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.
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. *
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).
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.
The following elements reference game details that are physically part of every character of this race/species:
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.
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.
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
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.
d20 [specific] Requirements: Starting character template uses the ©PHB for 5e™ for Half Orc, except where noted. Additional Half-Ork Features: