Marcher Orc

For too long, the whispers of Khorvaire have painted a singular, often savage, picture of the orcs. Tales of brute strength and primal fury reverberate from the reaches of a civilization that rarely ventures beyond its manicured borders. But venture with me, if you dare, into the ancient, mist-shrouded heart of the Shadow Marches, and you will discover a truth far more profound, a people forged by isolation and defined by an unyielding spirit. Here, amidst the whispering reeds and ancient stones, reside the true inheritors of Khorvaire’s primal essence, a people divided yet united by their deep, sacred connection to the land itself.

The Shadow Marches, isolated for millennia by the sinister expanse of the Demon Wastes, have cultivated a unique heritage, far removed from the dictates of the Five Nations. Within these wetlands, the orcish people have walked two distinct, yet equally powerful, paths.

First, there are the Orc Tribes, the most ancient echoes of the land. These are the children of tradition, who cling to a way of life as old as the very swamps they inhabit. They are the guardians of a profound wisdom, seeing themselves as the land's firstborn, its truest kin, and thus its sole conduit. Their ways are stark, their customs unyielding, and their gaze often reserved for outsiders, whom they perceive as lesser beings, incapable of grasping the intricate tapestry of their existence. Do not mistake their insularity for malice; they are not inherently savage, but rather fiercely protective of their heritage, shunning interference, and preserving a legacy that predates human empires by millennia. For them, the concept of blending blood with other races is an abomination, a dilution of their sacred lineage. Within the tribes, a half-orc is a rare and unsettling sight, a jarring discord in the ancient harmony they strive to maintain. Their strength lies in their unwavering adherence to the old ways, a testament to the enduring power of ancestral wisdom.

Then, there are the Orc Clans, a vibrant testament to adaptability and the forging of new destinies. Fifteen centuries ago, when refugees from Sarlona washed upon their shores, these orcs saw not weakness, but a shared resilience. An alliance was forged, not of conquerors and conquered, but of equals seeking common ground. Today, these clans stand as a beacon of unity, working shoulder-to-shoulder with their human brethren, bound by shared purpose and mutual respect. Clan orcs are a proud, industrious people, their immense strength matched only by their loyalty. They see humans not as lesser, but as respected relatives, sharing the very land, their lives, and their future. Here, the boundaries between species blur, not through force, but through affection and understanding. The flourishing of Jhorgun'taal, the children of two bloods, is not just accepted but celebrated as a living testament to their incredible bond. These half-orcs, born of the powerful convergence of two peoples, carry their dual heritage with immense pride, seeing themselves as living bridges between worlds. They are the vibrant proof that orc and human can not only coexist but thrive, and many journey beyond the Marches, striving to heal divisions and foster understanding among other races.

The orcs of the Shadow Marches, whether fiercely traditional or boldly integrated, embody a profound truth: strength takes many forms. They remind us that connection to the land, an unwavering spirit, and the capacity for both ancient wisdom and bold new alliances are the hallmarks of a truly enduring people. Let us look to the Marches not with fear or prejudice, but with a burgeoning sense of awe and a desire to understand the multifaceted soul of Khorvaire's most unique and resilient inhabitants. For in their ancient lands, a powerful story is still being written, a saga of survival, pride, and the boundless potential of the orcish heart.

Racial Traits

  • Ability Score Modifiers: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
  • Type: Orcs are humanoids with the orc subtype.
  • Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Orcs have a base speed of 30 feet.
  • Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.
  • Squalid: Some orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces ferocity.
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
  • Darkvision: Orcs can see perfectly in the dark up to 60 feet.
  • Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Diverged ethnicities
Encompassed species
Related Organizations
Languages spoken

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