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ORCS

"Sons and daughters to the cruel and demanding god Rastamoore, theirs is a life full of trial and hardship"
- Winnett The Gnomish Historian

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PARENTAGE 

Rastamoore The Ogre

MAIN HOMELAND

Haron

DIALECT

Common, Galkn

CAPITAL

Thrakksgaw

LIFESPAN

About 80 years

HISTORY - ORIGIN - CULTURE

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The first Orcs to appear were said to have been born during the "Great Conflict" sometime between the birth of the Alfar and the appearance of the first Clay Men. Legend goes that Rastamoore, the mighty and vicious god of beasts, was locked in a brutal fight with the races of Alfar when he went on a rampage and devoured them whole by the hundreds. Rastamoore's innards churned with rage and hatred burning down their essences inside, till all that remained was a sludge of lost souls. With this he hurled forth new life from his gullet, birthing from the dredge and bile the newly formed orcs that he would use to wage war upon the Alfar with. 

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For eons in the old ages, Orc culture centered around an intense competition for Rastamoore's favor among his other beastly races. Several races saw their extinction during this time of constant war and bloodshed, but the Orcs forged onward becoming massive and formidable war tribes, worrying and frightening the Gods of the Alfar with their violent conquests. Eventually their was a collective effort against Rastamoore, and in a battle lost to time the Orcs were driven back to the lands known as the Teeth of Haron. Though the Gods have since left Ammeil, the Orc homeland remains on Harron where their "Old Ways" still thrive.

 

 

In modern times the Orc culture has diversified as it began to spread amongst the lands of Ammeil. Though the majority of Orc kind still adhere to a form of tribal community, choosing to instead live lives drifting from location to location, there are some Orcs that can be found moving towards lives of permanent settlements. Orc kind typically does not democratically elect its leaders but instead those that are the most "aged and wise" are chosen as the Seer, whose job it is to help guide the future of each individual tribe with readings of the stars and prophesy from the Gods. Amongst tribal leader ship is the Orc Godi or Chieftain, chosen for their strength and is responsible for keeping the tribe strong and dealing with military threats.

Each orc tribe also has a Den Mother whose job it is to protect the birth line of Orcs and to promote a healthy birth rate within the tribe. Strong young orcs are chosen to be the tribes huntsmen and gatherers, while the weaker, young or aged are given the tasks of farming and craftsmanship. Sizes of tribes vary but as a tribe grows it can begin to be known as something else. Small tribes of 2-50 orcs are simply called tribes. As a tribe passes 50 and into the 50-200 range its known as a Blood Tribe. Going into the range of 200-600 it is known as an Dregstad or "Mud Town". Going into the largest of Orc communities we have the Blotskad, ranging from 600 onward, a Blotskad is a collection of many large tribes that gather together and work in union with each other. Blotskads work by councils and each tribe has its own representative Godi, Seer and Den Mother in the tribal council. These Blotskad's also have specialty positions in blacksmithing, animal husbandry, farming and more that smaller tribes would not have. 

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Characteristics

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Orcs range about 6-8 feet tall, most taller than the average human. 

 

Orcs typically have dark green skin though there are some varieties that through unknown causes have developed dark red, yellow or even brown colored skin. 

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Orcs have an unnaturally powerful immune system and organ filtration allowing them to ingest even deadly toxins without fatality. 

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Orc vocal cords can produce deep guttural noises necessary for the Galkn language

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Young and Adult Orcs must eat large amounts of food to feed an overactive metabolism necessary for their active lives

 

 

starting talents

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POISON RESISTENCE

- You're 10X more resistant to toxins and poisons. Where some poisons will kill a man, it will take 10 times more to do the same to you. When hit by a sorevel weapon, you will not suffer necropsy from its chemical affect. 

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BULK STATURE

- Compared to the average human or alfar you are built different, with a stature bulky and thick. Metal armors will not fit on you unless specially made for you. You can also wield weapons that are too big and bulky for most races, like ogre weaponry. 

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