
We are not the curse. We are the fire that came after. The blood that would not drown. Let the world call us monsters. We will answer with thunder.

The orcs of Seyruun are no longer the scattered, war-torn tribes of old. They now stand proudly under two mighty banners the Skar’Kan of Elysia and the Bruk’Thor of Stormhelm. Though separated by geography, they remain bound in spirit, kinship, and a legacy of resilience. Forged in the fires of oppression and tempered by brotherhood, the orcs are no longer tools of war they are symbols of unity, living shields, and guardians of loyalty.
The Skar’Kan serve as the unwavering heart of Elysia’s military and cultural soul. Their allegiance is not demanded, but chosen a sacred bond of love, trust, and shared destiny. They live among Elysian humans, elves, and dwarves not as outsiders, but as family. Their children are raised in the legacy of unity, and their names are etched beside those of the greatest defenders of the realm.
The Bruk’Thor, fierce and free, rule the high passes and storm-lashed cliffs of the north. With deep bonds to the dwarves of Stormhelm, they embody endurance, laughter, and unshakable pride. Their forges sing with fire, their war cries echo through the mountains, and their ale halls are the stuff of legend.
Together, these two hosts form the backbone of orcish identity in Seyruun. And when they march they march as one.
ORC DESCRIPTION
~~ ORIGIN & LORE ~~
The orcs of Seyruun were not born from the light of I.O., nor were they shaped by gentle divine hands. They were carved from ash and fury in the aftermath of the first divine purge, when the gods scorched the world in retribution. Though they were not among the original Twelve Divine Races, the orcs were among the earliest survivors of that judgment. They rose from the bones of a broken land, remnants of mortal defiance, transformed by suffering. Their blood holds memory, and every heartbeat carries the rhythm of ancient war drums.
Orcs emerged during the Age of Shaping, in the aftermath of humanity's fall. When the divine fire consumed the early civilizations of man for their blasphemy, a portion of the human race endured. Twisted by grief, pain, and the divine fire that poisoned the land, their bodies changed. Flesh hardened, skin thickened and darkened, and their spirits became tempered by loss. These were no longer human, but something forged from pain into power. They became the orcs.
They are not a divine race, yet they are children of divine consequence. They honor strength, but not cruelty. They live by memory, but not bitterness. Others call them monsters, yet they remember a time when they were hunted, enslaved, and denied dignity by those who claimed divine favor. That memory gave rise to their code: a sacred law built on earned strength, blood oaths, and ancestral pride.
For many centuries, orcs lived not in cities but in scattered camps and mobile strongholds. They built their lives within volcanic wastes, shattered cliffs, and the edges of hostile lands. They organized themselves into warbands, bound not by conquest, but by survival. Each warband followed an internal code of rites and customs. These included the oath of shared blood, the trial of broken bone, and the sacred right of elder fire. Outsiders saw only their harsh exterior and mistook it for savagery. Few understood the depth of loyalty, honor, and memory that held them together.
Orcs do not beg for a place in the world. They carve it with their own hands. In a time when divine order has fractured and Avalonia spreads its chains across the continent, the orcs have risen once more. They are not agents of destruction. They are the fire that remains after everything else has turned to ash. They are the stone that did not crack, the voice that did not break.
Orcs carry no illusion of purity or grace. They carry the scars of history and the weight of memory. They do not march for glory. They march to remember who they are, what they survived, and what will never be taken from them again.
~~ HISTORY ~~
The Frozen Birth – Ched Nasad (~Before the Great War)
Long before chains, before Sarkadia fell to shadow, before empires carved borders into blood, the orcs thrived in the ice.
Ched Nasad, a frigid expanse buried in the glacial north of Sarkadia, was the cradle of orcish civilization. There, in the snow-laced valleys and wind-bitten peaks, the first orc tribes were born. Hardy, proud, and deeply spiritual, they lived in stone fortresses carved into cliff faces and tundra caves warmed by volcanic vents. They followed the rhythms of the land, worshiped elemental spirits of wind and fire, and preserved their stories through chants, bone carvings, and trials of strength.
They were a people of hunters, builders, and flamebearers, untouched by conquest.
Until the Nhal’Valari came.
The Chains Beneath – The Enslavement in Eshmrei
As the Nhal’Valari Drow expanded their influence across Sarkadia, they turned their gaze toward Ched Nasad. Seeing the strength of the orcs and desiring laborers for their ever-deepening underground domain, they launched calculated raids, first stealing youth, then shattering tribes, and finally breaking Ched Nasad itself. The land burned, and the frozen cradles of orcish heritage cracked under the iron boot of the underworld.
The survivors were dragged into Eshmrei, the underground capital of the Nhal’Valari — a city of obsidian towers, spider goddesses, and endless night. There, the orcs were enslaved. Their songs forbidden. Their shamans executed. Their names taken and replaced with numbers or scars.
For generations, they toiled in silence beneath the earth, their memories kept alive only in hidden rituals and dreams.
The Firebrand Queen – Solane’s Rebellion (~Before the Fall of Godsven)
Centuries passed. The world above moved on. But in Sarkadia’s shadows, one voice rose not from the orcs, but from a queen-to-be.
Solane Sakari, daughter of Godsven and sister to Armond Pendragon, arrived in Sarkadia on a diplomatic mission. What she saw in Eshmrei changed her forever. In secret, she descended beyond protocol, into the slave pens, and bore witness to the forgotten people of Ched Nasad.
Where others turned away, Solane acted.
Over the following years, she orchestrated the largest liberation movement in Sarkadian history. Through smuggling routes, seared tunnels, and bloody uprisings, she helped thousands of orcs escape Eshmrei. She lost friends. She risked war. But when the orcs emerged into the frozen night burned, wounded, but free they did so shouting a name that would echo in their souls for all time:
“Solane.”
