Orc

Orcish society is as unforgiving as the land they call home. Clans frequently skirmish with each other over control of scarce resources in the Atan northlands, and blood feuds drive clans to fight for no other reason than mutual hatred. Within most clans, orcs behave completely differently: almost any orc would give up his or her life to protect the clan, and honor has an important place in clan customs.
Despite the importance of honor, orcs do not have honorifics. Even the chief is not treated any differently from other orcs. Many outsiders perceive orcs' frankness and indecorousness as rudeness or insult.

Threefold People

There are three primary superclans of orcs. The Dej Khov or "Ice" Orcs along the northernmost shores spend half the year on the ice plains hunting for seals. The Qhov Tsua or "Cave" Orcs live underground, either in tunnels dug through permafrost or in the expansive cave networks of the northern mountains. In between are the Ntoo or "Wood" Orcs, who live in the boreal forests.
Each superclan has a king of sorts called a Khan. Every fifth winter, the chiefs of each clan from a given superclan gather at a sacred place known only to chiefs. There, the chiefs determine who is to be Khan. This meeting is called Lub rooj sib tham ntawm Cov Thawj Coj or "Chiefsmoot". If the existing Khan is deemed to have acted dishonorably or against the interests of the superclan, the chiefs may select a new Khan to replace him. In such cases, the previous Khan does not return from Chiefsmoot and is never spoken of again.
Despite having no direct authority, a Khan serves a handful of functions. A Khan belongs to no clan and fighting is prohibited in a Khan's presence, and he can therefore serve as a diplomat between feuding clans. (To orcs it is usually preferable to simply continue the feud.) He also speaks on behalf of the entire superclan when dealing with the other two Khans. Most importantly, only a Khan is permitted to travel to the hidden realm of the Great Orcs to trade offerings for favor and revelations.

The Great Orcs

Outside of the ice, cave, and wood orcs are the great orcs. These hulking brutes are the religious leaders of orckind. They preside from a place called Tsev Fuabtais Loj, which translates literally to Great Castle. The location of Tsev Fuabtais Loj is unknown to all but the Khans, and little is known of the great orcs except what is gleaned of them from old stories about human-orc wars.
It is believed that many fantastical magical items are kept at Tsev Fuabtais Loj. No human treasure hunter has ever found the place (and no orc would try).
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Physical Appearance

All orcs have mottled skin, protruding lower tusks, thick hair, and coarse features.

Orcs and Humans

Humans largely believe orcs are monsters and are treated as such. This is due to a number of reasons, including their capacity for violence, apparent lack of manners, and scary appearance.
In a way, orcs agree with the humans. Orcs are far more suspicious and hateful of enemy clans than of humans. Most orcs are just wary of humans.

Game Mechanics

Abilities

Hinterland Survivors. Orcs almost always have a high Strength and Constitution score in order to survive in the harsh environments of northern Ata.
Strong-Willed. Living in northern Ata requires a strong will to survive, and orc cultures tend to emphasize independence of thought. The result is that orcs have a high-on-average Charisma score.

Alignment

Orcish society consists of close-knit clans in a state of mutual suspicion. Within a clan, orcs display fierce loyalty and have a strong sense of honor. Howewver, to rival clan members, orcs are pitiless and brutal. In general, orcs are capable of any moral extreme depending on the circumstances.

Age

Many orcs die young due to their harsh homeland and fighting, reaching maturity at 15 years. Your old age threshold is 65 years, with an aging rate of 5 years.

Orc

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
65 years
Languages
Your clan's dialect of Orcish
Senses
Aging Rate
5 years

Traits

Relentless Endurance. When you would be 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.
Protective Instincts. When an ally you can see takes damage, you can use a reaction to gain temporary hit points equal to 1d8 + your Constitution score and move up to your speed towards a space within 5 feet of that ally.
Once you use this feature, you can use neither it nor Aggressive Instincts until you finish a short or long rest.
Aggressive Instincts. When a creature you can see takes damage, you can use a reaction to move up to your speed towards that creature and make a melee weapon attack against it. If the attack hits, it deals extra damage equal to your level.
Once you use this feature, you can use neither it nor Protective Instincts until you finish a short or long rest.

Subraces

Select one of the subraces below.

Cave Orc

Darkvision. You have darkvision (60 ft.).

Ice Orc

Cold Resistance. You have resistance to cold damage.

Wood Orc

Forest Camouflage. You have advantage on Stealth checks made to Hide in vegetation, and you only need to be lightly obscured to do so.
Keen Smell. You have supersmell (5 ft.).

Great Orc

Powerful Build. You have the Powerful Build trait.
Siegebreaker. Your unarmed strike deals 1d8 bludgeoning damage, or 1d12 bludgeoning damage against a target that is at least one size larger than you. Your melee weapon attacks do double damage to objects and structures.

Suggested Backgrounds

Orc Combat Training

Prerequisite: The ability to speak Orcish
You were taught to fight in the manner of orc bloodragers. You gain the following benefits:
  • You are proficient in Intimidation.
  • Choose any number of the following weapons: unarmed strike, club, greatclub, mace, battleaxe, flail, greataxe, maul, morningstar, and/or warhammer. You are proficient with the chosen weapons.
  • When you score a critical hit with a melee weapon attack using one of the chosen weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Orc Survival Training

Prerequisite: The ability to speak Orcish
You learned to survive as orcs do in the northern hinterlands of Ata. You gain the following benefits:
  • You are proficient in Survival and one of the following skills of your choice: Athletics, Nature, Perception, or Stealth.
  • Choose one of the following terrains: arctic, underground, or taiga. When you make a Survival check in that terrain, you can treat a d20 roll of 9 or lower as a 10.