Orcs

The Orcs are the third most populous humanoid species on the continent of Parvolon, and one of the five Major Species of Parvolon. Their appearance mirrors that of other orcish species from high fantasy, however the exact similarities end there. Orcs stereotypically value strength more than anything else. Someone who is strong deserves respect. And someone who is weak, should not "be in the pack".

The Orcs went through a process of evolution similar to parallel evolution. The Orcs evolved into 3 separate species that show very similar morphological resemblances. They have Strong bulky builds filled with muscle, and usually have a good resistance to disease. Orcs have Trouble understanding other's feelings and their facial features are rough. The most obvious difference between the 3 species of Orcs is the color of their skin. The 3 are simply known as Eastern Orcs, and Western Orcs, and Island Orc.

## Abilities

*All Orc Characters have the following abilities:*

***Ability Score Modifiers.*** Orcs are immensely powerful, and gain a *+2* bonus to their Strength score. They also gain a *+1* bonus to any other ability score.

***Speed.*** Orcs have a land movement speed of 30 feet.

***Size.*** Orcs are Medium creatures. They are general taller on average than humans, with a median height around 6 feet, and have a weight similar to a human for their size.

***Darkvision.*** Orcs have eyes accustomed to darkness. 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 can not discern color in darkness, only shades of gray.

***Strong Build.*** The physical energy that Orcs possess allows them to perform great physical acts. You have proficiency with both the *Athletics* and *Acrobatics* skills.

*Additionally, all Orcs have an Orcish subtype, defining a fundamental strength of theirs. Choose one of the types below:*

### Dawn

***Relentless Endurance.*** Dawn Orcs have been known to pick themselves back up even after facing immense injury. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

***Sun Toughened.*** Dawn Orcs are built to withstand the harsh heat of the Orcish Plains. You have resistance to fire damage.

***Dilated Lungs.*** Dawn Orcs are masters of stamina and the long game. Your character is immune to *Exhaustion* that would be caused by physical activity. This includes, but is not limited to activities such as:

* Traveling for longer than 8 hours in one day
* Swimming for more than 1 hour (for characters with a swim speed, this is just traveling)
* Rowing a boat for more than 8 hours

You are still vulnerable to other forms of *Exhaustion* not relating to physical activity, including creature abilities, spells, lack of food or water, extreme temperatures, and lack of sleep.

### Dusk

***Zero In.*** Dusk Orcs withhold energy to rush at targets when danger arises. As a bonus action, you can move up to your speed closer toward a hostile enemy you can see or hear. You must end this move closer to the enemy than you started.

***Devastating Critical.*** Dusk Orcs have a keen sense of how to use their strength to capitalize on opportunity. When you score a critical hit, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.

***Brawny Physique.*** Dusk Orcs can unleash their restrained power to lift objects others would find impossible to carry. The weight amount you can carry is doubled.

### Astral

***Defensive Magic.*** In an emergency, Astral Orcs can manifest their power to conjure magical protection against attacks. Once per long rest, you may cast the *Shield* spell at will.

***Unravel.*** Astral Orcs have a magical force that can allow them to shut down casters around them. You attempt to interrupt a creature in the process of casting a spell. Once per long rest as a reaction, if the creature is casting a spell of 1st level or lower within 60 feet of you, their spell fails and has no effect. This functions similar to *Counterspell*.

***Swimmer.*** Astral Orcs are built for the harsh waves. You have a swim speed of 20 feet.

## History

Before the Great Freeze the Orcs had heavy competition for land against the Giants, Cyclopes, Ogres, Trolls, Dragons, Goblins, Gnolls, Lizardfolk, and more. The Orcs always worked in big packs, as an overwhelming numbers advantage would win them in fights.

After the Great Freeze the Orcs found themselves the most adaptive species in the area. Due to that they were able to take control over more land that the previous competition could not. The expansion of Eastern and Western Orcs was met with War between the Giants.

## Culture and Society

### The Orcish Empire

The Eastern Orcs Established an Empire under a semi-monarch rule, The one oversees all Orcish Kingdoms is known as the Emperor. The Emperor has 3 Royal Generals on his side to help rule. Monarchs of these kingdoms rule directly over the citizens and it is their duty to uphold peace and wellbeing of the people. Kings/Queens of each region are chosen by royal blood.

#### Hierarchy of the Orcish Empire

1. The Emperor
2. The Council of Kings: Royal Generals & Monarchs (Kings/Queens)
3. Lords (Dukes/Duchess, Princes/Princesses, Earls/Countess, ect)
4. Knights & Barons/Baronesses
5. Commoner

#### Emperors/Monarch/Generals

The Emperor is the Overseer of the entire Orcish Empire. They have control over all of the kingdoms military, and they have absolute authority above the Council of Kings. Their Word is Law.

There are 3 Royal Generals, There is no requirements to who can become a general. Even Commoners can if they show their might and get enough votes. One of these is Chosen by the Emperor himself, another is chosen by vote within the council of kings. And the Last is chosen by the people, with Lords holding more vote weight over commoners. The Royal Generals hold equivalent power to the Monarchs, however they do not have a kingdom to directly protect.