The exodus led them across the continent, braving snowstorms, Sarkadian patrols, and hostile lands. They finally arrived in Elysia, where Solane secured their safety not as refugees, but as kin.
The Oath in Flame – The Rise of the Skar’Kan
Those who stayed in Elysia took the name Skar’Kan, meaning “blood-chosen” in old orcish. They swore themselves not to the empire, but to Solane. Their loyalty was born not from conquest, but from love, survival, and shared fire.
The Skar’Kan became guardians of Elysia, integrated into its army, its cities, and its noble oaths. They bled for the realm because it had bled for them first. Their children were raised beside human and elven kin, taught songs of Sarkadia and new hopes written in the flame of their future.
The Cold Flame Endures – The Founding of the Bruk’Thor
Not all orcs chose the cities of Elysia. Some, still haunted by the horrors of Eshmrei, sought solitude and sovereignty. These orcs traveled north and west, beyond even the reach of Solane’s envoys, settling in the jagged highlands of Stormhelm.
There, in the blistering cold and windswept peaks, they carved out a new identity. They named themselves the Bruk’Thor “Stone-Blood” orcs of the mountain, the storm, and the ancestral flame.
In Stormhelm, they found unlikely allies in the Dwarves known as Dur’Vok of the city of dur-khazran and the surrounding clans. Shared hardship forged deep bonds: orc steel met dwarven rune, and their cultures became inextricably linked. Together, they built great forges, waged war against frost giants, and defended the north against eldritch horrors rising from the deep.
The Empire That Came – The Rise of Avalonia (During the Fall of Godsven)
When Godsven was betrayed and the Avalonian Empire rose in his place, many orcs feared they would once again be enslaved. Their fears were not misplaced Avalonia began rounding up strong-bodied “lesser” races to fuel its war machine. Some orcs were captured and forced into gladiatorial arenas and death squads.
But this time, the orcs were not alone.
The Skar’Kan stood as one of Elysia’s greatest military powers, leading elite battalions in every major warfront. They became a living symbol of the realm’s soul the shield of its people. The Bruk’Thor, meanwhile, held the mountain passes with dwarves at their side, driving back Avalonian raiders and cursed beasts alike.
Their loyalty, once forged in frost and fire, was now sealed in blood and legacy.
The Age of Kinhood – Orcs Today (500 A.G.W. – Current)
In the present age, orcs walk a path of legacy, healing, and pride.
The Skar’Kan are cultural icons in Elysia, their warbands raised beside humans, elves, and dwarves. Their loyalty to Queen Solane is absolute not as a ruler, but as a sister of the soul. They are not just defenders of the realm; they are the realm.
The Bruk’Thor remain fierce and wild, bonded with dwarves and the land itself. They keep the old ways alive, singing of Ched Nasad, teaching the children to never forget the fire beneath the snow. Their stone halls echo with laughter, thunder, and the deep drums of memory.
And across Seyruun, wherever a warband marches, wherever a bonfire rises and tusked voices roar to the heavens, the world remembers one truth:
Orcs were not born in chains. They were born in frost. And they will die in fire, but never again in silence.
~~ RELATIONS WITH OTHER RACES ~~
Aasimar
Orcs view Aasimar with a mixture of reverence and wariness. Seen as divine-born and touched by IO, Aasimar are often honored by orc shamans and spirit-walkers. However, their tendency toward aloofness or moral rigidity can create distance.
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Among the Bruk’Thor, Aasimar are treated as omens or emissaries of the divine flame.
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Among the Skar’Kan, they are respected but often expected to prove their kinship in action, not lineage.
Anthromorphs
Orcs and Anthromorphs often share mutual respect. Both races value strength, kinship, and community and both have suffered at the hands of empires. Many nomadic or rogue Warbands ally closely with Anthromorph tribes, forming hunting packs, mutual protection pacts, and even intermarriage.
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Shared values make them natural allies in survival, war, and tribal life.
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Some Anthromorph cultures even consider orcs “cousins born of stone instead of flesh.”
Celestials
Orcs and Celestials rarely find common ground. To the Celestials, Orcs are a people defined by rage, conquest, and bloodline curses. Though not all Celestials judge them harshly, many see Orcs as a race that must be guided, corrected, or restrained. This perspective has long fueled resentment among the Orcish warbands, who have endured centuries of exile, oppression, and judgment.
Orcs remember the wars when angelic blades descended upon their strongholds in the frozen north. They remember being cast as monsters long before the Avalonian Empire rose. Some Orcs spit at the sky when they hear celestial hymns. Others see in the Celestials a challenge to prove themselves against. Only in recent times have some Orc leaders begun to recognize Celestials as potential allies in the struggle for liberation and honor.
Relationship Summary: Historical bitterness and mistrust. Celestials view Orcs as dangerous and untamed. Orcs remember Celestials as conquerors but may respect their power.
Dragons
Dragons are viewed by orcs as primal forces not gods, but living embodiments of the ancient world’s power. Most orcs respect dragons, especially elemental or spirit-aligned ones. However, some Warbands, particularly the Skullveil and other militant clans, see dragons as challenges to be overcome.
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Shamans often seek dragons for wisdom or omens.
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Younger orcs sometimes try to slay dragons to earn Blood Marks or become legends
Dwarves
The Bruk’Thor and Stormhelm Dwarves share one of the deepest bonds in Seyruun. Their alliance was forged in the harshest lands, through blood, craft, and shared song. Orcs respect dwarven endurance and artistry; dwarves honor orcish courage and loyalty.
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They cohabitate in northern cities, build together, fight together, and even share ancestral lore.
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Dwarves are often seen as brothers in stone to orcs.
