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Half-Orc

Half-orcs, colloqueally known as half-tusks, were humanoids born of both Human and Orc ancestry by a multitude of means. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.

Description

Half-orcs were, on average, somewhere from 5 feet and 9 inches to 6 feet and 4 inches (1.8 to 1.9 meters) in height and usually weighed around 155 to 225 pounds (70.3 to 102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish-green skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.   Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.

A half-orc fisherman

Personality

Like other half-breeds, half-orcs combined the natures of both their lineages into a unique whole, a trait which extended into their mentality as well as their physical qualities. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.   From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.   The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.

Abilities

Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.   Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.

Society

Culture

Half-orcs had no home to truly call their own in most places, although there were some half-orc communities in the Northern Knot, most notably in Greening which bordered orc tribes in the surrounding forests. Additionally, there was a sizeable minority of half-orc with a Spellstain living in the Magocracy of Swynwyr. As such half-orcs had no common culture. Most half-orcs grew up amongst either humans or orcs, either in urban environments or—more often—along the outskirts of civilization, taking on many of the qualities of their home culture. There is an increasing number of half-orcs born of other half-orcs, rather than being first generation half-orcs, although it was still not wholly uncommon for a half-orc to be born from an orc and human coupling.   In most cultures, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.   Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc's intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.

Religion

Half-orcs who lived among orcs commonly took to worshiping the Orc Pantheon, sometimes with even greater zeal than their orcish brethren, feeling the need to prove themselves worthy. Half-orcs raised among humans, on the other hand, typically worshiped deities from the Human Pantheon, notably Ceartas, Cóisir, Milwr, and Teithir. Although not truly half-orc gods, the human gods Alltud and Beat-hach were among the most popular choices for good and evil half-orcs respectably, due to their acceptance of outcasts. Similarly, adventurers of the species tended to worship Sorta.   Due to the relative acceptance which swynwyrian half-orcs recieved, half-orcs had a propensity to join Our Lady's Eyes. As such, foreign half-orcs made up a fair portion of Reincarnated in the faction, although very few of these were spellcasters and thus they seldom rose above this rank. This led to a growing number of half-orc members of the Subservience of Swynwyr - the church dedicated to Swynwyr.

Relations with Other Races

Half-orcs often had poor relations with other races, in particular struggling with members of both Elf and Dwarf species, due to mutual racial enmity. Halfling and Gnome people tended to typically distrust of half-orcs, although not to the degree of dwarves or elves. Even among their human brethren, half-orcs were generally distrusted or feared.   Half-orcs reacted to this distrust in a number of ways. Some half-orcs will fall into introverted behavior, trying to attract as little attention to themselves as possible in a manner paradoxical to the image a boisterous barbarian half-orc typically evokes. Others have tried their hardest to do good unto others, whether out of sincere charity or simply a desire for approval and acceptance. Some half-orcs have taken neither approach, accepting who they are and instead will give others no choice but to accept them or leave.   The troubles that their heritage has brought them teaches most half-orcs to be mistrusting and suspicious. Some half-orcs had as much trouble forming bonds with others as other races have had accepting them, making friends with great difficulty and losing them with much greater ease.
Related Organizations

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 30 ft.
  • Darkvision. Thanks to your 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.

Base

  • 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.
  • Languages. You can speak, read, and write Common and Orc.

Spellstain

Mark of Finding

  • Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
  • Finder's Magic. You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
  • 1st Faerie Fire, Longstrider
    2nd Locate Animals or Plants, Locate Object
    3rd Clairvoyance, Speak with Plants
    4th Divination, Locate Creature
    5th Commune with Nature