Orsimer - Orcs

Known equally for their strength and brutality, the Orcs are the pariahs of Tamriel. Counted among goblin-ken, rather than elves, Orsimer make their homes in isolated communities, with a culture built around the idea that each hardship in life makes them stronger through generations.

The Banished Ones

Ancient stories tell of the creation of the Pariah Elves. Aldmeri followers of Trinimac, the Warrior God, followed their lord to the mainland of Tamriel, where they cut off the exodus of Veloth and his followers at a pass in the Wrothgarian Mountains. Trinimac Himself stood before the blasphemous apostates, and attempted to persuade them away from their Daedra worship. One of Veloth's patrons, the Daedric Prince Boethiah manifested to oppose Trinimac.   The Dunmer, descendants of Veloth's flock, have a more colorful account of their duel. In the Orcish version, at the height of their battle, just as Trinimac gained the upper hand, another of Veloth's gods, Mephala, manifested behind Him, stabbing Him in the back, and allowing Boethiah to land a decisive blow. Boethia, the Prince of Plots, cursed Trinimac, banishing Him to Oblivion.   Trinimac was no longer an Aedra. No longer the hero who slew Lorkhan the Deciever. No longer worthy of worship. But Trinimac did not despair. He saw that His old existence had come to a close, and that through defeat, He would grow stronger and have His revenge. He cut open His own chest, and tore out His shame, becoming the Daedric Prince Malacath, God of the Spurned and Ostracized. The weakest of His followers returned to Summerset in despair, while the truly faithful saw His lesson, and took the shame from their own hearts as well. These faithful became the Orsimer, the Orcs, whose ancestral home is the Wrothgarian Mountains.

Survival of the Fittest

Orcish Strongholds dot the landscape across Tamriel, primarily in the mountains, or in deep wilderness. Each stronghold is made of stone, hide, bone, and wood, and have their own histories, kept by the Wise Women, the spiritual leaders of the clan. They are ruled by a Chief, the strongest male member of the clan, who takes on the strongest women of the clan as his wives. The first is the Huntswife who leads the hunt. The second is the Forgewife, who is in charge of smithing and the armory. Other wives are chosen each for particular talents. Orc wives are free to take lovers and bare children with other members of the stronghold, or even outsiders, however some chiefs may have the sons of other men put to death at birth. A chief's daughters may be traded to other chiefs, and a chief's sons may challenge and kill him for leadership, and begin taking on his own wives. Widows of the former chief may try to wed the new chief, but most commonly will prepare their best apprentices for the position. The chief's own mother is most often made the next Wise Woman.   Strongholds rise and fall by the century, largely due to conflict with the cities of men, and the fear and hatred other races have for them. If a stronghold is facing an enemy they cannot hope to defeat, the Chief will traditionally order his sons to choose wives straight away and to flee, where they may found new Strongholds. The chief, and any warriors who choose to remain will fight to their last breath in the fall of the stronghold.   Naturally, the extreme patriarchy and tradition of the Strongholds drives many away. Either by choice or banishment, those who leave a stronghold are called "City Orcs" regardless of where they choose to go. They change their surname to reflect what Stronghold they came from, rather than lineage, and find a new life. Many become mercenaries or bandits, contributing to the savage reputation of their people. Others join the Imperial Legion, where they are promised citizenship and land for their service. Over the millennia, a sizable population of orsimer have built up in the heartland and colonies of Cyrodiil, often with very imperialized attitudes and beliefs. No amount of assimilation protects them from discrimination.

In Search of Home

Despite their creation myth including the middle Merethic Era exodus of the Chimer, the earliest accounts of Tamriel include sightings of Orcs, named by these early explorers with an assumption of familiarity for their kin back home. In fact, the Wood Orcs, natives of Valenwood, and the Desert and Iron Orcs of Hammerfell, each claim to precede even the Bosmeri presence on the continent. Other apparent natives of Tamriel, the Goblin-ken, including goblins, gremlins, rieklings, and ogres, all worship deities which bare strong resemblances to the Daedric Prince. What separates the Orcs from these other creatures, is a primal instinct to return to a homeland that doesn't exist. Some scholars believe this impulse is a permutation of the Aldmeri pursuit of lost Aldmeris. In the place of the mythical Elven homeland, at the end of the First Era, the Orcs built a citadel in the mountains, and called it Orsinium.

