates that shift rapidly are generally not enjoyed. Being forced to feel rapid mood swings end up being very stressful on their minds and their bodies. Some actually experiencing injuries as their bodies try to adjust to quickly changing weather.

Civilization and Culture

Gender Ideals

Orcs tend to be matriarchal, women being the ones to take charge in most situations. Though there is still an intense rivalry between the genders. Where leaders, usually women, must best the men in combat if they want anything from them. Hunting trophies, specific food, marriage, and even if they are to have children. The men, in order not to appear weak, meet these challenges with full bravado even if they desire what the woman wants.   A traditional Orcish courtship usually comes with a lot of showing off, challenging each other, and once the woman decides she wants the man, a wrestling match to beat their potential husband to submission. This match is essentially a marriage ceremony in its own right. If she fails, the man gets to take something from the woman as compensation for the loss. Though if the woman wins, all the man's belongings become the woman's.   Women Orcs tend to have more than one husband. As in traditional Orc society, the more men she has under her the greater clout she commands in the tribe and the more resources she gains from her husbands. All the control in the relationship is in the woman's hands. If she is displeased with her husband, she can dismiss him from her family while retaining all his things. The former husband has a single chance to beat his former wife in a test of strength. If he wins he gets to retain his things or choose to stay with his wife.

History

Youth Mature: (Ra Raaffi)   Youth: A simple short Armenian themed name.   Mature: A simple short Armenian themed name.   Youth Names are simple names given to a child upon their birth by their parents. Using the name alone is typically only done by close family members and those they grew up with. Using it by itself also has the connotation of viewing the person as younger and immature.   Mature Names are taken by the Orc once they have reached maturity and are usually made by combining one's Youth name and another name they wish to be called. Sometimes that 2nd part of the name is taken from those they greatly respect or from a family member they love.    

Example Names (Familiar Yore Clan)

  Female Names
  • Ne Negdar
  • Ani Anihova
  • Sira Siraarpi
  • Var Varteni
  • So Soseh
Male Names
  • Ar Arno
  • Hov Hovasap
  • Se Sevag
  • No Norayr
  • Ar Areek

Base Trait Modifications

Ability Score Increase: Your Strength score increases by 2   Size: Medium   Speed: Your base walking speed is 30ft   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 only see in shades of grey in the darkness.   Primal Endurance: When you are reduced to 0 hit points but not killed outright, you can roll and spend a Hit Die to make your Hit Points whatever you rolled. You can't use this feature again until you finish a Long Rest.   Mood Swings: When the temperature is greater then 90°F, all Strength based Skill Checks are made with Advantage. You also make all Intelligence based Skill Checks with Disadvantage. When the temperature is lower then 30°F, all Intelligence based Skill Checks are made with Advantage. You also make all Strength based Skill Checks with Disadvantage.   Nature's Empathy: You have Advantage on any Check that has to do with finding out what is wrong with plants or animals. ie Sickness, Disease, Poison ect.   Default Language
Ogrunt
Origin/Ancestry
Molor
Lifespan
14 - 75 years
Average Height
6' - 7'
Average Weight
200-380 lbs

Subraces