The Hordes of Dig: Goblinoids & Orcs Species in The Sunken Realms | World Anvil
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The Hordes of Dig: Goblinoids & Orcs

The Hordes

Goblins


For an expanded work-up of player character goblins, check out Skullsplitter's Goblin 5e Guide.   The goblins that will be encountered in The Sunken Realms were once the stereotypical feral, evil sort that roamed The Lost. Forced together by the Calamity, they have joined forces with the other goblinoids to found their own territory and subsequent nation of Dig, adopting more neutral alignments and civilized behaviors. Their attitudes still seem more harsh, gruff, and even grumpy, but they at least aren't likely to attack or steal from you on sight. Even those that are not part of the nation proper are still fairly tame compared to those of old, though that doesn't mean that there aren't outliers leaning more towards evil or even good morals.   The tricky, sneaky nature of goblins persists even in their more civilized social structure, leaning some towards thievery or spying. However, this is not the only way of the new goblins. Some are hunters, gatherers and farmers, builders, miners, and others still have even taken the deep dive into politics. Shamans and Witch Doctors make up most of their medical professionals, though their nature as such has these such people living more on the western side of their territory.

Hobgoblins

Check Eberron's Hobgoblins on p.24 for more information on how to build and play a Hobgoblin as a race.   Alongside the various half-orcs, the Hobgoblins were a major driving force in the founding of Dig and the development of its nation overall, both politically and socially. Rigid to a fault, most of these people have drifted from their typically evil nature to a more unforgiving lawful neutral, making up the most stubborn and resilient aspects of the country's law and order systems.   Those not involved in the politics, protection, and legalities of their new nation are often more of heavy lifters, working alongside the dwarven tradesmen to refine the various ores found in their land, most noticeably Wofrite. If not part of the militia proper, they might be hired on by other races as bruisers, bouncers, bodyguards, or just mercenaries in general.

Bugbears

For the playable race, check DND Guide, Skullsplitter's Bugbear 5e Guide, Eberron's Bugbears on p.24, or Volo's p.119.   Often laborers, enforcers, and ambush fighters for Dig's military, Bugbears. However, this is just for the bugbears that are accepted among the tribes of The Horde; those outside of this den of civility remain much the way they have always been thought of, and some have even found a cruel twist to the two extremes, adapting to lives as slavers and slave traders. Since they tend not to stay in large groups, even of their own race, they will mostly be found in groups of one to a dozen, even in Dig cities.

Orcs

Of the various races found in Dig, the religious leaders of the nation are found largely among the numbers of the Orcs. Even those that do not directly lean towards religion tend to have some sort of innate magical prowess, whether they make use of it or not. In the end, though, an Orc is an Orc, and they remain the grizzled brutes they are known as to the rest of the remaining world. This point of view is in no way made any more positive by the facts of the races' behavior at the time of the calamity and the first twenty or so years after. During this time, the Orcs were well known and feared for their rather stereotypical behavior, surviving off of pure brute strength and superiority, leading them to pillage and rape people from all walks of life. This, in turn, has lead to some unexpected Half-Orc crossbreeds.

Half-Orcs


The Half-Orcs of The Sunken Realms have proven to be hardy, resilient folk that were once little more than myth. Following the Calamity, however, and the conflicts that followed, their numbers have grown enough that their existence simply can no longer be denied. With their more violent natures curbed by their diluted blood, each of the Half-Orc variants have nearly become unique races in their own right.     Dwarf-Orc
Sitting more in the height range of human men from 4'8"-6', Dwarf-Orcs (impolitely, but traditionally referred to as "Dorcs" or "Dworcs") tend to be burly, hairy, and tusked people. Their skin leans towards shades of greens, grays, or tans, depending on the strength of their orcish blood. These hardy folk take their fortitude from their dwarven heritage and their strength from the orcish.

Dwarf-Orc

Ability Score Increase +1 Str, +2 Con
Size Medium
Speed 30ft

Age
Dwarf-Orcs mature quickly due to their orc heritage, they usually mature at the age of 14. Due to their dwarven heritage, their lifespans increase and they have been known to live up to the age of 250.   Alignment
Depending on who raised them, Dwarf-Orcs can have lawful to chaotic alignments   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.   Hybrid Physiology: You inherit some of the qualities of your parents' races. As a Dwarf-Orc, you may choose up to three Hybrid Physiology traits below.

  • Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool Proficiency - You may choose to gain proficiency with one of these artisan's tools: smith's tools, brewer's supplies, or mason's tools.
  • Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • 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 long rest.
  • Savage Attacks - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
If you would like a way to randomly determine the height and weight of your character, you may use the formula sequence below:
Base Height:
4'8" (56")
Height Modifier: +2d10
Base Weight: 110lbs
Weight Modifier: (Height Mod) x (2d4lbs)

Languages. Dwarf-Orcs can speak, read, and write in Common, Dwarven, and Orcish.

  Elf-Orcs
Raked with inner turmoil over not only their own existence but also the conflicts of their dual natures, Elf-Orcs manage an interesting blend of their parent races, often being looked at as either, "pretty orcs," or, "burly elves." They usually stand between six to seven feet, but have neither the full elegance nor the full strength of either of their parents. They unyieldingly take on the base pigmentation of their orcish parent, altered by their elven blood; drow relatives make them duskier or darker, wood elves make them tanner, and high elves make them paler. Additionally, they almost never have a surviving mother, should their mother be the one of elven heritage, due to the sheer size of them, even as newborns. Should their father be the elf, however, well... the traditional joke is that these are the very, very bravest of men.

Elf-Orc

Ability Score Increase +1 Str, +1 Dex, +1 Con
Size Medium
Speed 30ft

Alignment
Nearly all elf-orcs are wildly chaotic, inheriting traits of chaos from both sides of their parentage. Elf-Orcs can be of any alignment but they are almost always conflicted; their orc blood drives them towards violence and evil, whilst their elven heritage exerts a strong influence toward good.   Darkvision
Thanks to both your elf and orc blood, you have superior vision in dark and dim conditions. 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.   Elven Gift
The type of elf your elf-orc is descended from will determine what they have inherited:
• An elf-orc of high elf descent can choose the high elf's Cantrip.
• An elf-orc of wood elf descent can choose Fleet of Foot, or Mask of the Wild.
• An elf-orc of drow descent can choose Drow Magic. Additionally, a half-drow may choose Superior Darkvision at the cost of having to also take Sunlight Sensitivity.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Aggression
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.   Erratic Dodge
Born from conflicting races, with an unknown story and your very blood chaotic; no enemy can predict you. You may use your reaction to either give yourself advantage on a Dexterity saving throw, or force a creature to reroll an attack against you, taking the lowest of the two rolls for their attack. You can use this trait once per short or long rest.

Languages. Elf-Orcs can speak, read, and write in Common, Elvish, and Orcish

Half-Orc
The short of the half-human, half-orc hybrid race is that they are the standard, traditional version of such. Due to them being more common in more recent years, they are treated far better than in the past, especially considering the strives they've made towards establishing Dig as a proper, civilized nation.
 

World Opinions

In short, anyone over the age of about fifty is likely to look at goblinoids with caution at best and disdain at the worst, even those from Dig. For the most part, the days of other races and goblinoids attacking each other on sight are long past, though the isolated hermit might argue differently. Most who have grown accustomed to their new way of life have adjusted to their change of attitudes and have learned to respect their changes. Surprisingly, this has even come to pass in some cases with the darker sides of these races, such as the goblins' their tricky, sneakier nature, leading some to even attempt to recruit or employ them for heists, spying, or other incognito jobs.

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