Orc

Orcs of Wakodia

 
 

Overview

Orcs are a proud and formidable race in Wakodia, known for their strength, resilience, and deep reverence for battle and honor. Created by Sinbog, the Unyielding Blade, orcs embody the values of struggle, unity, and personal growth through adversity. Though once feared as conquerors, modern orcish communities span a wide cultural spectrum — from war-worshipping clans to elemental shamans and disciplined tacticians.  
 

Physical Characteristics

Appearance: Orcs are broad, powerfully built, with thick muscles, prominent tusks, and rugged facial features. Skin tones range from deep green and gray to crimson or stone-brown, depending on region and lineage.
Lifespan: Orcs mature quickly, reaching adulthood by 14. They typically live up to 70–90 years, though shamans and blood-marked warriors may live longer through magical or spiritual means.
Height and Build: Most orcs stand between 6’0” and 7’2”, with wide, muscular builds.  
 

Subraces of Orcs

Wakodia is home to several distinct orcish subraces, each shaped by geography, belief, and tradition. Major ethnicities include:  

Ashmaw Orcs

Region: Ashrend (Stonefell)
Traits: Fire-hardened warriors who prove themselves through ordeal and pain.
 

Ironsunder Orcs

Region: Ashrend (Stonefell)
Traits: Tactical and disciplined; hold ancestral grudges and honor legacy through record and strategy.
 

Stormtusk Orcs

Region: Stormhollow Coast
Traits: Storm-attuned seafarers marked by lightning and sea omens; spiritual and adaptive.
 

Korgathi Orcs

Region: Thunderspan (Stonefell)
Traits: Quiet and spiritual savanna-dwellers; reverent of sky, lightning, and the balance of power and restraint.
 
 

Culture and Society

Orc society emphasizes honor, strength, and unity. Most tribes follow the Path of Iron, the dominant religion venerating Sinbog. Disputes are resolved through sacred duels or trials of strength. Storytelling, war dances, and the forging of personal weapons are central cultural expressions. Though warlike by origin, orcs are not mindless brutes — many are philosophers of conflict, poets of pain, and spiritual seekers shaped by trial.  
 

Religion

Orcs primarily follow Sinbog, the god of strength and conquest, but regional beliefs may elevate other deities such as Skarnak, god of storms. Their faith, the Path of Iron, teaches that through battle, one finds meaning, and through struggle, one finds the self.  
 

Magic and Orcs

While not innately magical, orcs possess great affinity for spiritual and elemental magic tied to their ancestors, the land, or divine patrons. Shamans, bloodpriests, and storm-chanters channel magic in raw, visceral forms.  
 

Relationships with Other Races

Humans: Respected as adaptable allies or rivals in war.
Elves: Eldorai and Aerynthar see orcs as primitive, while orcs see elves as arrogant and indirect.
Dwarves: Historic enemies due to border wars and cultural differences — especially in Ashrend and Yarnfell.
Others: Orcs judge individuals by strength and conduct. They form grudging respect for gnomes, firbolgs, and tabaxi.  
 

Legacy

To be an orc is to walk the edge of the blade — not merely to fight, but to fight with meaning. Their ancestors endure in battle-scarred stones, blood-forged weapons, and whispered storm-rites. Their history is etched in scar and steel.  

Playing as an Orc:

  Orcs in Wakodia are not mere savages — they are spiritual warriors, thinkers of conflict, and heirs to a divine legacy of strength and struggle. Consider your tribe’s customs, your character’s code of honor, and the divine whispers that shape your destiny.   Orc Traits As an orc in Wakodia, you have the following racial traits:   Creature Type: You are a Humanoid.   Age: Orcs reach adulthood at age 14 and live up to 90 years. Some shamanic lines live longer.   Size: Orcs range from 6’0” to 7’2” tall and are very muscular. Your size is Medium.   Speed: Your base walking speed is 30 feet.   Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You see in shades of gray.   Adrenaline Rush: Once per long rest, when reduced below half HP, you can use your reaction to gain temporary hit points equal to your level + Constitution modifier and immediately move up to your speed without provoking opportunity attacks.   Menacing Presence: You gain proficiency in the Intimidation skill.   Iron Will: You have advantage on saving throws against the frightened condition.   Languages: You can speak, read, and write Orcish and one other language of your choice.

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