Djinn
Orcs regard Djinn as dangerous temptations. Among the older warbands, Djinn are called “the starbound liars,” and stories abound of warriors who wished for invincibility or vengeance, only to be undone by twisted outcomes. Still, Orcs are not above using power when it is offered. Some warlords actively hunt for Djinn artifacts, believing they can master the magic and bend it to the will of the warband.
Djinn see Orcs as volatile but clear in intent. Where others try to twist or outwit them, Orcs often speak plainly and wish boldly. Some Djinn find this honesty refreshing. Others find it threatening. In truth, Djinn encounters with Orcs rarely end peacefully, but they are never boring.
Relationship Summary: High-risk interaction. Orcs may seek Djinn to shift fate but distrust them deeply. Djinn treat Orcs with wariness, knowing how quickly a deal can become a duel.
Elementals
Elementals are deeply revered by orc shamans and spiritbinders, especially among the Bruk’Thor. Orcs believe the elemental spirits walk with them as echoes of ancestors, as guardians of the land, and as living tests of strength.
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Elementals who manifest physically are treated with ritual respect.
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Orcs may offer them blood, song, or stone in exchange for wisdom or protection.
Elves
Elven relations with orcs are layered and complex. While old enmity and prejudice still exist (particularly among the Iovanry or Nhal’Valari), modern alliances especially with Kethari and Ravenholm elves have helped rebuild trust.
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The Skar’Kan live closely with elves in Elysia, forming deep bonds.
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Some elves still view orcs as dangerous or uncultured but many now see their resilience and spirit as noble.
Fae
The relationship between Orcs and Fae is complex and steeped in ancient conflict. The Fae remember when Orcs stormed through forest sanctuaries and shattered ancient circles during the age of their enslavement. Many of those wars were not fought against the Fae directly, but the memory lingers. Unseelie Fae in particular bear grudges, while Courtless Fae occasionally whisper oaths of vengeance to young warlocks.
Despite this, there are signs of renewal. Some Orc shamans have begun forging new pacts with nature spirits and old fae paths. These rare alliances are often forged in blood and fire, but they speak to a shared love of freedom and a mutual hatred of chains. Where Fae see beauty in mystery, Orcs find power in truth. They are not friends, but they are not always enemies.
Relationship Summary: Ancestral tension with room for reconciliation. Fae distrust Orcs for old sins. Orcs view Fae with suspicion, but some seek shared strength through new bonds.
Humans
No relationship is as dual-edged as the one between orcs and humans. Avalonian humans are hated for their historic role in orc enslavement. But Elysian humans especially those who fought alongside the rebellion are considered brothers-in-arms and, in many cases, literal family.
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The Skar’Kan frequently intermarry with Elysian humans.
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Older orcs still struggle with trust, especially when dealing with noble houses.
Lycans
Lycans and orcs share primal instincts and a bond forged in the wild. They understand one another on a deep, nonverbal level rage, pack loyalty, the sacredness of blood. Many orc warbands form temporary or permanent pacts with lycan clans, especially in the Wilds and Stormhelm.
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Mutual respect often leads to joint rituals, hunting trips, and shared rites.
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Lycan-ork hybrid offspring are rare but not unheard of.
Tieflings
As another race touched by ancestral burden and prejudice, Tieflings find sympathy among orcs. Both peoples have had to claw their way toward respect. Orcs often admire Tiefling defiance and mystical adaptability.
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In urban areas like Elysia, orcs and Tieflings frequently form close social and political bonds.
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Among spiritual warbands, Tieflings may be viewed as “fire-kissed” a sign of latent spiritual blessing.
Undead
Orcs have a long-standing mistrust of the undead. To orc shamans, undeath is an abomination a refusal to complete the cycle of life and death, and an insult to ancestral rest. Necromancy is taboo in most orcish cultures.
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Exceptions may exist for ghost-seers or spirit mediums, but walking corpses are viewed as violations.
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Some rogue warbands make use of undead as weapons, but they are rare and feared even among orcs.
Vampires
Vampires are met with open hostility or cautious distance. Orcs view them as predators that once preyed on their ancestors during the Age of Chains. The vampiric hunger for domination, especially among Avalonian bloodlines, stirs orcish fury. However, Pendragon vampires or those who have proven themselves may earn begrudging respect.
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Vampire-orc alliances are rare and uneasy, built on trust and deed, not words.
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Orc blood is said to be difficult for vampires to handle “hot with rage, bitter with memory.”
Warforged
Warforged are fascinating and unnerving to orcs. Some admire their durability, discipline, and combat precision. Others see them as soulless machines without spirit, blood, or song. Among spiritual warbands, Warforged are sometimes feared or shunned.
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The Bruk’Thor often view Warforged as earth spirits given shape without soul.
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Skar’Kan may accept them as allies in war, but not as kin.
ORC PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Orcs typically stand between 6.5 to 8 feet tall with dense musculature, powerful frames, and strong jawlines with pronounced tusks. Their skin can range from shades of green, grey, and even deep red depending on tribe origin. Many bear tribal tattoos, ritual scarring, or bone adornments. Orc culture is rich in oral traditions, war songs, ancestor reverence, and rite-of-passage ceremonies.
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Broad, muscular builds with thick bone structure
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Tusked jaws; some exhibit secondary traits (horns, stone-skin, glowing eyes) due to Blood Marks
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Fast healing and high tolerance to pain
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Low-light vision and acute senses
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Typically range from 6’2” to 7’6” tall
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Blood Marks (elemental or ancestral mutations) occasionally emerge in offspring
Skar’Kan — The Crimson Oath
The Skar’Kan are not merely soldiers of Elysia they are its kin, its memory-keepers, and its unflinching protectors. Formed from the remnants of enslaved tribes who found freedom during the Avalonian rebellion, they pledged themselves to the realm not out of obligation, but fierce devotion.
