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Half-orcs carry two legacies in their bones. They are born from crossroads—between cultures, between expectations, and between histories often written in conflict. Some are the children of treaties and shared visions. Others are the results of war, survival, or quiet defiance. In all cases, they are shaped not only by blood but by how the world receives them.

They are found across the lands of Eldareth. In the Vashkari bastions, they are forged by structure and discipline. Among the Zhanyin, they are shaped by silence and introspection. In the Mok’tan jungles, they follow the wild path of spirit and beast. And in the northern reaches of Ethelra, some walk with the Varokh, honoring storm, strength, and the spirits of the mountain. Each lineage leaves a mark—but the life they build is their own.

Identity and Culture

Half-orcs are powerfully built, with thick-boned frames and sharp, expressive features. Their skin ranges from earthen brown to ash-grey, with some bearing the greenish or slate tones of their orcish parent. Tusks are often present, though not always prominent. Hair tends to be coarse and dark, worn in braids, shorn close, or left wild. Their eyes are keen and direct, and tend toward rich tones—molten amber, flint-gray, or deep green—often gleaming with a weight beyond their years.

They do not share a single homeland or tradition. Instead, they move through the world as translators of culture, often expected to bridge gaps they never asked to straddle. Some rise as warriors, scholars, priests, or oathbound scouts. Others wander as guides, smiths, or mercenaries—drawn to places where strength must speak. Their flaw is internal. Half-orcs are often caught between being too much or not enough—never fully orc, never fully anything else. Many carry this quietly. A few burn with it. The strongest among them are those who stop apologizing for where they began and focus instead on where they stand.

Legacy in Eldareth

Half-orcs do not walk in the footsteps of a single people. They are not bound to the ancient oaths of the Vashkari, nor beholden to the ancestral shrines of the Zhanyin, nor the totems of the Mok’tan wilds, nor the sky rituals of the Varokh. Yet they reflect them all. They carry fire, stillness, instinct, and thunder in equal measure—not diluted, but reforged.

They are not the echo of strength
They are the result of it

Half-Orc Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid. You are also considered an orc for any prerequisite or effect that requires you to be an orc.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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.

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.

Menacing. You gain proficiency in the Intimidation skill.

Skillful. You gain Proficiency in one Skill of your choice.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.