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

Remove these ads. Join the Worldbuilders Guild

Orill

Orill are an ancient rarely seen people who many may not even believe exist. Resembling gorillas, their large stature, distant homeland, and ferocious nature has made them the stuff of legend. Protectors of a dense rainforest far to the west of The Wood they often have little reason to travel to Humblewood.   Stalwart Defenders Above all else, Orill are protectors. Generations have come and gone without ever straying from the goal of keeping their rainforest, people, and culture safe. This is why it is rare to even see an Orill outside of their homeland. When one does decide to, or is forced to, go somewhere new they quickly find something new to defend. For a villager this may be their home or livestock, but for an adventurer it will undoubtedly be their companions.   Unchanging The Orill have spent thousands of years isolated within their homeland, the Peristomee rainforest. They've seen little reason to adopt new practices or technology. As a result, they may mistrust non-druidic magic & newer technologies. While not outright hostile towards those that utilize these tools the Orill may perceive them as unnecessary or even unethical.   Creatures of Legend The isolation of the Orill has led to most citizens of Humblewood to believe they do not exist. Tales of Orill sightings have been carried back by Birdfolk adventurers and explorers who have travelled beyond The Wood and seen large shadowy figures moving through the foliage from overhead. Most people have never laid eyes on a living Orill and likely never will. Because of this, they are somewhat of an oddity within Humblewood and may be treated with fear or even reverence.    

ORILL TRAITS

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
. While the Orill civilization is long-lived, the folk themselves tend to have short lives. They reach maturity around 10 years and only live to about 40.
Alignment
. Orill are conservative in their thinking. Resistant to change and used to following strict rules they most often fall on the lawful side of the spectrum. This tight adherence to rules & law tend to leave them unquestioning of the moral implications of anything already in place. As a result they rarely lean towards good or evil and instead sit somewhere in the middle
Size
. The size of an Orill is without equal among the folk of Humblewood. Standing around 6 feet tall and weighing more than 200 pounds, even the Strig and Cervan can feel small by comparison. Your size is Medium.
Speed
. Your base walking speed is 30 feet.
Unshakeable
. You have advantage on Saving Throws against being Frightened.
Toss
. When taking the Shove action you may push your target an additional 5 feet.
Massive Build
. Your body is hulking to the point that it is a weapon unto itself. You can use your unarmed strike to slam your opponents, dealing 1d6 + your Strength Modifier in bludgeoning damage on a hit. Additionally, if you move at least 20 feat in a straight line towards an opponent, you may spend your bonus action to charge them, dealing an extra 1d6 points of bludgeoning damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failure, the target is knocked prone.
Languages
. You can speak, read, and write Birdfolk and Orill.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!