First Orsinium

The First Orsiniuim began centuries before the first stone was laid down in Wrothgar. It began in Valenwood at the very beginning of the First Era. King Eplear Camoran had impossibly conquered all of the Bosmeri homeland, uniting his people for the first time in history. The elven world was horrified by his rapid advancement and there were rumors of an alliance of elves to overthrow him. Rather than risking his new kingdom and homeland, Eplear consolidated his power by proactively offering an armistice. In exchange for halting his territorial expansion, the elven world adopted his calendar and opened their trade routes to Valenwood. This accord marked year zero of a new Common Era, later better known as the First Era.   The next priority of this nascent dynasty was to produce goods for trade. Due to their religion, Bosmer were very reluctant to risk the plantlife of their inner forests to extract natural resources, but they had sparser territories to the north and northwest, outside the domain of the Green Pact. They worked to enslave the goblin-ken of Valenwood to work their mines and fields, but found the local Wood Orcs to be difficult to hold in captivity in their own homeland. Instead, they utilized their new trade network. They hired the other elven races to raid Orcish strongholds throughout their territories for slaves. Orsimer had no unified language or customs, and while they were deadly prey, they could effectively be controlled as slaves for a time.   For over 700 years, the Camoran Dynasty gathered the Orcish diaspora in Valenwood, where their culture began to unify for the first time. A language, now known as Old Orcish, was formed over generations in secret. Leaders arose among the slaves who began organizing rebellions, which at times cost the Camorans a dozen soldiers to one slave before they could be put down. Facing pressure from an increasingly anti-elven Alessian Empire in Cyrodiil, the Camorans could no longer afford to lose their soldiers, and so in 1E 723, Queen Selviis Camoran freed and exiled the goblin-ken slaves. The orcs led the way into Wrothgar, but a large splinter group of goblins and ogres broke off halfway and spread into Cyrodiil.   The orcs resettled the Wrothgarian Mountains, forming some of the most powerful orc clans in history: The Igrun, Morkul, Shatul, and Tumnosh. Then, in 1E 1103 Chief Torug gro-Igron brought the great clans together in a venture to build a neutral stronghold, in which the affairs of Orcs can be governed jointly. This grew into a village, which grew into a fortress, and came to be called Orsinium. It would grow further over the following centuries as the Ra'Gada of Yokuda, who became the modern Redguards, conquered Hammerfell, and displaced thousands of Desert Orcs who lived there.   The Siege of Orsinium began in 1E 948 and lasted 32 years before the citadel finally fell. It began when Orsinium-based mercenaries demanded land from the neighboring kingdom of Wayrest as additional compensation for their services, threatening to take the Bjoulsae River by force if not appeased. King Joile of Daggerfall allied with Gaiden Shinji, the famed redguard warrior, and leader of the Order of Diagna, in order to stop the expansion of the Orc Kingdom. This was a trap meant to eliminate both threats. While Shinji and the Orcish hero Baloth Bloodtusk attempted to settle the dispute with an honorable one-on-one duel, Joile's soldiers ambushed both heroes, and did as much damage in Orsinium as possible on their escape. Joile joined his reinforcements along the border, and advanced into orc territory, not knowing the generations of war they had begun. Gaiden and Baloth were buried together in a tomb in the mountains, known as Honor's Rest.   The stronghold was not yet defeated. It was rebuilt, and survived to become part of the Reman Empire until its eventual fall in the early Second Era. With the protection of the Empire lost, Orsinium was sacked again in 2E 431, this time the mountain kingdom was fully conquered, exiling the Orsimer once again.

