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The orcs of Eldareth are not defined by a single culture or creed. They are a people of many paths, shaped by time, land, and the traditions of their ancestors. Some claim the distant touch of Yssarel, the Wildmother, whose strength and stillness once gave form to the first of their kind. Others follow no divine origin, defining themselves by blood, oath, and survival alone. Orcs are not born into uniformity, but into legacy — and they carry it forward with reverence or rebellion, each in their own way.

They are found across multiple regions. In Avermont, the Vashkari rose from chains to carve basalt cities and forge purpose through fire and resolve. In Shen-Su, the Zhanyin tend mountain monasteries and sacred oaths with still blades and disciplined silence. In the wilds of Nurathar, the Mok’tan walk beside spirits and beasts, living by rhythm and rite. In the frost-swept frontiers of Ethelra, the Varokh sing stormwards and hunt by thunder, keeping ancient rites of sky and stone.

Though distinct, the orcs of Eldareth share a central truth: strength is not just endurance. It is memory, will, and the choice to rise for more than the self.

Identity and Culture

Orcs are physically imposing, but that strength manifests differently among the clans. Vashkari are lean and refined, their slate-gray skin marked by scarified ritual and curling horns lacquered with rank. Zhanyin orcs carry quiet elegance, their stone-toned skin adorned with jade, their tusks inlaid with sigils of balance and patience. Mok’tan orcs walk with animal grace, their bronze and green skin striped by ancestry, their eyes gleaming like beasts that remember dreams. Varokh stand broad and wild, bearing storm-gray skin, heavy tusks, and war paint drawn from fire and frost alike.

Their cultures vary as widely as their forms. Some dwell in mountain fortresses, others roam savannahs or storm-scoured valleys. They lead through trials, meditate in silence, call spirits with drum and blood, or elect warchiefs by strength alone. But one thread binds them all: the past is not to be forgotten, and the strength they carry must serve more than the self.

Their flaw is pride. In some, it hardens into stubbornness or isolation. In others, it becomes wrath. But those who learn to temper pride with purpose become more than powerful — they become worthy of the memory they carry.

Legacy in Eldareth

Orcs do not remember as elves do, or record as dwarves do. They remember through ritual, scar, story, and oath. The Vashkari burn their chains to fuel their forges. The Mok’tan paint their bodies with the spirits they’ve hunted. The Varokh cast their dead to the winds, trusting the sky to carry them home. The Zhanyin speak not their ancestors’ names, but live them, blade by vow.

The world may forget
But orcs do not

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.

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.

Powerful Build. You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also have Advantage on any Saving Throw you make to end the Grappled condition on yourself.

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.

Savage Attacks. When you score a critical hit with a melee weapon attack, you deal one additional damage die. You can do this only once per turn.

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.