They are known for:
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Crimson armor pieces and woven banners of blood and bronze
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Oath-rituals performed before battle, invoking protection over their comrades
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Sacred burial traditions honoring fallen allies of any race
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Mixed families with Elysian humans, elves, and dwarves creating a new generation that carries many bloods but one heart
Bruk’Thor — The Mountain-Hearted
Forged in the snows and storms of Stormhelm, the Bruk’Thor are a proud and ancient offshoot known for their independence, revelry, and alliance with the Dwarves. To the Bruk’Thor, brotherhood is sacred, and a shared mug of ale can carry the weight of a thousand treaties.
They are known for:
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Tattoos and carvings that tell ancestral stories in runes
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Feasting halls shared with dwarves and humans of Stormhelm
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Spiritual traditions that mix ancestor-worship, elemental reverence, and battle rites
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Engineering marvels forged in joint dwarf-orc strongholds
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Seasonal migrations that mirror the rhythms of the mountain gods
Unified Legacy
The Skar’Kan and Bruk’Thor share a covenant unshaken by time, war, or empire. When either host is threatened, the other answers. When one grieves, the other sings. When one celebrates, the earth echoes beneath both. Their children grow up hearing stories of the other half of their people and dream of the day they fight side-by-side.
~~ FOOD, DRINK, AND MISC ~~
Drinking and Eating:
Orcs possess a robust and efficient digestive system honed by generations of survival in harsh environments. They require regular sustenance and thrive best on high-protein, high-fat diets. Meat is the foundation of Orcish cuisine, and it is often consumed fresh, roasted over flame, or fermented underground depending on regional customs. Raw flesh is not taboo, especially among warbands who travel light and hunt often.
Most Orcs prize hearty meals that restore stamina and readiness for battle. Bones are cracked open for marrow, hides used for broth, and nothing is wasted. The concept of a “sacred kill” exists in many warband traditions, where consuming the heart, liver, or blood of a slain enemy or beast is believed to grant strength or courage.
Processed foods are shunned as weak or decadent. Spoiled food is often still eaten if it carries no direct harm, viewed as a test of endurance. Root vegetables, bloodroot, fire potatoes, ash-baked fungi, and fermented grains fill out the traditional diet, especially in mountain or wasteland clans.
Feasting is a sacred act before war, birth, and burial. During these events, all castes participate, and specific cuts of meat are reserved for chiefs, shamans, or victorious warriors.
Alcohol:
Orcs are heavy drinkers by tradition and by biology. Their tolerance is immense, but intoxication is not always accidental. Strong drink is used in rites of passage, coming-of-age trials, victory celebrations, and funerary rituals. When an Orc drinks, it is either to commune with the dead, to honor their warband, or to unleash unrestrained revelry.
Common Orcish brews include:
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Gorewine: a thick blood-based liquor fermented with ironroot and berries
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Shaman’s Spit: a hallucinogenic ale used by mystics and Bone-Readers
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Firebrew: grain whiskey infused with ghost pepper oil, drunk before war
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Rotgut: a foul but potent sludge consumed by lower-caste warriors as a sign of grit
Orcs rarely become sloppy drunk unless among trusted kin. Even when intoxicated, many retain battle awareness. However, some do become emotionally unrestrained, singing ancient songs, weeping openly, or challenging others to ritual duels.
Weather and Environment:
Orcs are creatures of survival and resilience. Their physiology is naturally adapted to extreme environments, and their instinctual senses help them predict changes in climate, terrain, or battlefield conditions. Orcs do not simply endure the world, they conquer it with grit and brute harmony.
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Cold: Orcs build heat quickly and retain it well. They thrive in tundra, wind-raked steppes, and frostbitten ranges. Scar-tattoos on their torsos often display frostburn patterns with pride.
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Heat: Sweltering jungles and sun-scorched deserts challenge Orc stamina but do not break them. Water retention is high, and breath control is taught in warrior rites to prevent overheating.
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Rain and Storms: Rain does little to hinder an Orc. In fact, it is considered a blessing before battle, a baptism of the wild. Thunderstorms awaken blood memory and war chants in many clans.
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Wind: Strong winds are sacred to the Skyhowlers, a warband lineage that listens to wind spirits for omens and warnings.
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Sacred Terrain: Places touched by war, blood, or death often resonate with Orc instincts. Burial fields, cursed valleys, and ancient battlegrounds stir ancestral memories. While they do not commune with spirits in the same way as druids, many Orcs believe the land itself speaks through wind, stone, and storm.
Miscellaneous Physical Traits:
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Body Odor and Sweat: Orcs sweat freely and heavily in combat, often carrying their scent into battle like a territorial mark. Each warband has its own musk signature. Some apply war oils mixed with ash, animal fat, and herbs for intimidation or ritual preparation.
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Voice: Orcs possess a deep, resonant vocal range. Their shouting can carry for miles in the right terrain, and their chants often strike fear into enemies before the first blow is struck.
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Scarring: Scars are not hidden. They are history, rank, and memory. Some are ritualized with burnt ink, iron brands, or bone carvings beneath the skin. Healing is rapid, but scars from sacred battles are intentionally reopened or sealed with relic ash to preserve them.
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Eyes and Senses: Orc eyes adapt rapidly to dark, smoke, or high-glare conditions. Their hearing is acute, especially for drumming, marching, or the footsteps of approaching predators. Their sense of smell rivals that of wolves in some warbands.
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Aggression Response: When enraged, some Orcs begin to shake, snort, or emit low rhythmic growls. This may trigger a challenge duel if not addressed or respected.