Second Orsinium

In 2E 542 Emperor Durcorach, the first Longhouse Emperor who conquered Cyrodiil with an army of Reachmen, set his Legion on High Rock. Earl Emeric of Cumberland and Bergamont of Daggerfall led an alliance of Breton kingdoms against the Empire. When the Black Drake was slain, and the Empire retreated, the kingdoms formalized their alliance as the Daggerfall Covenant, and Emeric soon was placed on the throne of Wayrest.   King Emeric was promised to the princess of Shornhelm. When instead, he wed Princess Maraya of Sentinel, bringing northern Hammerfell into the alliance, the King of Shornhelm brought an army of mercenaries to the gates of Wayrest and laid siege. Emeric's new allies from Sentinel arrived and routed Ranser's army, sending them into the mountains to await reinforcements. Those soldiers never came, as Emeric recieved word that Shornhelm had been sacked by the clan of Chief Kurog gro-Bagrakh. Sending for their aid, Emeric promised the land that once belonged to Orsinium to the orcs. A shrewd negotiator, Kurog demanded the entire mountain range as payment. Although the Wrothgarian Mountains, encompassing much of the eastern half of High Rock, were not part of the Covenant, Emeric knew their only real chance to drive Ranser out of the territory without a protracted siege, was to enlist the help of the Orcish strongholds throughout the territory. Emeric agreed, and Kurog sent word to the Kingdom of Fharun, which was controlled by orcs for the past century. Together, they swiftly ended Ranser's stand, and expanded the Covenant across three peoples, setting their sights on restoring the Empire to the days of Reman, when all peoples were equals under the law.
Kurog became sovereign of a new Kingdom of Orsinium. Although the eastern territories were not Emeric's to give, the Covenant recognized all orcs who resided in Wrothgar as citizens, allowing the strongholds to quickly annex the Breton kingdoms there. While the city of Second Orsinium began construction, the covenant had to face the Three Banners War over the throne of Cyrodiil, against two other alliances with similar goals, as well as the forces of the Daedric Prince Molag Bal, who was attempting to merge his realm of Coldharbor with Tamriel.   When the threat of Bal was ended, Kurog quickly lost interest in empire-building. His generals continued to participate in the Three Banners War, but the king was focused on securing his power, and reforming the religion of his people. During the early years of his reign, Kurog converted to the Order of Vosh Rakh, who believed that Malacath was an imposter, distinct from the elven god Trinimac. Kurog taught his people that the misfortune and hatred the orcs had faced throughout history was because they had lost the favor of Trinimac, and that they will truly find strength if they follow the heroic ways of the Warrior-God. This change in doctrine was favored by their human allies, but was divisive within the orc community. Kurog's obsession with cementing his legacy led him to engineer a conflict between the followers of Trinimac and Malacath in order to draw out his enemies. His plot was uncovered, and he was ultimately killed and replaced by Barzag gro-Fharun.   Barzhag was a devout follower of Malacath, and had little love for the Vosh Rakh, but it was in cooperation with the cult that he was able to help reveal Kurog's treachery. He restored Malacath worship as the official stance of the throne, but did not persecute the Vosh Rakh, allowing them to exist under his rule, truly uniting the Kingdom for the first time since its inception. However, as the Three Banners War dragged on, Barzhag saw that there was less to gain for his people in fighting for an Empire that may never exist. He withdrew his generals, forcing the Covenant to draw down its efforts to win Cyrodiil.   Although the High King negotiated in good faith, ultimately agreeing that the war was already lost, many Bretons began to see the Orcs as cowards and traitors. Most of the eastern mountain orcs, including Barzhag, had little faith to begin with, in the idea of the Covenant. Faced with Breton uprisings throughout Wrothgar, and threats of retaliations by many of the Iliac Bay kingdoms, Orsinium broke off from the Covenant to protect its borders. Internal conflicts eventually led to the dissolution of the Covenant altogether.   Second Orsinium survived until the end of the Second Era, during which it gradually lost ground due to repeated wars against the Bretons and Nords. By the time it had been reduced to the titular citadel and surrounding area, the forces of Cuhlecain had set its sights on the throne of Cyrodiil. To that end, he built an army, headed by general Hjaalti Earlybeard, a master of the Thu'um power of the Nords. Earlybeard would later better be known as Tiber Septim, who would go on to realize Cuhlecain's conquest, but be crowned emperor in his stead. His life is shrouded in myth and mystery. What is certain is that the Breton kingdom of Alcaire, claimed by some heretics as Septim's birthplace, had been in conflict with Orsinium for years at the time. Responding to Cuhlecain's call for allies, Alcaire sent an emmisary to Skyrim to negotiate their terms. This emissary impressed Cuhlecain so thoroughly, he was made general of his army, and returned word that he would march on Orsinium in three month's time.   An event ignored by imperial histories, Orsinium was the first kingdom to fall to the Septim Empire. The alliance of Falkreath and Alcaire converged on the citadel, where a protracted siege was expected. The Orcs were surprised to learn that this new general had a power of the Voice, nearly forgotten by the Nords who once wielded it, and unmatched in history since the days of King Ysmir Wulfharth. General Earlybeared quickly shouted down the gates of Orsinium, and razed the city to the ground. Its lands would quickly be annexed by the neighboring kingdoms, and Orc-kind was again without a homeland.