All Monarchs are seated within the Council of Kings. It is rare for the entire council to get together in one place, but there is usually just messengers to get word across. Monarchs should be contacting The Council of Kings and the Emperor when they want to make a big decision with External Affairs. The Council of Kings are Responsible for the citizens well being, and they discuss what their plans are for future development. It is Common that the Eldest Offspring will become the next Monarch of a Kingdom. However, When the Younger Offspring become of Age (18), they can Dual their Siblings in to gain the title of Monarch. Duals Are fought with real weapons, and most of the time, someone dies. Monarchs need to accept all Royal Duals as it is necessary to have all citizens keep faith and Trust in your strength. As a Sibling of the Monarch, Forfeiting a Royal Dual will have you ostracized and Banished.

#### Gladiator Fights

See Gladiator Champions for more Details

Gladiator Fights are a common entertainment within Orcish culture. They would Take place all over the Orcish Empire within an arena. These fights were a test of Orcish Strength. Gladiators are slaves, People who want money, those who have broken laws and want redemption quickly instead of spending time in Jail or those who just want to have fun. They fight against a variety of creatures, Each other and even Giants.

#### The Orcish Empire Military

The OEM is composed of a Massive Army called The Xiphos, and a Decent Sized Naval Fleet called The Jut Garrosh (Which Translates from Orcish into Water Warrior's Heart). The Xiphos are said to be the largest and the most fierce in the world of Parvolon. Within the Army there are the following Groups: Infantryman, Archers, Armored cavalry, Siege Engineers, Giants, Commanders, Generals, and Elites.

* **Infantryman:** Infantryman would use Round Shields with their Kingdoms Engraving under a Chevron in tight formations to form a Wall of Shields, known as a phalanx formation. These Shields would be coated in some sort of resistance to magic. They attacked as one unit with one handed Spears up to 9ft long poking through the shields in various Directions. They had a few Javelins (Typically 3), and a Short Sword (Usually a Kopis or Xiphos) they could use if their Spears broke.
* **Battle Mages:** Battle Mages were spread out hidden within the Infantrymen who usually used Abjuration Magic to help protect the units. They would also focus on countering enemy spells, however it was not uncommon for a Battle Mage to use Attacking spells; Those spells were usually reserved for surprising the enemy. One Stratagem goes as follows: Right before an enemy would be near the front lines whilst charging, the OEM Front lines would move out of the way of the Battle mages to cast a spell. Right after the spell is cast they move back into the Phalanx Formation.
* **Fire-Team:** The Fire-Team consist of anyone who specializes with ranged attacks. They usually are found behind Infantrymen, or Using the Cover of Siege machines. Mages Mostly casted Evocation magic, and Archers would light their Arrows on Fire before raining them upon the enemy.
* **Armored Cavalry**: The Cavalry were usually scouts who would find out what was going on ahead of them to notify the Main Forces. The Armored Cavalry would use a mixture of Ranged attacks, and jousting. They usually used hit and Run Tactics, and nearly always attacked on flanks. They used powerful War Horses covered with armor.
* **Siege Engineers:** The Siege Engineers are tasked with maintaining and operating Siege Equipment. (Ballista, Battering Rams, Catapults, Siege Towers, Trebuchet)
* **Giants:** Although they were uncommon, Giants play a huge role in the OEM. They would Hurl Rocks, Swing their Massive weapons and Crush the Enemy under their feet.
* **Commander:** Commanders were in control of a Single Unit. They were the Leaders of that group and made orders like Shields up, Forward, Ready, Fire, ect. They would use a series of Whistles. Each meant a new thing. If a commander were to be taken out, the next highest rank would step up.
* **Generals:** Generals were in control of Many Units, they told the Commanders what to do, and were protected on the battlefield. The Central General or a Royal General does not set foot on the battlefield often if ever, they were the Main Strategists.
* **Elites:** Elites Units are specially Trained warriors who are trained to conduct special operations (Military activities conducted by specially designated, organized, trained, and equipped forces, manned with selected personnel, using unconventional tactics, techniques, and modes of employment). Their Units are names by first a color, and Usually the Second is a Creature. Some of the Most Well known Units are Black Dragons, Grey Giants, and Red Snakes.
	+ Their Missions Include surveillance in hostile environments, Training and development of other states' military and security forces, Counter-terrorism operations, Sabotage and demolition, Hostage rescue, Manhunt, small-scale raids, ambushes, sabotage or similar actions, ISTAR (intelligence, surveillance, target acquisition, and reconnaissance)
	+ They are always in Units of 12 which consists of a Detachment Commander, Assistant Detachment Commander, Operations, Assistant Operations and Intelligence, Two Melee Specialists, Two Mages, Two Healers, Two Ranged Specialists. This organization facilitates 6-man "split team" operations, and redundancy.
		- Detachment Commander
			* 1st In Command
			* The detachment commander is a captain and has full command authority and responsibility for his detachment. Schooled in the art of unconventional warfare, these officers also receive instruction on the capabilities of all the enlisted Special Forces MOS to enable them to properly employ their detachments’ assets in peacetime, conflict or war. The detachment commander may also advise an indigenous battalion-size combat force.
			* There is No class that resembles this Position as they can be any, and still fit this role.
		- Assistant Detachment Commander
			* 2nd in Command
			* Has the same Responsibilities as the Detachment Commander and Assist them with their work.
			* There is No class that resembles this Position as they can be any, and still fit this role.
		- Operations
			* 3rd in Command
			* They are responsible for leading, guiding, and training Soldiers , as well as developing unit standard operating procedures, and enforcing standards and discipline
			* There is No class that resembles this Position as they can be any, and still fit this role.
		- Assistant Operations and Intelligence
			* 4th in Command
			* Responsible for the training, health, welfare and technical support
			* Supervises, performs and coordinates collection management, analysis, processing, and dissemination of strategic and tactical intelligence
			* The Classes that Closely resemble this are Rogues, Artificers or Order of Scribes Wizards.
		- Two Melee Specialists
			* The Melee Specialist is an expert in the employment Orcish and foreign weapons systems found throughout the world.
			* The Melee Specialist also employs conventional and unconventional tactics and techniques as a tactical mission leader, and assists the detachment operations sergeant in the preparation of training and operational plans.
			* The Classes that Closely resemble this are Barbarians, Fighters, Monks, Battle Mages and Shapeshifters.
		- Two Mage/Magic Specialists
			* The Mages are highly skilled in the planning and constructing of buildings and bridges — as well as in their demolition. Their knowledge of construction techniques includes expertise in creating buildings and field fortifications.
			* These Mages are also of Course Highly skilled in the use of Magic.
			* The Classes that Closely resemble this are Artificers, Druids, Sorcerers, Warlocks, and Wizards.
		- Two Healer/Support Specialists
			* They are a specialist in trauma management, infectious diseases, cardiac life support, surgical procedures, and of course Magical Healing. They can also perform basic veterinarian medicine.
			* Healers provide emergency, routine, and long-term medical care for their teams and associated allied members and host nation personnel. They train, advise, and direct the detachment’s routine, emergency and preventive medical care.
			* The Classes that Closely resemble this are Bards, Clerics, Paladins, and Healers.
		- Two Ranged Specialists
			* The Ranged Specialist is the Elites link to the rest of the world. They are an expert in sending and receiving critical communications to the Elites command and control elements. They advise the detachment commander on all communications matters.
			* They are also of course Highly skilled with the uses of ranged combat.
			* The Classes that Closely resemble this are Rangers, Rouges, and Gunslingers.