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Spiritual Reflex: Though not naturally spiritual, many Orcs respond viscerally to divine or undead presence. They may spit, growl, or clasp their weapon without knowing why. Their bodies remember what their minds have never been taught.
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Battle Intuition: In times of great stress, Orcs may enter a trance-like state, fighting with heightened awareness and instinct. This is known as the Red Echo in some warbands, believed to be the ancestors channeling through the warrior’s body.
Orcs are not simply brutes. They are vessels of war, memory, and instinct honed across countless generations of blood, survival, and defiance. To eat is to fuel the fire. To drink is to honor the fallen. And to live is to endure the fury of Seyruun, and roar back.
~~ AGING ~~
Orcs experience aging as a reflection of their brutal origins and the trials of survival. Unlike long-lived races who linger in centuries of grace, orcs live fast, hard, and with purpose. Their bodies mature quickly and bear the marks of every wound, battle, and hardship endured. Orcs do not fear aging. They honor it. Every scar is a lesson, and every wrinkle is a rite fulfilled.
While some ancient orcs may live to great ages through divine favor or supernatural means, most follow a natural arc of rise, triumph, and eventual return to the earth. Aging is not a curse among them. It is a climb to elderhood, a sacred title that only the strongest and wisest attain.
Orc life passes through three distinct phases:
The Bloodborn (Ages 0–12)
This is the time of the first trials. Orc children are raised communally within the warband. They are taught early how to hunt, fight, and endure. Discipline is strict but rooted in unity. By the age of five, most can wield small weapons and run endurance trials. By ten, they are expected to stand guard during real danger. At twelve, a Bloodborn is considered ready to face the Rite of Naming, a ritual in which they earn their warrior name and are recognized as an adult in the eyes of the warband.
The Fire-Walked (Ages 13–50)
This is the prime of orc life. The Fire-Walked is the warrior, the builder, the lover, and the leader. During this time, orcs take up their role within the warband or strike out to form their own. Their bodies are at peak strength, and their spirits burn hottest. Most orcs live the entirety of their lives in this phase, dying in battle or passing on during a significant campaign. Those who endure into old age are honored not just for their strength, but for their wisdom and resilience.
The Ash-Bearer (Ages 51–90)
Only a small number of orcs survive long enough to become Ash-Bearers. These elders are revered as living libraries, battle-hardened sages who have nothing left to prove. They rarely take up arms unless in times of great need. Their role becomes one of guidance, teaching the young, interpreting omens, and preserving the warband’s history through oral tradition and ritual. It is said that when an Ash-Bearer dies, their soul joins the mountain, and their breath becomes the wind that speaks to the next generation.
Orcs do not seek immortality. They do not cling to youth. They meet death as they meet life, with readiness, with pride, and with the memory of blood well-spent. In rare cases, particularly among shamanic lineages, a dying Ash-Bearer may pass their spirit into a sacred object, allowing their voice to whisper through iron, bone, or flame for generations to come.
~~ PROCREATION RULES ~~
Orc reproduction is direct, natural, and deeply bound to the customs of their warbands. Unlike races influenced by prophecy or celestial intervention, orcs are shaped by blood, fire, and choice. Their capacity to create life is seen not just as a biological act, but as a sacred continuation of legacy. The child of an orc is not born simply to inherit a name, but to carry the weight of blood and story forward.
Orc fertility is high, but birth is never taken for granted. In warbands, pregnancy is often announced during a fire rite, and the child is expected to be named during the Trial of First Blood. The process is communal. Children are rarely raised by just the parents. The entire warband becomes a part of the child's education and protection.
Conception Conditions
An orc child may be conceived under any natural condition, but the warband believes that the strongest offspring are born in the following cases:
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After a victorious battle when spirits run high and blood has been shed in honor
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Within a sacred cave, volcano basin, or warband totem site
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As a result of a blood-oath bonding between two warriors
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When a dying orc blesses the union with their final breath, promising strength to the child to come
Signs of Orc Birth
While orc births are not marked by divine light or cosmic radiance, they are often accompanied by primal signs:
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Sudden storms, thunder cracks, or howls heard through stone
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Bones cracking in the fire, taken as omens of the child's strength
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The newborn clutching earth, ash, or weapon hilt before drawing first breath
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Unexplainable silence from animals near the birthing tent, as if in respect
Fertility and Ritual
While orcs are biologically fertile, some warbands practice fertility rites during solstices or after great hunts to honor the ancestors and ensure the strength of future generations. These rites often involve blood offerings, drumming, and ancestral invocation. Some couples mark their union by sharing branded scars, believed to pass strength and endurance to their children.
Twins are considered a powerful omen. One is usually marked as the “Stone” and the other as the “Flame.” The Stone represents the memory of the ancestors, while the Flame represents the future of the bloodline. These twins are often raised separately and undergo mirrored rites to test their paths.
The Flameborn Phenomenon
In rare cases, an orc child is born during a wildfire, a volcanic eruption, or under blood rain. These children, called Flameborn, are believed to carry a fragment of the primal fire that forged the orcs at the beginning of their race. Flameborn often display extreme resilience, ferocity in battle, or prophetic dreams. While not a separate race or mutation, they are treated with great reverence and often ascend to leadership or spiritual roles.
ORC RACIAL GROUP INFORMATION
~~ RACIAL HIERARCHY ~~
In Seyruun, orc society is organized through Warbands, fierce kinships of shared blood, earned trust, and ancestral honor. A Warband is more than a war party. It is a living legacy, a sacred bond between those who have chosen each other through combat, ritual, and survival. Each Warband carries its own customs, chants, colors, and spiritual codes. While some are nomadic, others claim sacred territory or follow ancestral migration paths. All are bound by a singular truth: unity in strength.
