Orcs are a powerful and determined people, shaped by the harsh elements and the struggles of a world often hostile to their existence. They trace their origins to the chaotic aftermath of the Second Age, when the remnants of elemental power fused with mortal resilience, crafting a race both fierce and unyielding. Orcs have been tempered by storms and the call of the wild mountains, creating a culture that reveres strength, endurance, and survival through unity and power.
Far from being simple marauders, the orcs of Thaloria are a proud and complex race. They are warriors, artisans, mystics, and rulers. While some tribes still follow ancient warlike traditions, others have forged lasting societies with deep cultural roots. To be an orc is to live fiercely, embrace destiny, and honor your ancestors with every victory.
Orcs are physically imposing, with muscular builds that reflect their life of constant struggle and survival. Their skin ranges from ashen gray and earthen brown to deep green, often marked by ritual scars, clan tattoos, and war paint. Their eyes glow faintly in shades of amber, red, or stormy gray, reflecting their elemental ancestry. Tusks jut from their lower jaws, symbols of strength and ferocity, often carved with runes or clan symbols.
While once feared as relentless conquerors during the early Fourth Age, orcs have evolved into a formidable people respected as warriors, mystics, and rulers. Their strongholds are symbols of defiance against the world's harshest elements. Some tribes still follow nomadic paths, while others integrate with multi-racial cities as merchants, mercenaries, and diplomats. Though the ancient reputation of brutality lingers in some places, most of Thaloria now recognizes orcs as proud, honorable, and fiercely independent -- a people shaped by conflict, tempered by storms, and driven by an enduring will to survive.
You have the following traits.
Creature Type: Your type is Humanoid.
Size: Your size is Medium.
Speed: Your walking speed is 30 feet.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
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 discern colors in that darkness only as shades of gray.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Warrior's Resolve. Once per long rest, when you fail a saving throw against being frightened or charmed, you can choose to succeed instead.
Monsters of the Multiverse. Wizards of the Coast, 2021. (modified)
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA