Halintar: Respite of the Gods
Orcs are a people driven by battle, and they fight with all their might. This mighty race lives for battle, defending their honor, and supporting their fellow warriors in the heat of battle. They live mostly on the south side of the continent, where their natural born aggression is more tolerated. Orc strength by itself is the mightiest of all the beings on Halintar, and they couldn’t be prouder of this fact. From the badlands of the east, to the Southern Mantle, where they make their home. Despite being a populous species, many visitors to Halintar don’t see the orcs or their settlements due to their existence as a primarily southern-living race.
Orcs are large, from 5’11" to 6’4" feet tall. They have rough faces with small eyes and tusk coming from their jaws. Their skin is normally littered with scars from the many battles that they take place in. The orcs of Halintar range in skin tone to a murky green to a light grey, though foreign orcs range from reds to even the rare blues in skin colors. Orcs have a lower lifespan then other beings of their size, with the oldest of orcs living up to only 70 years of age. The oldest recorded orc of Halintar being 74 years old. Female Orcs tend to be slightly larger then male orcs due to the amount of births they give (2-6 per pregnancy). Orcs are born naturally strong, and it takes a long time of being a complete lazy loser to weaken an orc, if they aren’t killed first.
Orcs of the Sea of Salt are normally covered in blood and guts as trophies from their previous kills, and wear it as war paint to strike fear into their enemies as they slaughter them. The Orcs of the Southern Mantle keep their hair short and are noticeably chunkier then other Orcs due to the abundance of food in their region. Orcs of the Badlands are leaner and tougher, often with the most scars from their hunts. They also wear blood on their faces, but only during battle and during the hunt.
Orcs love to fight, and they take challenges in stride. Their is no such thing as a cowardly orc, as they don’t shrink at danger and fight head on without thinking too much. Orcs enjoy showing off their battle scars and marks, often boasting about the many fights they get into. Orcs live in tribes, and often travel together throughout the regions they are comfortable with. Even if not related by birth, orcs traveling together in the same tribe have extremely close bonds with one another. An orcs mentality is based heavily on the type of tribe they were raised in. Something that is true for all Orcs however, is their love for freedom, and their absolute abhorrence for that freedom to be taken away in any sense, unless an Orc is raised by another species from birth, they will never be lawful.
Most of the orcs that live in the Southern Mantle travel around, farming the highly fertile land and challenging adventures, but not as far as raiding and pillaging villages as orcs of different lands are stereotyped with doing. Orcs that live within the borders of the Sea of Salt are highly aggressive, with smaller tribes that attack on sight, and act barbarian like. Those in the Northeastern Badlands act similarly to those of the Southern Mantle, they are less confrontational and open, even having humans and sand elves join their tribes. These Orcs follow a instinct within them called The Hunt, and when the moon is halved, they will go on a killing spree on the wildlife of the desert. These Hunts have even been known to take down the Great Wurms of the badlands.
Orcs are a nomadic species, and love to travel, seeing it as an opportunity to meet new challenges and opponents. Orcs go on long solo journeys in the middle of their lives to find themselves, and see what they want to do with their lives. Mostly this is done to get themselves killed in a blaze of glory, fighting off monsters and such. Some orcs that find themselves on this journey that don’t get killed, journey into Shamanism, and in Halintar, are considered the most adept at it. Orcs in the Southern Mantle also practice necromancy but suck at it. They can make undead farm animals and that’s about the best anyones ever SEEN an orc do. These two forms of magic are what orcs are limited to; they much prefer fighting with their fist or impressively large weapons.
Playing a Orc
As an orc of Halintar you aren’t as brutish and violent as your cousins of other continents, but their reputation unfortunately follows you. Your history on this country is as old as the earth itself. Other people of Halintar look down on you but you don’t care! You’re one of the most naturally powerful races in the world, and with your strength and love for challenge, you are ready to take on whatever quest comes your way.
All orcs have the following features:
Ability Score Increase. Orcs are strong and hearty regardless of where they’re from. Your Strength increases by 2, and Constitution increases by 1.
Age. You don’t live long compared to most, normally dying around 60 years of age. In rare cases, some orcs reach the fragile age of 70 but hardly any have lived past that.
Alignment. Orcs are Chaotic with few exceptions. Most Orcs are either evil or neutral, although you can make a strong case that they are good if you hail from the Badlands.
Size. You are tall, meaty, and strong, averaging out at 6’2" with smaller and taller Orcs.
Speed. You run just about as fast as everyone else does, so 30 ft per round.
Dark-vision. You can see 60 feet in front of themselves in the dark, but only varying shades of gray.
Languages. You speak Common and Orcish, unless you are from the Sea of Salt. Orcs from that region can only speak Orcish
Relentless Endurance. When you are reduced to 0 hit points but are not killed out right, you can drop to 1 hp instead. Can only be used once per long rest.
Savage Attacks. When you roll a critical hit with a melee weapon, you can roll one of the weapon’s dice again and add it to the total.
Beyond this, there are three “subraces” of Orc- Green, Orange, and Grey
Quick Tactics. Twice per encounter, you may “size up” an opponent. As a reaction or bonus action, roll a Wisdom check while an enemy is within your line of sight. The DC is up to DM discretion, based upon how familiar you are with this creature as well as your level compared to the creature’s CR. If successful, you learn one special attribute you do not know yet about the creature. You may specify learning about a specific resistance/immunity/vulnerability, ability score, or other abilities. You only learn a single attribute of the creature.
Adaptable Travelers. You are quick to adapt to the environment’s changes around you. After spending 24 hours in a new environment, you adjust to its landscape to the point where it no longer hinders you. You can walk normally through naturally occurring difficult terrain in this region for as long as you remain in it. This ability goes away after spending 24 hours outside of the given region.
Draw Back. You move strategically behind an ally, distracting your foes and preventing them from striking as you shift back. To use Draw Back, you must end your turn directly behind an ally. If you do so, make a Strength check to move your ally. The DC for this check is based upon the weight of your ally- if they’re under 100 lbs, DC 7; under 200 lbs, DC 14; under 300 lbs, DC 21, etc. On a success, you and your ally can both shift backwards 5 feet without provoking any attacks of opportunity.
Brash Assault. In desperate times, your instincts kick into overdrive, allowing you to counter enemy attacks. If an enemy attacks you and hits you while you are bloodied, you may make a counter strike against them. This can only be initiated after their attack confirms to hit you but does not yet deal the damage. As a reaction to their attack, you strike at them with a single attack of your own- hitting them if within melee range and throwing your weapon at them if ranged. This damage resolves before their damage resolves, negating the attack they hit you with if you incapacitate them or remove their means of attack. This can only be done once per day.
Heat Adapted. Your body has adjusted to the broiling heat of the Mantle. You are resistant to Fire damage.
Steady Stance. You focus on regaining your expended strength, opening yourself up to attacks from enemies. At the beginning of your turn, you must decide if you want to use Steady Stance- if you do, your movement speed becomes 0 for this round, and attacks against you have advantage until the beginning of your next turn. However, doing this allows you to regain one once-a-day ability (for example, Relentless Endurance) of your choice. This can only be done during an encounter, and can only be performed once per encounter.