BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Orc

Culture

Orcish society has always been characterized by hardy and rugged living. As a result, they are staunch pragmatists, and never shy from killing if it will protect the future of the orc or his or her clan. All orcs, regardless of gender or station, are expected to pull their own weight and weakness is considered a grave liability. The weakness of one contaminates the strength of all, and it is punishable by the greatest humiliation an orc can receive: exile. Different orc clans however have different personalities; The Horseskull clan isnotable for having brought a measure of mercy and compassion On the other hand, clans such as the Redfang clan remain who still cling to the rigid, spartan beliefs.   Yet regardless of their clan affiliations, orcs prize honor over all other things in life — first to bring honor to their clan and secondly bringing honor to the self and to their sense of self-worth as an individual. Likewise, hospitality is considered one of the greatest honors that can be bestowed. Women are able to pursue the same career choices as men, rise to positions of power and are even expected to answer to the call for battle just as men are. Strength (both physical and mental), courage, initiative and independence are prized traits in all orcs. Traditionally, children are seen as children of the parents, but are raised as children of the clan.   One tradition of the orcs was a ceremony for newborns of the clan. The infant's parents would stand in a body of water near the encampment with the entire clan observing from shore. The mother would hand the baby to the father, who would then raise the child to the sky and proclaim the child as his, through himself and his father, and present the baby for the clan's blessings. The clan chieftain would then hold the baby and declare the infant under their protection, with the hope that they bring honor and glory to the clan. The chieftain's heir would then give a blessing. Finally the Elder Shaman would ask for the blessing of the elemental and wild spirits, and the hope that the ancestors would watch over the newborn.   In some clans, if the child appears sickly or frail, they will instead be drowned, likely by the father. A common expression of scorn is that an orc "should have been drowned at birth". This is likely the reason that the parents would stand in the water when presenting a newborn. The Blackrock clan and Bonechewer clan were noted for doing this without any qualms. The Horseskull clan however, were known to have rejected such cruel practices.   Orcs begin weapons training at age 6, when they are nearly the size of an adult human. When they reach 12, they are considered strong enough to fight and allowed to participate in hunting parties. This is also the age they become eligible for the rite of adulthood and for the courting hunt, making them full-grown adults. To an orc, blood was the ultimate tie. It bound oaths, commanded allegiances, and marked the true warrior in combat. To taint a blood bond was one of the worst crimes imaginable. Most of the superstitious clans feared the open sea.  

Spirituality

As far back as orcish history has been recorded, shaman have been mentioned, and learning to speak with the elemental spirits of Ubitria was a pivotal achievement in destiny for the orc clans. The first orcs to learn the ways of shamanism hailed from the Shadowmoon clan, but many clans claim the mythical "First Shaman" arose from their ranks, even though the truth is that no one is sure of his or her allegiance. The bond between shaman crossed clan boundaries, allowing them peacefully mediate arguments and solve conflicts. Some rare orc undergoing the ritual to become shaman went insane, exiled from their clan, and going underground, they formed the pale orc, or Orog. White skulls were tattooed on their faces, marking them as "dead" to their people. Orcish shaman long used this tattoo practice to similarly mark certain failed apprentices as "dead". When Ner'zhul fell into despair, his mind plagued by visions of death, he had such a skull tattoed on his own face.   Orcs instinctively revere the rugged forces of the natural elements, and as such, shaman are held in high regard. They generally have a close relationship with the nature elements and angering them is considered a grave offense. Over the ages, shaman like Thrall have communed with these spirits and, through patience and dedication, learned to soothe roaring infernos, bring rain to sun-scorched lands, and otherwise temper the elementals' ruinous influence on the world of Toriel. Orcs are reliant on shaman to negotiate with the elementals to provide necessities such as drinking water from fallen rain or fire to warm their hearths.   In orcish culture, any shaman that has been spoken to by the spirits is given equal respect and honor regardless of age or experience.  

Cuisine

  Orcs are voracious eaters: each orc eats as much as a dozen goblins. The staple diet of the orcs is fresh meat. To satisfy this hunger for flesh, wild boars are trapped and bred for food. Swine meat is commonly sliced up and used to make bacon. During the Orc War, boar meat coupled with a tankard of bloodmead became a bonfire favorite among the hardened troops engaged in a long war march. The prickly fruits that grow on acacia in the Savage Savannah are also commonly eaten. Orcs also eat various types of fish.  

Mounts and companions

  Long ago, the orcs tamed the large and swift wolves. These massive canines came to be the orcs' chosen companions as well as their favored method of transportation. The wolves' unflinching temperament made them especially well-suited for battling large prey. When the orcs became more warlike, their wolves were bred for size and stamina so they could bear armored riders into battle. Dire wolves remain the favored mounts for orc fighters.   When the Horseskull clan set home in the Savage Savannah, they started to tame and bond with the local wyvern. The flying draconic creature proving to be powerful companions and formidable mounts.  