Warbands are not birthrights. An orc must earn their place through rites of endurance, loyalty, and deed. A warrior who breaks the laws of the Warband may be exiled or ritually marked as bloodless. Those without a Warband are considered outcasts, often pitied or feared. The bond between members is considered stronger than blood, and elders speak of the Warband as the heart that beats long after the body dies.
In the Seyruun system, Warbands function as formal racial groups. They use the same structured 1 to 5 dot advancement system as other group-based societies. While Warbands do not grant unique discipline trees, they offer increasing political presence, narrative strength, and ritual-based advantages with each rank.
What Is a Warband?
A Warband is a formalized orcish group based on:
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Shared oaths, trials, and martial goals
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Common origin, spiritual code, or ancestral totem
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Internal ranks, rites, and oral history
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A sacred or territorial claim (mobile or rooted)
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Acts of mutual defense, vengeance, or ritual binding
A Warband may be a roaming band of monster hunters, a fortress-dwelling blood kin, or a spiritual guard dedicated to an ancient volcano. Some Warbands are tied to specific regions, such as the Ashfangs of the southern volcanic belts, while others roam freely across the borders of Elysia, Anfang, or even the warfronts of Avalonia.
Forming a Warband in Seyruun
To form a Warband, you must:
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Have 3 or more active orc characters
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Choose a Warband name, origin, and totemic focus
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Submit a group sheet that includes:
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Warband chants, symbol, or war colors
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Rite of Initiation (first blood rite, ash rite, or oath-binding)
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Ranks or roles (e.g., Warchief, Bonekeeper, Firebound)
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Code of Honor or a Blood Law
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Active log of rituals, hunts, or campfire councils
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Once approved by a Storyteller, the Warband becomes an official racial group and may begin its rank progression.
Warband Rank Advancement
XP may be divided among members. Storyteller oversight ensures fairness and meaningful progression.
Warband Benefits by Rank
Final Notes
Warbands are the soul of the orc race in Seyruun. Through them, the legacy of survival becomes story, the fire of ancestors becomes strength, and the blood of the fallen becomes a vow remembered. To walk without a Warband is to walk without a name. To rise within one is to carry the weight of all who came before you.
CREATING THE ORC CHARACTER
To create an orc character on the Seyruun server, follow the base rules for character creation in the modified World of Darkness system, with the following race-specific additions and expectations.
Step 1: Choose Your Warband
All orcs must select or create a Warband. This may be an existing group with server history or a new one formed with staff approval.
Your Warband defines your cultural path, your rites, and your role within orc society.
Once chosen, your Warband cannot be changed except through in-character exile, ritual separation, or permanent character death.
If your character is an outcast or warbandless, this must be reflected in your background and will influence their social standing and roleplay options.
Step 2: Assign Attributes and Skills
Use the standard character creation rules:
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Attributes: 7 / 5 / 3 distributed across Physical, Social, and Mental categories
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Skills: 13 / 9 / 5 distributed across Physical, Social, and Mental categories
Your choices should reflect orcish strengths. Orcs commonly excel in Athletics, Brawl, Endurance, Survival, Melee, Intimidation, Leadership, and Lore.
Wisdom, Strength, and Constitution are often favored Attributes, though no combination is forbidden.
Step 3: Select Racial Discipline Paths
Orcs begin play with access to three racial Disciplines, selected from the approved orc power paths.
You receive 3 total dots to assign among these at character creation.
All Discipline Trees are 10 dots in total, and advancement beyond your starting powers requires XP and narrative justification.
Note: Orc Discipline Trees often reflect rage, ancestral memory, war rites, or elemental power inherited through bloodlines or ancient spirits.
Step 4: Assign Backgrounds and Resources
Orcs may begin with up to 5 Background Points, representing their assets, history, and social structure.
Backgrounds that are particularly appropriate for orcs include:
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Totemic Wisdom (ancestral spirit or guide)
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Warband Loyalty (standing within the warband)
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Mentor (an elder who trained or sponsors you)
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Trophies (relics or weapons gained through great feats)
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Allies (trusted warriors, blood-bound kin, or seers)
Orcs are not typically wealthy at the start, but many carry ancestral blades, armor from fallen kin, or items earned in rite.
Step 5: Apply Racial Mechanics
Orcs automatically receive racial strengths, banes, and innate traits (see the next section).
You may select racial Merits unique to orcs, as well as any general Merits or Flaws from the approved server-wide lists.
All orcs begin with 20 points of Fury, their Power Pool, which fuels their supernatural abilities.
You may purchase more Fury with Freebie Points at a rate of +2 Fury per point spent.
Step 6: Write Your Rite of Naming or Warband Origin
All orc characters must document a rite that marked their transition from child to warrior. This may take the form of:
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The Rite of Naming, in which they earned their warrior name
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Their first blood trial or battle-honor
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Their exile or oath of vengeance
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The ancestral dream that led them to join or form a Warband
If your orc is an Ash-Bearer or Flameborn, include the event that triggered their status or the prophecy that surrounds their life.
Orc Character Creation Checklist
Once all steps are completed and your character sheet is approved, your orc will be ready to enter the world of Seyruun, whether as a battle-hardened survivor, a rising warrior, or a blood-marked wanderer seeking legacy in the lands of fire and ruin.
~~ STRENGTHS, FLAWS AND BANES ~~
Orcs are not forged in laboratories or summoned by divine decree. They are survivors of ancient fire, born from pain, hardened in battle, and kept alive by legacy. Every orc carries within them the will of stone and the fire of blood. They are not merely warriors. They are memory given flesh, the shield of the fallen, and the fury of the dishonored.
Orcs begin play with the following Racial Strengths, Racial Banes, and may choose from Optional Racial Flaws to gain bonus Freebie Points at character creation.
