Half-oruch

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In Tenebrae, half-orcs are less frequently the bastard children of forced coupling, the vast majority of those who are known as half-orcs actually trace their origins to the variety of orc kind known as the Great Orcs, and willing unions between human and orc for a variety of different reasons. Some of these reasons can be as simple as a passionate fiery tryst in some frontier tavern, muted by the power of alcohol and others can be as driven by honor and nobility as the needed union of tribe of Great Orc and Human, sealed by the marriages of chief members of their societies, for the purposes of survival and mutual good. Furthermore, some half-orcs are simply humans who carry such a strong trace of their orcan blood that even though their grand parent or great grand parent may have been an orc, the Half-orc race breeds true and so carries the fiery strength and passion of their sire on throughout their family line. A Half-orc will produce another Half-orc just as an Orc and Half-orc will produce a Half-orc. In this sense the name of the species is more a nickname that harkens to their origin then a true descriptor of what they actually are. No matter the source and origin; half-orcs are children of two worlds bringing forth the near uncontrolled fire of Orc kind with the energy and ingenuity of humanity.

Physical Description

At a glance, Half-orcs seem to take heavily after their orc blood being capable of immense builds, averaging easily between six and seven feet tall however this stereotype, perpetuated by the appearance of the occasional Half-orc barbarian and fighter, is but one variety of the species. They can be lean and whip cord thin like a wound shipping cable, or lanky and long armed and it usually depends as much on their human half as their orc. However many of their overt features are heavily influenced by the Orc blood in them. Their canines grow long, though not as long as the Orcs, but give them their tusk like appearance and their skins are usually green tinged, brown or occasional grey. Heavy brows and pointed ears finish off their general look.

Society and Lands

A Half-orc is a fireball of independence and adaptability being capable of equally operating in Orc and Human society as the need calls for it and, if left to their own devices, valuing their freedom and ability to wander the world with impunity and forge their own path. Thus no single society unites them and instead they'll either bear the colors and trappings of their parentage or forge their own identities. The frontier region is wild and rugged and consists of some of the fiercest inhabitants of the known world. Along these border kingdoms, congregations of Great Orcs gather and regularly interact with humanity on a consistent basis. Further south such mixing becomes rarer and rarer until the sight of a Great Orc is an exotic thing and, by the ignorant, at times confused with the more common breed of Orc, the Fel Orc. Thus Half-orcs only find native comfort among the lands of the Savage Frontier or in regions where ones strength and capabilities are measured more then the color of their skin or the shape of their ears. Communities of Half-orcs are rare since the focused temper of their Orc blood mingling with the impulses of their human blood often make them less prone to the organization necessary for civil needs, but families of Half-orcs have been known to congregate in places where their particular talents are more then useful and heavily sought after.

Relations

Half-orcs relate well to those who value physical exertion or strength of will and surviving under adverse conditions. They are usually, like Great Orcs, lumped into a category of ‘monsters’ by the uneducated and they group well with the disenfranchised or outlaw components of societies. Old rivalries die hard and misunderstandings between them, Dwarves and Elves are common. For humans it varies from culture to culture. In general the more accommodating a society is to seeing exotic things then the more likely a half-orc is to find the ability to at least make a living for and blend in.

Alignment and Religion

Half-orcs are rarely lawful and rigid, being forced to have to be capable of quickly adapting to new scenarios and environments and often raised in border lands where violence isn't uncommon and the denizens and landscape wild and untamed. There is no cultural predisposition towards worship either. They will either follow deities best beloved by their parent races or they will find their own path in life upon striking out on their own. As many are martially inclined, they will invariably favor such religious faiths.

Adventurers

Their considerable talents cause many half-orcs to take well to adventuring and high risk jobs. Mercenaries, bandits, bodyguards and other assorted forms of soldiers of fortune are all things that come easily to them. Their versatility means that a half-orc can serve a variety of different roles in an adventuring party and those who can see past their brutish exterior will find staunch allies and powerful comrades in arms.

Half Breeds in the Pathfinder Campaign:

Half Elves and Half-orcs have, as a species, not undergone major change. Throughout the years, world shaping events have occurred and they have always managed to survive and continue to eke out a place in the world, albeit a place made up by the fact that they themselves are children of two often conflicting worlds.

Half-orc Racial Traits

  • +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Rugged Upbringing: Half-orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Hardy: Mingling of human and orc blood produces exceptional sturdiness. Half-orcs receive a +2 bonus on checks to resist fatigue and exhaustion.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.