Third Orsinium

 
Orsimer had no standing in the Septim Empire. For nearly 400 years, Orcs were regarded as little more than bloodthirsty monsters throughout Tamriel. Denied citizenship and standing, any Orc without a stronghold had little hope outside of banditry to survive. Their fate had finally turned in 3E 399 when a lone orc named Gortwog gro-Nagorm won a sizable plot of land in the outer reaches of the Wrothgarian Mountains. He had gathered extensive evidence of his family's ancestral claim to the land, which was currently claimed by a Breton nobleman named Lord Bowyn. In nearly any other time or place within this Empire, a judge would have simply discarded the legal claims of an Orc. However, the Honorable Praetor Paulus Vestorius was fair-minded and even-tempered. If he bore any prejudice, he did not show it. He did, however, deem both claimants to have equal standing, and by the law of the Elder Council, required a formal duel to be fought for the land.   Gortwog chose the weapons and armor: Orcish, and with simple steel longswords. No magic allowed. Bowyn chose the venue: the courtyard of Castle Wayrest, belonging to his cousin. Bowyn was unused to heavy armor and was ill-prepared to fight. His cousin's servant was Old Tunner, a former Orcish general, who served in the Cursed Legion in his youth. Although the servant favored Gortwog's victory, he faithfully trained Lord Bowyn to wear the armor, and even arranged for the battle to take place early, after a wedding feast, when the young Lord would be sluggish and forced to rely on his training more than his fencing instincts. Thanks to Tunnus' intervention, Bowyn was able to hold out for nearly three hours, but ultimately lost the duel, making Gortwog sovereign king of a new Orsinium.   Thousands flooded to the land to rebuild. This time, they integrated steel into their construction, reinforcing their foundations in every way possible, and creating an original architectural style never before seen in Tamriel. King Gortwog understood the politics of the Iliac Bay more than any of his ancestors, and applied his knowledge effectively. He acquired a secret letter by means of the Thieves Guild by Emperor Uriel Septim VII addressed the the Queen of Daggerfall. The letter was delayed long enough for the War of Betony to take the life of King Lysandus, leading to the ascension of his son, and a different queen, whose interest in the letter was to suppress it. The letter described how a minor noble had acquired an artifact of great power that could be used to conquer the Iliac Bay.   The Orc King allowed an agent of the Emperor to take the letter, but only after surviving the gauntlet of Orsinium's dungeon to get it. The agent earned his respect and favor for surviving his guards, but he had also planned ahead. By the time the agent had acquired the artifact, the Totem of Tiber Septim, Gortwog had sold copies of the letter to each of the major powers of the Bay, ensuring the the totem could not be easily claimed by the Emperor. Gortwog participated in the resulting bidding war for the artifact, but strangely, all seven had won.  