These benefits apply to all orc characters unless removed by story-based trauma or supernatural transformation. They reflect the innate resilience and ancestral connection of the orc bloodline.
RACIAL STRENGTHS
War-Forged Constitution
Orcs gain +2 dice to all rolls made to resist poison, disease, or exhaustion. They are resistant to illness and harsh climates, thriving in heat, ash, or battlefield conditions.
Blood Memory
You may reroll one failed Lore or Survival die per scene when recalling ancestral knowledge, terrain memory, or tribal rites. Orcs remember what others have forgotten.
Berserker Resilience
Once per scene, after taking damage, you may spend 1 Warfury to ignore wound penalties for one round. If your HP falls to 25 percent or less, you may use this without spending Fury.
Fury Surge
By spending 1 point of Fury, you gain +1 die to Strength or Melee rolls for the next turn. This may be used reflexively after rolling Initiative.
Ashbound Endurance
Orcs may go without food, warmth, or rest for up to three full days before suffering fatigue penalties. At the end of this period, you must pass a Fortitude roll or begin losing 1 HP per hour.
Power Pool Access
All orcs begin play with 20 points of Fury, their Power Pool. This pool fuels all racial Disciplines and supernatural abilities.
All orcs share these flaws unless cleansed by divine intervention, powerful rites, or mystical transformation. These are tied to the fire that formed them and the fury that sustains them.
RACIAL BANES
Ancestral Wrath
When challenged or insulted, you must pass a Willpower check (Difficulty 6) or respond aggressively. Failure causes a –1 penalty to all Social rolls until the matter is resolved with physical or verbal dominance.
Spirit Burden
Orcs are haunted by the voices of their dead. Once per week, during rest or reflection, the Storyteller may deliver a vision, dream, or hallucination from an ancestor demanding action. Failure to act on the demand causes a –1 to IO Blessings until addressed.
Fire-Blooded
All healing effects from non-racial sources (potions, divine miracles, etc.) heal only half as much unless the source is tied to war, fire, or ancestral rites. Healing from shamans or warband rituals is unaffected.
Bloodlust Instinct
If you strike an enemy and reduce them to 0 HP, you must pass a Composure roll (Difficulty 7) or spend your next action roaring, marking the corpse, or delivering a finishing ritual. This may leave you vulnerable.
You may select one of the following thematic flaws during character creation. These enhance your character’s narrative depth and grant +3 bonus Freebie Points.
OPTIONAL FLAWS (+3 Freebies Optional)
Oath-Bound Rage
When in the presence of a known enemy of your warband or kin, you suffer –1 die to all rolls until you act on that hatred. This can be avoided only by spending 1 IO Blessing per scene.
Wound-Marked
You carry a lingering injury from your Rite of Naming or a failed battle. You suffer a –1 penalty to a single physical action type (such as climbing, swimming, or ranged attacks) unless the warband restores you through fire rites.
Ancestral Dissonance
The voices of your ancestors argue within you. Once per session, you must roleplay a moment of internal conflict. If ignored, your next spiritual roll suffers –2 dice.
Fire-Frenzy
When your Warfury Pool drops below 3, you must pass a Resolve check (Difficulty 6) each scene to avoid reckless combat behavior. Failure causes you to charge, scream, or strike without planning.
Outcast Scar
You were exiled from a former warband or failed your Trial of Naming. Orcs recognize the mark you carry. Social rolls with other orcs suffer +1 Difficulty unless you prove yourself through great deeds.
Cursed Bloodline
An ancestor of yours betrayed the warbands in ancient times. Once per Chronicle, a story consequence tied to your blood may emerge, forcing a test of loyalty, honor, or fate. You gain +1 XP each time this occurs if resolved honorably.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All orcs in Seyruun gain the following Innate Merits and Traits at character creation. These represent their sacred lineage as survivors of the divine purge and their unbroken bond to the memory of blood, stone, and flame. These Merits do not require XP or Freebie Points and cannot be removed unless the character permanently changes race through divine intervention or powerful transformation.
Innate Merits
Warborn Might (2 pt Merit)
You gain +1 die to all Strength-based rolls when lifting, striking, or grappling. This includes Melee and Brawl actions. Your body remembers the strength of generations.
Enduring Frame (3 pt Merit)
You gain +2 bonus HP above your base maximum. In addition, you receive +1 die to all rolls that resist fatigue, knockout effects, or forced movement.
Ash-Walker’s Presence (2 pt Merit)
You gain +1 die to Intimidation or Leadership rolls when asserting dominance or rallying others during a conflict. This bonus reflects the commanding aura of your war-torn legacy.
Spirit-Forged (1 pt Merit)
You receive a +2 bonus to resist supernatural effects that target fear, madness, or spiritual suppression. Your connection to your ancestors shields your soul from fracture.
Rite-Bound Memory (2 pt Merit)
You may declare once per session that your character recalls a ritual, chant, or war story relevant to the current situation. This allows you to reroll any one failed Lore, Insight, or Tactics roll with a +1 die bonus.
Innate Systems Access
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Power Pool: Warfury
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Orcs begin play with 20 points of Warfury, their unique Power Pool. Warfury is spent to activate racial Disciplines, supernatural traits, or ancestral powers. Warfury does not regenerate automatically and must be restored through roleplay, ritual, battle, or honor.
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Battle Resilience
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Orcs are resistant to natural pain and battlefield fatigue. They suffer half normal duration from minor conditions such as Stunned or Weakened. Magical afflictions are unaffected unless stated.
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Survival Conditioning
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You are immune to penalties from hunger, thirst, or lack of sleep for up to three days. This does not prevent death, but allows orcs to operate at full efficiency during prolonged hardship.
