Orcs
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Orcs average over 6 feet in height, and most have strong, stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 discern colours in that darkness only as shades of gray.
Relentless Endurance. 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.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Orcish.
Naming Conventions
Nearly all orcs in the realm are descended from one of the original 13 Clans of the Highlands/Lowlands (detailed in the Gorrano page). Your family name is almost certainly found amongst them. The orcish language itself is a blend of many clan dialects, which share a variety of influences from elvish, to eldercommon, to dead languages such as Hemlan-Dwarvish. Tracing a given orcish word's etymology beyond its Clan origin is very difficult.
Ancient History
According to legend, the first orcs were grown from the wheat, dirt, clay, and grass, "watered" by the blood of Mort'hano- one of the two main religious icons of Kinfaith myth.
Physical Characteristics
Bipedal, above average in size, with skin pigments ranging from light green, to deep red, to gray. Some orcish subsets have small tusks on their lower jaws. They have exceptional upper body strength and stamina, and are more less universally seen as formidable warriors. Their attire ranges from animal hides to heavy armour depending on the nature of their environment.
Variant: Ordrac Halfkin (Orc/Dragonkin)
Ordrac are a rare sort, born from the union of an orcish mother and dragonkin father. They tend to be taller and more robust than humans, with the greenish or grayish skin tones typical of Orcs. Their eyes are often sharp and coloured in shades of red, yellow, or orange, and they might possess small, dragon-like horns on their foreheads/snouts. Some ordrac have scales covering parts of their bodies, hinting at their draconic lineage, while others display patches of rough, pigmented hide.
Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1.
Age. Ordrac mature at a similar rate to humans but live slightly longer, with a lifespan of around 70 years.
Size. Ordrac are taller and more robust than humans, typically standing between 6 and 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your Orc lineage, 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 colour in darkness, only shades of grey.
Draconic Lineage. All ordrac are descended from one of 9 Ancient Elder Dragons. This lineage partially informsthe colour of their scales, but also some unique characteristics they possess.
Orcish Fury. When you take damage, you can use your reaction to gain temporary hit points equal to your level + your Constitution modifier. Once you use this ability, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common, and either Orcish or Vorani.
Outcasts
An interpretation of the 9th Edict of the Elders, which is usually translated to "As one tempers the blade, so too must temper the blood.", has chiefly been taken as a warning against miscegenation. Whether this was the Elder dragons' intent remains unknown, but in the eyes of the Church of the Elders, and of The Voranite state, it is grounds for the subjugation and sometimes banishment of ordrac from imperial lands.
Orc Ethnicities
Highland
One of the smallest cohorts of orckind on the continent. Yet conversely, a majority of high-level government positions in the majority-Orcish nation of Gorrano are held by Highland orcs.
Lowland
Making up most of the Labourer caste of the Voranite Caste system, the orcs of the Lowland Vale have had a rough few decades. The rampant desertification of their vast homeland has placed considerable strain on their resources, and as result, spawned a great deal of economic unrest in the region. If a solution is not found soon, they may be headed for catastrophe- and the Gorrano Republic along with them.
Martial Training. You are proficient with two martial weapons of your choice and with light armour.
Voranite
Descended from the very first class of slave labourers, stonewrights, hunters, and soldiers who were conscripted to serve the Voran Empire after the conquest of Ghyseria. Their characteristic ashen skin is due to their ancestors being forced to adapt to brutal outdoor conditions while in servitude across the volcanic and volatile Voran Ridge.
Sun-Tempered You have advantage on Survival checks when in desert, badlands, or jungle environments.
Settlers, dissidents, exiles, and drifters from all corners of the realm, who've made homes of the independent City-States dotting the Caravan Coast, and the seas over which they extend dominion. No matter which of the Independent republics, petty kingdoms, or havens of sin a caravanian hails from, they must share shade with one another; each holding an upturned nail beneath the ever-looming boots of major Destrean nations. While the city-states' disdain for one another may run deep, it is a mere thimble's worth when measured against the ocean of antipathy they reserve for outsiders.
Menacing. You gain proficiency in the Intimidation skill.
Equipment: Utility knife, 1d6 gold in a coin purse.
Roiy'na'menghchka
Descended from the original inhabitants of the Mort'hano Highlands, they are referred to collectively as the Roiy'na'menghchka, though in reality are comprised of dozens of tribes scattered throughout the realm. Roughly two centuries ago, these tribes were unceremoniously forced from what would one day become the Gorrano Republic, either for refusing to integrate into the newly-formed nation-state, or later for rejecting fealty to the Voran Empire in the wake of The Binding.
Descended from one of many waves of settlers to the Great Wide over the centuries, their ancestors helped to establish the Commonwealth Federation of City-States.
Commoner culture, much like that of the Caravan Coast, is the product of waves of settlers each bringing customs, traditions, and values that end up influencing their new country to varying degrees. What sets commoners apart, however, is their peculiar tendency towards orderliness, institutional trust, and fervent nationalism.
Militia Training. You are proficient with firearms.
Equipment: Commonwealth runecoin, two food rations, 1d4 gold in a coin purse.