The Warp in the West

On the 9th of Frostfall, 3E 417, seven major players who acquired the Totem in separate timelines, had been handed the Mantella, a crystal believed to be the very heart of Tiber Septim, and the power source of the Numidium, an artificial god of the Dwemer, which Septim had used long ago to conquer the Summerset Isles. The totem controlled this Brass God, but the construct was not fit for mortals to command. Five of these players were the rulers of Orsinium, Wayrest, Daggerfall, and Sentinel, as well as the Emperor himself. When activated, the Numidium broke time itself. Three days became one, during which the events of months occurred. When the distortion lifted, Numidium and Totem were gone, the land was scarred by war and carved up by a weapon of unimaginable power, and the 44 kingdoms of the Iliac Bay had been consolidated into four, all of whom had evidently sworn fealty to the Empire.   It would take decades to unpack all that had occurred when the Dragon Broke, but Orsinium was in the best position it had been since the days of the Daggerfall Covenant. Orsinium had been declared a county of High Rock, and a sovereign state in its own right. Its people were citizens of the Empire, with all of the privilege that entails, and could earn fortune and land through service in the Legion. Although the diaspora were not citizens, they were again given the opportunity to serve in exchange for citizenship, and soon Orcs could be found in all walks of life in the Empire, although old animosity boiled below the surface.   In peacetime, Gortwog revived the order of Vosh Rakh, restoring Trinimac as the official god of his kingdom. With the elevated status of his people, this reform was far more popular than in its previous iteration. However, many stronghold orcs continued to resist the change. Traditionalists have spread fear throughout the kingdom that turning their back on the Daedric Prince could be their undoing.

The Ash Gate

In 3E 433, members of the Mythic Dawn cult assassinated the Emperor and his heirs, and spent the following months performing rituals to open gates to Oblivion. From these gates, armies of daedra, serving the Daedric Prince Mehrunes Dagon, erupted and slaughtered all in their path. The cult's presence in Orsinium was limited, and the orcs proved worthy adversaries. Although the losses were devastating, Gortwog's Cursed Legion had more success than others at fighting back. The portals could only be closed by entering them, and taking the Sigil Stone from a well-defended keep on the other side. After a dozen or so successful counterattacks, a sigil stone fell into the hands of the Agra Crun, a secret society of orcs devoted to protecting the Code of Malacath.   The Agra Crun had infiltrated the Mythic Dawn, and learned its ritual to summon oblivion gates. Wielding a sigil stone, they were able to open a single, great gate, at the base of the mountain below the citadel. Instead of Dagon's realm of the Deadlands, this gate opened to the Ashpit, the exile realm of Malacath. The cult believed the true god of orcs would send the spirits of their honored ancestors to aid them.   However, all that emerged was a spewing vortex of hot wind and ash. Malacath sent no aid, and did not speak to His followers. For weeks, the ash covered the fields while Gortwog's soldiers traveled through the kingdom, desperately fighting off the daedra, and taking heavy losses from each victory. There was no end in sight. Whiile the rest of the world seemed to burn under the wrath of Dagon, even the indomitable Orcs began to lose hope. It was not long before word began to spread that the Agra Crun had uncovered the true meaning of Malacath's will. He did not turn His back on His people. He was offering salvation.   Faithful Orcs from across the kingdom and beyond made pilgrimage to the Gate of Ash, including a sizable portion of Gortwog's remaining army. They abandoned the realm of mortals, to take their place in the promised land. This allowed the daedra to gain the upper hand, quickly forcing the King and his Cursed Legion to retreat back to the besieged citadel. They traveled a secret path through the mountain into the keep, bringing civilians and supplies in tow to reinforce their defenses.   Gortwog was old. Far older than it is honorable for an Orc to be. Though he has not shied away from battle, he refused to abandon his home in search of an honorable death, as is tradition. During the course of the war, he found his body begin to fail him, forcing him to lead from the rear. His eldest son Burmar led the charge, and his youngest Malrath commanded the keep. After their retreat, Prince Burmar saw how much they had lost to the Ash Gate. Gortwog respected their choice and wished not to interfere, but after watching their numbers dwindle for weeks, his son defied him, and personally entered the gate. After several hours, Burmar discovered where the cult had hidden the sigil stone, and destroyed it. He emerged from the gate as it shut down forever, a crowd before him cursing his name and the name of his father. They learned that the very moment the Ash Gate closed, all others across Tamriel did as well. The Imperials claim their god Akatosh banished Dagon and sealed the Firmament for good. Potentate Ocato declared an end to the Oblivion Crisis, and the beginning of the Fourth Era.

