Orc Race

Orcs and goblins have made their ancestral homes in the wintry north for longer than any other surviving civilization in Berla. At a time when much more powerful storms wracked the coast and lowlands to the southeast, the plateau and its glacial sheet provided more stability & food, and both groups settled comfortably into a climate that later arrivals considered harsh and unforgiving. Clashes were frequent at first, but after several of the great leaders of the day formed a pact of peace, relations stabilized, and soon the advantages of working cooperatively spoke for themselves. Millennia later, the two have such an extensive history of coexistence and cultural exchange that they are almost always found living alongside each other, calling themselves the Kith. Gods, cultural practices, information, music, trading, fashion, resources, language, community duties, and everything in between are all shared fluidly. From the ritual hunts that provide windfalls of monster game, to the preserves stored against lean seasons, Kith cuisine tends savory and hearty, and cooking and meals alike are a group event. Their buildings are varied based on available resources, often mix strong lines with organic patterns, are commonly connected above and below ground for ease of movement in all conditions, and are known for being particularly resilient against the wear and tear of nature.

There are still distinct identities between the two groups, however close the Kith may seem to an outside observer. For the simplest example, a goblin's constitution is not well suited to feats of strength, and an orc may find nimble or enclosed work challenging with an average frame. Each group celebrates these differences and incorporates them into the collectivist responsibilities that their shared culture values. In orcs, this results in a social emphasis on physical prowess, bravery, honorable conduct, and protecting those less capable of defending themselves. Martial arts, games of power or skill, and ritual hunts are common creative outlets. Goblins focus on dextrous craftwork and have a significant mystical bent to their subculture. Healing, alchemical arts, and scouting are considered highly respectable professions. These basic social roles dictate other behavioral standards that hold true across most groups of Kith. Even in defined contrast, the two find shared ground and complement each other, and all successes are celebrated as the fortune of the community.

Before Ethalia turned its attention to Berla's northwest, Kith governments took the form of either a group of allied city states called the Six Talons, or more traditional clan or lord holdings. The region was one of the last to face sustained force from Ethalia, and so it had plenty of time to prepare with the knowledge gained from assisting on other fronts. When the conquering kingdom finally drew near, the Six Talons and the sovereign clans were waiting. Every defensible settlement was fortified, well stocked, & vehemently contested. Ethalia's generals had underestimated the skill and determination their opponents would display, and the situation only grew worse for the invaders when winter fell on their overtaxed troops. In the time before Lord Aeschere's appearance on the battlefield, the defenders' victory seemed assured.

Since the surrender of the last Kith stronghold two decades ago, uneasy acceptance of Ethalian rule has settled in, with the occasional attempted uprising. Due to their very recent annexation, elves and humans of the empirical heartland are slow to trust them, but to fellow new additions, an honorable reputation and track record of aid in times of need has bred goodwill, especially among dwarves. In the north, elders strive to maintain a sense of identity as Ethalian influence pushes for homogenization; Kith mystics in particular being hesitant to divulge the secrets of their deeply personal practice. Younger generations seem unafraid to seek their fortune outside of the annex, bringing with them an empowering pride in their origins and an unconventional perspective to life that others find refreshing. No matter where the children of the cold go, home is always in the north and with each other.

  • Toughness
    Cost: 5

    Description: You’ve been born with a higher than average constitution and gain 1 extra hit.

  • War Cry
    Cost: 5

    Description: You shout a war cry and all orcs that are within 15 feet of you and that are friendly to you (including yourself) gain 1 Magic Armor point. Once per day.

  • Wizened
    Cost: 5

    Description: Your age has given you wisdom. You have -1 hit, but +2 runes.

  • Frail
    Cost: 5

    Description: Either your advancing age, or all consuming focus on the arcane has left your body frail, but given you access to additional runic energy. You have -2 hits, but +4 runes.

  • Studious
    Cost: 5

    Description: You may add an extra 10 seconds to the incant time of any spell to decrease its rune cost by 1. You cannot lower a spell's cost below 1 rune with this ability. You can only use this ability once per cast of a spell.

  • Sturdy Build
    Cost: 5

    Description: You are immune to the Knockback effect. Additionally, if you are channeling a spell, Knockbacks do not break your incantation.

  • War Caster
    Cost: 5

    Description: Taking damage doesn't interrupt the casting of spells.

  • Fortitude
    Cost: 5

    Description: You gain 1 extra Stamina Point.