Known for their ferocity in battle, and their staunch leadership, the Orcs rule over the Osinirim Federation. Most Orcs approach life with the belief that to survive, one has to subjugate potential enemies and control as many resources as possible. With all under their stewardship, there would be no war. This usually puts them at odds with many races of realm, but in their eyes, their strength will conquer all.
History
Far to east of Tyrae, the orcs alongside the trolls and giants came as an invasion force to conquer this continent. They devastated the land on the eastern side of the continent and either subjugated other races or drove them off. This all happened about 500 years ago. After the demon calamity, there was peace within the realm for a time. However the beats of war drums echo throughout their strongholds as the shouts of war is on the horizon.
Physical Description
Most orcs are burly and stocky, about the size of a human with a small hunch in them. They tend to have protruding tusks almost like warthogs. Most tend to have muscles and those that do not are considered weak. If you aren't training for war then you are not an orc.
Orc Names
Orcs usually have more guttural sounding names. They can adopt the other race names if they live with other races for a while, but usually have stick with their orc names. They also have a clan name, which all Osinarim races have.
Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk.
Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda.
Clan Names: Back Tooth Grin, Blackrock, Bleeding Hollow, Bonechewer, Burning Blade, Dragonmaw, Firewolf, Laughing Skull, Shadowmoon, Shattered Hand, Stormreaver, Thunderlord, Twilight's Hammer, Warsong.
Orc
Culture
Leaders of the Federation, Orcs usually hold power in the government and help organize the army where needed whether on the front lines or back at the commander's tent. Ambition and war is their culture. They breath to conquer and the strong makes the law within their realms. Once your subjugation, if you follow their laws, they treat you as their clan-friend and are kind to their vassals, even if you don't have the freedom as you once did.
Appearances
Tall and muscled with a small hunch in their back. Orcs come in many different skin tones like green, red, blue, gray, and even black. They also tend to have red, orange, or yellow eye colors. Their hair consists of reds, browns, and blacks. They tend to keep their hair short, but it can grow long. Men tend to keep beards and sometimes decorate their hair with bones of animals or people they achieve victory over. They have slightly pointed ears and tusks protrude from their mouths.
Orc - Osinarim
Ability Score Increase Your Strength score increases by 2, and Constitution score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.
Age: Orcs reach adulthood at age 16 and live up to 80 years.
Alignment: The orcs are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment.
Size: Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Languages: You can speak, read, and write Common and Osinarim.
Darkvision: Accustomed to life underground, 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.
Skills: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
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.
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.
Garn (Dark Orc)
Culture
Corrupted Orcs who have been fused with demon blood or are offspring of a demon and an orc. Those that still worship their demon masters are ostracized and exiled from the clans, while those that don't are allowed to stay within the Federation. Some even hold power, either over clans or are generals within the army. Orcs are a little more kinder to their demon cousins than most other races, as long as they don't betray them.
Appearances
Even larger than a normal orc, they share a lot of similarities to normal orcs. They have black veins that are visible, and tend to have glowing eyes. Those that are more corrupted tend to have their sclera black, horns, claws, and sometimes come with spaded tails. The more corrupted ones tend to have spikes coming out of their back and shoulders and their tusks grow long.
Orc - Garn (Dark Orc)
Ability Score Increase Your Strength score increases by 2, and Charisma score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.
Age: Garn reach adulthood at age 16 and live up to 80 years.
Alignment: The Garn has demon blood running through them. They tend to be more evil and chaotic than not, but there are exceptions.
Size: Garn are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Languages: You can speak, read, and write Common, Osinarim, Infernal
Darkvision: Accustomed to life underground, 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.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Skills: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
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.
Aggressive: 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.
Comments