Orcs, also called Tarrusians, have arguably the most powerful presence in Kedrana. Although they do not excel in one singular facet of the world, much like the Dragon-kin or Dwarves, they have combined all the aspects of power, cunning, and wisdom at their disposal to create a society that firmly backs up their claim to be the superior Pure. They tower over other Pure and Impure alike, dwarfing even their half-blooded relatives. They tend to have skin and hair in earthy, muted tones and accentuated canines, verging on the edge of tusks or fangs. A people of strong laws and traditions, orcish society is permeated with ritual and growth. Constantly building and expanding, there is always at least one major project visibly being undertaken by the Tarrusians at any given time. Being heavily involved in the politics of the time, it can also be assumed that there are numerous projects being enacted out of sight of casual observers, both by the nation as a whole, and by the individual families and power blocs. When it comes to interacting with each other, orcs tend to be fair, reasonable, equitable, and generally respectful. They value the opinions and insights of other orcs and generally welcome advice and criticism, accepting that in doing so they help the advancement of their people. This is not to say that any orc may speak in any manner to any other orc. There are still distinct class lines, and the proper etiquette must be observed when interacting across these lines. When interacting with other Pure or Impure, orcs feel no need to follow their common traditions and etiquette, feeling that only they are deserving of the respect which such sensitivity implies. They can be very short of temper, and prone to exaggerated reactions, from towering fury, to despondent melancholy, to untouchable apathy. Impure especially tend to be viewed as nothing more than beasts or tools, easily disposed of and easily replaced. Their arrogance is tempered by the fact that they do comprehend that they cannot exist in this world alone, and indeed that on occasion other Pure, and even Impure, are better suited to certain tasks. They may not be friends, or even equals, but orcs recognize the value of teamwork and cooperation. High orcs tend towards darker earth hues, and make up the majority of Tarrus’ population. Class is determined by a combination of factors, the main two being birth and merit. It is not unusual to see many different members of orcish families working and living in different class strata. They have a natural vitality to them, and tend to heal quickly and remain in good health. Raiwen is the name of the family who was closest to the Cultivator. In fact, all of Tarrus’ class system is roughly based off of the Raiwen family’s bloodlines. They are the ruling dynasty, and have been for as long as Tarrus has existed. They are possessed of keen minds, and strong physical and mental senses. While slightly smaller and paler than High orcs, Raiwen have a force about them, a solidity that keeps them firmly rooted in the hearts and minds of their people, in spite of the distance they have begun keeping in recent centuries. Raiwen exist outside of the direct imperial line as well, the family is large and has bred well over the generations. They tend to be calmer and a bit less outspoken than other orcs, but how they interact with other races is a well kept secret. Raiwen rarely leave inner Tarrus, and those few Pure or Impure who gain entry and subsequently leave are few and far between.
Ability Score Increase: Your Strength score increases by 2
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 can’t discern color in darkness, only shades of grey
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.
Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Languages: Common and Terran
Ability Score Increase: Your Charisma score increases by 1
Land’s Vitality: You have resistance to necrotic damage
Ability Score Increase: Your Wisdom score increases by 1
Land’s Permanence: You have resistance to force damage