Half-Ork of the Steel Realms

Steel Realms

Half-Ork of the Steel Realms have a Material Presence are approximately 1.5m – 2.1m tall, grey/yellow-grey/dark grey [near black] eyes, dark grey to green skin, black-green hair where humanoids normally have it, some have slightly protruding tusks and/or abnormally large jaw and teeth. Part of the degenerate Orrish race, these creatures have changed little over thousands of years to reflect the general “Darkspawn” degeneration/adaptations. Half Orks are an affront the goodness in the lands of light on Helca, no matter the place. Half Orks are generally distrusted and not accepted due to their legendary temper and Orrish blood. The making and selling of goods for them, by default, involves higher charges and more scrutiny. It is generally considered stupid and dangerous to teach an unpredictable half-ork any of the mystic arts (assuming they can read) or any advanced combat.

@RP Impact:
Cultural Stigma: As a mixed race, they suffer Strong stigma outside Southern Vastness and Weak in it; Their Stigma Offset(s) are > hard worker, helpful, strong, enduring
– If they are not benefiting from the offsets, they typically develop a Short Fuse.
PCs of this species typically (or at least eventually) fall outside the normal Point of View of typical species members, and the Species Lore. As such, generally, they cannot be the target of Studied Adversary.

These halfbreeds are rare – roughly about 35,000 exist, and most (2/3 of them) in the Darklands. They are considered weak blood in the Darklands, but accepted only because they are useful and most are NOT affected by the Sun-Bane – unlike full Orrish. If a half-ork mates with another half-ork, it will produce a half ork; however there is a more than 50% chance it will be under the curse of the Sun-Bane.


Official PC Races of the Steel Realms

i20™ Race/Species Details

i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.

Starting i20 Characters have Zero Discretionary CP unless noted by the Game Master. These are all taken acquiring a Race/Species and a Pathway of Experience. A starting character is the moment of character creation (@Character Inception).

Are you using Best Practice guidelines? (ask your Game Master)

This corresponds to the HALF-ORC ( Race/Species)
The following aspects deviate from or add to the base race, though may also vary by setting, back story, and/or cultural experience; ‘Baseline’ values are just average/defaults to be used * without specific reference checks. *

Common Cultural Experience

The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.

This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).

  • Adjustments: -1 Charisma, +1 Strength, -1 Sanity, -1 Reason, +1 Vigor
  • Minimums: Strength 11, Vigor 11, Perception 10
  • Maximums: Charisma 18, Vigor 21, Strength 22
Open Cultural Experience

Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.

Remaining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


Point of View

Those from the Darklands follow the Orrish POV but have the opportunity to develop into something more by just being exposed to slaves and prisoners of the upper world. Those raised outside the Darklands are influenced by the Orrish culture narrative, and primarily are taught by those who raise them to be useful and stay hidden as much as possible. Those who enter into society do so at great peril – all aspects of social norms are removed with bias and prejudice. Crimes done against individual may have no repercussions in some places. There are many instances too of the half-ork being accepted on a local level, if they have proved themselves useful over time. This usually requires some religious, political, or social institution to shield them and sponsor them through the most vulnerable early time of building this reputation. Many have sponsored them, thinking to control and use their fierce strength and temper. Having this work, is the best case scenario for half breed Orrish.

  • The strong rule the weak.

Player Characters: PCs in the Darklands will either be raised to fight, scout or serve the priesthood of the Unholy Trio. Those delivered into the upper lands (by mothers wanting them to have a chance or as foundlings from raids on Orrish lairs under the earth have other options. They are typically raised by the Green Church and become part of its ranks and find jobs and purpose in its ranks, sometimes offsetting the social stigma around them. Their Otherness is apparent and cannot be masked.

Reactions based on POV

This represents a general bias based on typical POV. Pcs and NPCs may be able to change the Reactions through hard work and example… but face a major battle to change people’s biased opinion.

Unwelcome: Umbak (killed), Gladnor (usually run out within 24 hours, except the capital city of the High King), (eastern) Borderlands

Accepted: [Racism Applies] Dunstrand (south of Nanford River only), [No Racism] Free North (all the living are accepted and expected to fight the dead), [Isolated] They are often raised by the druids of the Wyld Faith to be guardians of the Briarwoods and assistants to the lesser druids.

Welcomed: [No Racism] Dwindor Swamp (the “Free Orrish”) – Dunstrand

Name of “Hendrahk”

Hendrahk is a common half ork name. He was a famous figure that fought against Lich Lords of the north in around CY 6700 and gained fame for his vigilance and hatred of the legions of skeletons and zombies. He wielded a massive sword that he used to cleave many an animation in two. He lived to a ripe old age of about 80, as a personal weapons trainer to the high born children of the free territory of Kaald. He died in comfort and with great respect. It is a common name for its good association with a positive figure of history; druids began using it for exceptional orphans they raised around CY 6800 and it has been in use that way ever sense.

Incarna d20™ Class Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

d20 [specific] Requirements: Starting character template uses the ©PHB for 5e™ for Half Orc, except where noted. Additional Half-Ork Features:

  • Half Orks have no body or facial hair – only the top of their head (if any); 90% of them are left-handed.
  • Half Orks speak Gladnorean, and a a smattering of Orrisha; reversed if they grew up in the Darklands.
  • Half Orks are literate in a single language, only if their Intelligence is 13 or higher, or they possess an academic class (Wizard, Cleric, etc.), background or upbringing.
  • Ability Score Decrease: [starting] Sanity = 9
  • Ability Score Decrease: -1 Charisma = 7
  • Enhanced Sense: Wisdom (Perception) checks based on Hearing have double the Wisdom bonus applied. Inherited from Ork parent.
  • Feature: Cultural Lag – These characters are raised in an isolated manner to protect them.
  • Feature: Otherness; Their racial features completely ‘otherize’ them; 20% to 50% more on goods and services in most places.
  • Intimidating Presence: When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. Any negative Charisma modifiers are treated as positive for the Intimidation skill check.
[related-subpages pageid=”8079″ title=”d20 Class List for the Steel Realms”]

iCore Archetype Details/Mechanics

Realm's Aptitude Powers: Divine, Occult, and Psychic