The military consists of many well trained orcs. They come from many backgrounds too, Citizens, Farmers, Gladiators, Guards, Princes, Knights, and so on. Anyone could become a part of the Military. It is every citizens duty to become ready for war. The only people who are exempt from fighting directly in war are Monarchs, Those below the age of 15, One parent of (a) child(ren) under 8, Those over 60, Farmers (who must provide food for the Military), and the disabled. At any time if you are a Citizen under the Orcish Empire, and you do not fit any other the Exempt rules, it is your duty to undergo Training twice a week to be prepared for battle. This Training includes Hand to Hand Combat, Swordplay, and/or Horseback Riding.

#### Other Useful Information

The Eastern Orcs use similar fighting styles/tactics and as the the real world Spartans. Most of their Weapons closely resemble this era too.

The Orcish Empire usually imposes their will on other nations as they want to become as powerful as possible. However the amount that they do this heavily depends on the Current Emperor, Monarchs, and Generals.

Duals were often fought in an amphitheater for anyone to watch. Duals are a legal way for 2 willing individuals who have a skirmish to fight each other to settle a current issue. The Rules of a dual must be determined before a fight, and there must be the presence of a couple guards or higher ranked officials to make sure they follow them. If someone is caught breaking a rule during a dual, they will be sentenced to death, as Honor is Highly valued in Orcish Culture.

Most Eastern Orcs within the Orcish Empire who peruse Adventure or battle choose to become Fighters, Monks, Rangers, Rogues, or Barbarians, and an Uncommon, however not rare, amount of Paladins.

[The Orcish Empire and a Migration treaty with the Ostrov Union or Something?]

### **Ostrov Union**

Island Orcs have established a Federal Republic called the Ostrov Union. The Ostrov Union has established a system of government in which several states form a unity but remain independent in internal affairs. The States supreme power is held by the people and their elected representatives, and which has an elected or nominated chancellor rather than a monarch.

### **Western Orcish Tribes**

Western Orcs could not build up a proper society due to the Dangerous terrain, Monsoons and the pressure of wildlife. Due to this, The Western Orcs are stuck in the Tribal Era. Each Tribe is independent from one another, and have some minor conflicts over land as borders in the monsoon rich jungle is hard to define. However when it comes to outside threats these tribes will do whatever it takes to protect one another and their land. There are many more unknown Tribes deeper within the Jungle that has yet to be revealed, and they might not even be Orcs. The Orcish Tribes speak an Ancient Orcish language that is different from the Modern Orc language developed by the Eastern Orcs.