Orcs
Monstrous by design, the cadaverous, hulking Orcs are the bogeymen of Tetraverium, forced into a history of resilience, community, and stubbornness. Scattered communities of Orcs stand together against usurpation or displacement.
Origin
Like the other Origin Lines, the first Orcs were created by divine magic during the first few thousand years of the world’s existence. They were the sixth model to step foot on the world. Many myths about the creation of Orcs have been exaggerated. Some say Zanu reached into the depths of the Shadowfell and found the most horrific thing he could: he then taught it to stand on two legs and called it an ‘Orc’. Others claim they are descended from Demons of the Darkest Dimension, or the baby of a Manticore and a Toad. These stories have overwhelmed the collective consciousness of the Orc that it is difficult to discern any bearing of their true creation.Orcs are victims of an unexplainable phenomenon known as the Curse of Fragmentation in divine circles. It refers to the fact that some infant Orcs, beyond the explanations of medicine, are born missing arms, legs, eyes, or even chunks of their body. Most Orcs are also more likely to suffer grievous wounds.
Description
The Orcs of Tetraverium are large, bony creatures. They traditionally stand at 6 to 7 feet tall, and between 200 and 300 pounds. They have a lifespan of roughly seventy years. Orcs tend towards gray or green skin, sullen eyes, and uneven features. Their mouths are large, and outfitted with large, protruding tusks. Their bodies are riddled with massive, oversized bones. These bones are often visible beneath their skin or protrude directly from it. Many Orcs have disproportionately sized or missing body parts, and strike a strange mix between being gangly and hulkling.Socialization
The Orcish people have long been feared due to their monstrous appearance. So long as societies have grown, they have grown to keep Orcs out. And thus, Orcs have created their own societies in opposition to them. One of the most infamous cases of this anti-orcish sentiment are the large part the Orcs played in the Tamor and Dimen Tribes of Domufuerte; indigenous groups which long struggled against the displacement and oppression of the Forge Empire. Another example is the long-standing Anti-Orcish sentiment displayed by the Arzukan Empire of Selestia, escalated to a horrific extreme during the Gray Genocide.Orcish society is often stubborn and communal. One has to act with the betterment of the whole in mind; but if one makes themselves a useful part of the community, they are accepted with open arms. Orcish society is also notoriously accepting of disabilities, due to their experience with their Curse of Fragmentation.
Orcish society continues to suffer through the burden of their disproportionate bone growth. The worst of it occurs during Orcish puberty. Horror stories persist of teenagers screaming throughout the night. Orcish society has adapted to train children to properly manage this growth; by suffering through careful rituals employing medicinal herbs and druidic spells, the damage can be minimalized. This process is known as Ulwarken, and is well-known amid Orcish circles. Orcish children who grow up employing Ulwarken often have markedly less damage from their bone protrusion, leading to lessened pains in adult life. Unfortunately, Orcish children displaced from Orcish society have no way of learning this process, and have no recourse.
Living in Tetraverium
In today’s society, Orcish discrimination has been, for the most part, phased out. The Holy Kingdom accepts them as children of the Divine Quartet, and has placed sanctions in place to discourage future hatred where it continues to brim, particularly amid the elite of the Arzukan Empire.Intermingling with other races has led to Orcs not quite as burdened by the monstrous heritage Zanu gave them. Orcs of different shades and not quite as horrific bone proportions walk Tetraverium. Some more radical members of the Holy Kingdom claim that the ‘acclimation’ of the Orc is a disservice to the will of the gods; if the gods created monsters, monsters they should remain.
Orcs occupy a strange position in the world of Tetraverium; monsters of unfinished creation, left to struggle with their own existence. It is a difficult life for an Orc, and they have hardened themselves to roll with the punches.
Subraces
There are no Orcish Subraces.Mechanics
If you choose Orc as your species, you gain the following benefits:
Ability Score Increase: You can increase one Ability Score by 2 and one Ability Score by 1.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
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.
Menacing: You gain proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.
Curse of Fragmentation: Your body is more prone to fracturing. When you are hit by a critical hit, you suffer a Critical Wound on a roll of 19 or 20.
Adrenaline Rush: You can take the Dash action as a bonus action. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus plus your level.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rigid Form: Your large, often-protruding bones weigh you down. If an effect causes you to be moved against your will, the distance is halved (to a minimum of 5 ft.)
Languages: You can speak, read, and write Common and Orc.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
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.
Menacing: You gain proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.
Curse of Fragmentation: Your body is more prone to fracturing. When you are hit by a critical hit, you suffer a Critical Wound on a roll of 19 or 20.
Adrenaline Rush: You can take the Dash action as a bonus action. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus plus your level.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rigid Form: Your large, often-protruding bones weigh you down. If an effect causes you to be moved against your will, the distance is halved (to a minimum of 5 ft.)
Languages: You can speak, read, and write Common and Orc.
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