The Fourth Era

In the decade since the end of the crisis, the future of Orsinium is bleak. Gortwog has slowly been wasting away upon his throne, attended only by his daughter, Princess Ulum. Known derisively as the Gray King, he refuses to die until he knows all that he has worked for can survive without him. His sons, too loyal to challenge him for the throne, but disillusioned by his weakness, simply disregard him, ruling on his behalf, while the throne room sits empty. The public increasingly believes they should have gone with the Agra Crun through the Ash Gate, and blame the king for its closure. They believe the Oblivion Crisis was allowed by Malacath as a final test for the Orsimer, and to have His revenge on the mortals and gods who turned their backs on Him. By closing the Ash Gate, they have doomed those who remained to this hateful world.   The gate was made into a public shrine to Malacath in defiance of the Princes, who have doubled down on Trinimac worship. They lacked the support to outlaw Malacath worship outright, but have allied themselves with Queen Elysana of Wayrest, whose brutal crackdowns on dissidents have made her the most feared ruler in the Iliac Bay. The cultures of men have grown to despise daedra worship more than ever, and see the resurgence of old Orcish religion as a sign that the old prejudices were warranted all along. The breton population of Wrothgar, who had grown to appreciate the protection of Orc rule since the Warp in the West, now feel abandoned by them, after being left by the Cursed Legion at the height of the Crisis. Humans across the region are calling for yet another sacking of Orsinium, and it may only be a matter of time before they get their way.

Naming Traditions

Feminine names

Bagrar, Bolga, Brigeera, Garshag, Lashki, Lugash, Mortuga, Murzog, Noroga, Razotha, Shagdurz, Urzoga, Voltha, Yakhtu, Zeg

Masculine names

Arakaul, Bolazgar, Durgob, Duzhal, Garzul, Ghorkul, Golkarr, Grish, Grul, Makgruk, Mog, Murbak Nargi, Orbath, Othmash, Ramolg, Ritrag, Shane, Sharolg, Shelakh, Thruz, Ugduk, Urbek, Urgnok, Uzgakh, Yashnag, Zbulgat

Family names

Orsimer rarely have family names. Exceptions are the lineages of the Great Clans. Most present themselves as "gro" meaning "Son of" or "gra" meaning "Daughter of", listing their father or mother, respectively, or the stronghold or clan they come from. For most Stronghold Orcs, they are the son of the chief, or the daughter of their respective mother. If they leave or are banished from the stronghold, they are no longer worthy of their parent's name, and become the child of the stronghold instead. Even in exile, they are expected to represent their home with honor and dignity.  

Clan Names

Agdurz, Barok, Basgurum, Bur, Dush, Igrun, Morkul, Shatul, Seamount, Tor, Tumnosh, Yamwort, Yazgu  

Stronghold Names

Bayla, Cradlecrush, Dushnikh, Khazgur, Largashbur, Morkul, Narzulbur, Orsinium, Shatul,

Orsimer Traits

Because of the sacrifices of your ancestors, you have the following traits:

Ability Score Increase

Your Strength and Constitution scores increase by 2.

Age

Orcs are considered adults in their stronghold the first time they kill something bigger than them, typically at age 14. They can live as long as other elves, but tend to age more quickly due to their strenuous lives. Clinging to life beyond one's usefulness is considered shameful, and so few Orsimer allow themselves to live past 50.

Alignment

Malacath teaches that the strongest must lead, and the weakest must not be coddled if their people are to survive. Survival of the fittest is central to their philosophy, which often leads orcs to become raiders who pray on the weaker races. However, Orsimer culture is also nuanced, and ideas about how to keep the diaspora alive vary. Orcs are individuals who may be good, evil, or neutral, but most often have Chaotic Alignments.

Size

Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

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.

