Trollkin
However, unlike half-orcs, they are numerous enough and do not have any hatred for their lineage. They live mostly in the Southern Steppes, and make up the slight majority of the tribes there, as any tribe with humans and trollkin will eventually become just trollkin with time. In the harsh environment of the southern steppes, the brutish and pragmatic nature of the trollkin are a great boon for a tribe, when facing with both daily life, and the occasional demonic warband. Many trollkin have tattoos or other markings to show their tribe the most brave even brand themselves with heated metal.
While the majority of trollkin live in tribes, some of them want to join the core of the Empire and feel a stronger attraction to their gods and way of life. These trollkin usually take up work that fits their powerful bodies and to the point disposition, as members of the army, guard or even mercenaries. While they are seen as outsiders, they are not seen unfavorably, as their heritage is of protecting the fringes of the Empire, and southern settlements will even treat them with respect and gratitude.
Stats for Player Characters:
Trollkin
Age. Trollkin reach maturity by the age of 15, and live 50 to 60 years. Size. Trollkin stand over 6 feet tall and are more solidly built than humans, weighing around 200 pounds. Your size is Medium. Alignment. Trollkin tend toward neutrality of one kind or another. 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. Natural Weapons. You have large fangs and sharp claws instead of fingernails and toenails. You can use your claws or fangs to make unarmed strikes. If you hit with them, claws deal 1d4 + Strength modifier slashing damage, and fangs deal 1d4 + Strength modifier piercing damage. Inhuman Vigor. You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a long rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest. Legacy of Fear. You have proficiency in the Intimidation skill. Thick hide. Your skin is knobby, thick, and tough, granting you a +1 bonus to Armor Class.
Languages. You can speak, read and write common. You can also speak Chok-Lok. Chok-lok is a language of high and low pitches whistles and clicks which is used by the Southern Steppes to communicate over the long distances in the Southern Steppes.
Naming Traditions:
Trollkin don’t attach much importance to names. They carry names more as a convenience to the races that rely on them than for their own purposes. Among themselves, trollkin refer to each other by identifying marks, well-known deeds, or recognizable characteristics (Bent-nose, Long-claws, Fears-lightning). These labels change depending on what the trollkin has done recently and who’s doing the talking. As long as other trollkin recognize who is being referred to, that’s all that matters. It’s common to string several labels together to get an identifying label (Long-claws-fears-lightning). When they take a “human” name (meaning, for the benefit of humans), it tends to follow the same pattern.Names: Broken-fang, Six-fingers, Eye-wart, Hates-birds, Burned-her-cousin, Always-angry, Kicks-children, Sniffsa- lot, Bites-ears