Language

Orcs know Common Orcish. Separate tribes had variations of dialect that differed so much that orcs could not understand each other unless they spoke the common orcish tongue. The main form of the Orcish language used by all the tribes is known as common Orcish.  

Characteristics

Physical features

Orcs in general have muscular physiques and on average, female orcs are around 6' to 6'6" tall while male orcs tend to reach 7 feet in height. Males often have very long and unusual facial hair. Females tend to have eclectic hair styles and unusual piercings. Orcs have an acute sense of smell, so much so that they can distinguish others without the need for visual confirmation.  

Aging

Orcs mature quickly, growing nearly the size of a human adult by the age of six years old, when they begin to fight.  

Physique

An orc's face would be described by some races as monstrous. Orcs have large heavy jaws from which protrude sharp, tusk-like teeth, heavy brows, a broad and flat snout-like nose, and pointed ears. The number, size and position of orcish tusks and teeth are particularly variable.   Orcs come in all shapes and sizes. The average male Orc height is seven feet tall, while the females stand at an average of six to six and a half. Males, particularly warriors, are often hunched to variable degrees, though others stand straight and tall, such as Grommash Redfang. A fair amount of sexual dimorphism exists between the orc sexes, with male orcs possessing more extreme orcish physical characteristics, most noticeably broader shoulders and larger tusks. Yet all the orcs are large, powerfully built creatures when compared to their human counterparts, warriors and spell-casters alike, and regardless of gender. Old orcs such as Drek'Thar Horseskull, however, are often frail and wiry.   Orcs who drink the blood of Baphomet, and their heir are bigger and stronger, and even the weakest of these orcs is a deadly foe. Red orcs often have much longer teeth, becoming nothing short of tusks. A half-orc never inherit the demonic power, and his skin will be green, no matter his origin.  

Names

Orc names don’t always have meaning in the Orc language, and most noteworthy orcs are given During the naming day. Orcs use their clan name as family name.   Half orc Always bear the Halforcen family name instead of their clan name.   Males Names: Wark, Drukasao, Guntojakh, Iroggalnn, Tuknazit, Volindai, Igond, Rogrelg, Umaghavikor, Fengam, So, Domron, Zurosao, Lugrenga, Zugrish, Dosamm, Tsubai, Wagtaggall, Naakigg, Eckh, Emontuugg, Cromga, Fusatkuulk, Rogrettsuo, Kalligg, Wogruugar, Akuugg, Kagar, Akubaim, Kashugrexx, Gilligoarusk, Relcozomrak, Daggarn, Dramworn, Macksh, Tusontarish, Rhog, Drarduglok, Fenrim, Rashomro, Cheruknai, Googg, Mazumorr, Chantsuya, Kazit, Sikkall, Dengamm, Nagtar, Skrishtargh, Nakin, Herst, Pikasand, Ugakusel, Kagrim, Gaidom, Fashtar, Rendomiku, Rog, Watsuyagarg, Fusath, Nekk, Tramm, Figgo, Domdaggo, Koichark, Crongaragho, Gungoress, Oso, Phavikazra, Irogaidos, Sokramm, Figall, Zurungo, Emurigore, Fashtalekthr, Chul, Tulmokthar, Nardamesh, Korelskrim, Figgalekk, Nathatsu, Nagg, Molo, Waghurp, Maulnargon, Pyagatku, Emurund, Wit, Kafgantand, On, Songamu, Lhavik, Thariak, Hungar, Drelcozsh, Draggo, Zumongorg, Nekiron.   Female names: Bokrem, Fuda, Garainekago, Lopiatsukas, Hallarii, Saroogai, Hargai, Maiki, Togrytasaku, Hatamaris, Garunn, Ferunah, Irgraka, Reldaqi, Corvisaki, Roldiko, Daqi, Drunndrukona, Opakhamga, Gelagallopia, Liritsua, Geermani, Tokimao, Ezarn, Arteta, Nodosar, Mannah, Riimishtasa, Rokargara, Uragosaka, Tishtalvana, Pla, Rekrakka, Tabitaska, Akiria, Dous, Seergrutalla, Uragdalka, Khaku, Womdalle, Akonnaya, Morakinka, Akasaaja, Dosa, Reta, Nangrii, Roldala, Ritheddalka, Kritasu, Doora, Eonamah, Tiki, Grytas, Skkagai, Mirshaqi, Seerman, Wyeghakask, Lirgronnanya, Eonamanaka, Nodooskasan, Tishargryta, Arooska, Khalvanagna, Kinani, Okagark, Giskka, Atsuka, Tinekretanya, Rekrannda, In, Grytamikirga, Heg, Ferunaki, Gellaayu, Eonnakha, Ritsukah, Drakkaskaya, Flikorvisa.  

Traits

Creature Type. You are a Humanoid. Speed. Your walking speed is 30 feet. Adrenaline Rush. You can take the Dash action as a bonus action. 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.
  • Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

General Information

Geographic Distribution

Savannahs and mountains

Languages

Orcish  

Physiology

Average Lifespan

50 years

Size

Medium

Average Height

6 ft 

Average Weight

250 lbs
Children

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!