Primal Intuition

You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages

You can speak, read, and write Cyrodilic and Orcish, which shares only a passing resemblance to old Aldmeri.

Wood Orc

Claiming to be indigenous to Valenwood, despite sharing the same creation myth, the Wood Orcs are weaker and more slender than their Mountain Orc cousins. Though they still value raw strength, generally, they prefer to fight atop trees, and are practiced archers.

Ability Score Increase

Add +2 to your Dexterity and Constitution scores. This replaces the standard Ability Score Increase for Orsimer.

Treetop Hunters

Your Climbing Speed is 30 and you have proficiency in all ranged weapons. This replaces the Powerful Build Trait.

Desert Orc

Hailing from the Alik'ir desert, Desert Orcs are well-adapted to the hot, dry climate of Hammerfell. They have claimed many Dwemer ruins for their own, even presenting to their god the titular hammer Volundrung which the Dwemeri Rourken Clan tossed to the west to mark where they would settle. These connections to the dwarves have led some to hypothesize that the Dwemer never disappeared, but were turned into Orcs for their blasphemy against the divine.

Feet to the Sand

Aggression is a waste of energy in the unforgiving heat of the desert. Instead, Desert Orcs have learned to stop and wait. As an Move Action, a Desert Orc can use Tremorsense on any sandy or solid surface. As a Full Round Action, they may move up to their base speed without being detectable by Tremorsense. This ability replaces the Aggressive Trait.

Iron Orc

Culturally distinct from the Mountain Orcs, the Osh Ornim have mines throughout the canyons of Craglorn, and into the Dragontail Mountains. Their culture is one of contradiction, believing the stone of their land is sacred, but obsessed with defiling it through metallurgy in order to protect themselves. Iron Orcs are feared as brutal enemies of man.

Nirncrux Runes

The Osh Ornim learned to harness a poisonous stone found only in Craglorn which can channel Aetherial energy. Crushed into powder and mixed with a neutralizing oil, you create a paint, which you can use to create one Rune per long rest on armor or flesh. The barer of this rune can add 1d6 to any one attack or damage roll until expelled, removed, or a new Rune is created. If used on bare flesh or clothing, the poison is released on use, and the user must roll a Constitution saving throw or take 1d6 damage. This ability replaces the Primal Intuition Trait.

Divergence

Your clan diverged long before the Camoran Dynasty, and never participated in the culture of Orsinium. You can speak, read, and write Cyrodiilic, and Ornimshi, which bares only a passing resemblance to Old Orcish. This replaces the standard Languages Trait for Orcs.

Seamount Clan

The orcs of the Seamount Clan have sailed the seas around Tamriel for as long as anyone can remember. They have been pirates, privateers, merchants, and explorers. A common sight in ports across the continent, the Seamount Clan are well-respected by sailors across the world, but feared by landlubbers as any orcs are. For a time, they ruled the Isle of Betnikh, serving with the Daggerfall Covenant, but were eventually driven out by Bretons, who renamed the isle to Betony. Hammerfell still recognizes their ancestral claim to the island, and have allied with the Clan to take it back throughout the centuries.

Sea Legs

You were raised on the waters, and know everything there is to know about sailing the high seas. You always roll with advantage on Insight and Perception checks involving the ocean, sea vessels, or factions related to the sea. You also have proficiency in sailing. This ability replaces the Primal Intuition Trait.

City Orc

While any orc who leaves a Stronghold are derisively called "City Orcs", assimilation into the Empire is not unheard of. You are at least a generation removed from Orc culture, and while you may have chosen to carry forward some aspect of your roots, your upbringing was fundamentally different from your kin.

Polite Society

You know better than your cousins how to deal with snobbish men and mer, and had to continuously demonstrate your worth to them. You have proficiency in any two of the following: History, Religion, Deception, Performance, or Persuasion. This ability replaces the Primal Intuition Trait.

Lingua Coventus

You can speak, read, and write Cyrodiilic and one of the following languages of your choice: Nordic, Dunmeri, Jel, Ta'agra, Bosmeri, Altmeri, or Orcish.   This replaces the standard Languages Trait for Orcs.
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