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End-of-Life Defiance
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When reduced to 0 HP, you may make a single Fortitude roll (Difficulty 7). On a success, you remain conscious and may take one final action before collapsing. This action cannot be split or delayed.
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Ancestral Echo
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Once per week, during a moment of extreme stress or trauma, the voice of an ancestor may speak to you through a dream, trance, or symbolic vision. This can provide guidance, warnings, or narrative insight. The Storyteller determines the exact form and content of the message.
~~ RACIAL MERITS (Unique to This Race) ~~
These are exclusive Merits available only to Orc characters in Seyruun. They reflect the unique traits of blood-hardened survival, ancestral memory, and the sacred rites of the warbands. Orc Merits are purchased using XP or Freebie Points during character creation or earned through roleplay progression with Storyteller approval. These Merits are not available to other races. Some may have prerequisites based on Warband rank, spiritual initiation, or combat accomplishments.
Minor Racial Merits (1–2 XP)
Blood-Sense (1 XP)
Gain +1 die to Wits + Survival when tracking a creature or enemy that has wounded you or spilled your blood in the past 24 hours. You feel their presence through the bond of spilled blood.
Ash-Hardened Skin (2 XP)
You gain +1 die to soak rolls against fire, heat, or volcanic terrain hazards. You have trained or been born in a harsh environment where ashfall and flame shaped your reflexes.
War Chant Echo (2 XP)
Gain +1 die to Leadership or Performance rolls when delivering a speech, war cry, or battle ritual. This bonus only applies when rallying others for conflict or vengeance.
Bone Lore (1 XP)
Once per day, you may reroll one failed Lore or Investigation roll if the knowledge involves ancestors, battle history, or spiritual relics. This does not stack with other reroll Merits.
Standard Racial Merits (3–5 XP)
Fire-Marked (3 XP)
You are marked by sacred flame, either from a Trial of Burning or an ancestral dream. You gain +2 dice to resist fear or paralysis effects when facing overwhelming odds.
Ancestral Guardian (4 XP)
Once per week, you may call upon the guidance of a specific ancestor in battle. Gain +1 die to Tactics, Melee, or Fortitude rolls for one scene. You must declare the ancestor’s name or epithet aloud before activating this Merit.
Totemic Bond (5 XP)
You have completed a bond with your Warband’s totem spirit. Choose one of the following bonuses:
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+1 die to Initiative rolls
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+1 die to Survival rolls in natural terrain
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+1 die to Brawl or Grapple rolls when protecting another
Totemic Bonds must be declared in your Warband sheet and approved by Storyteller.
Scourge Veteran (3 XP)
You gain +1 die to Endurance or Reflex rolls when resisting area attacks, magical surges, or siege damage. You have survived battlefield horrors that others would not endure.
Advanced Racial Merits (6–10 XP)
Rite-Bound Shield (6 XP)
You may inscribe a personal symbol or sacred scar on your flesh or armor. Once per day, you may reduce any single incoming damage effect by 2 (after soak) as long as the blow is against your front-facing defense. This effect is flavored as spiritual protection, not magical.
Voice of the Fallen (7 XP)
Once per month, you may enter a trance during a bonfire, burial, or blood rite. Roll Wisdom + Lore (Difficulty 8) to commune with a specific ancestor. If successful, you may ask one clear question and receive a vision or answer from the afterlife.
Fury Echo (8 XP)
When struck by a supernatural ability (spell, breath weapon, elemental effect), you may spend 2 Warfury and roll Constitution + Resolve. On success, gain +1 die to resist or soak that same power for the rest of the scene.
Warbrand Ascendant (10 XP)
Once per Chronicle, you may declare that your Warband's legacy flows through your veins. For one scene:
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Gain +2 to your Warfury Pool cap
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Gain +1 to all Strength-based attack rolls
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Gain immunity to fear and mind control
At the end of the scene, you must succeed a Fortitude check (Difficulty 7) or collapse unconscious for one hour from spiritual exhaustion.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Warfury
Orcs do not draw power from arcane illusions or spiritual abstraction. Their power is born of Warfury, the sacred force of survival, wrath, and the echoes of ancestral memory. Warfury is the soulfire of the Orcish people, stoked by rage, loyalty, and unbroken oaths. It is the heartbeat of every Warband, the roar before the charge, and the will that defies death itself.
Warfury is not mindless anger. It is honor-bound wrath, a focused, divine force that fuels Orcish disciplines, rituals, and supernatural abilities. When an Orc channels Warfury, they awaken the strength of all who came before them, forging their body into a weapon and their voice into a battle hymn.
Power Pool Basics
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Starting Pool Size: 20 Warfury Points
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XP Advancement: +1 Maximum Warfury per 5 XP spent
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Hard Cap: 50 Warfury Points (unless increased through Storyteller events, ancestral relics, or mythic deeds)
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Refill Method: Earned through acts of glory, bloodshed, loyalty, and trials of endurance
How Warfury is Earned
Warfury is never passive. Orcs must fight, bleed, and prove themselves to feel the ancestors stir within. The more meaningful the act, the greater the fire rekindled in their soul.
Valid Methods of Warfury Recovery
Note: Warfury must be earned through roleplay, narrative resolution, or approved events. Hollow or insincere acts yield nothing.
Using the Fury Pool
Certain Merits, Relics, or Racial Traits may alter costs or allow alternate uses based on Storyteller discretion.
Warfury Recovery
Warfury does not regenerate through rest or meditation. It must be earned through blood, will, or story. Orcs regain power not by sleeping, but by living in defiance, by standing tall when others fall, and by carving memory into the land.
High-stakes scenes, character-defining moments, and honor-based conflict yield the most Warfury.
Warfury Pool at 0
When your Warfury reaches zero:
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You lose access to all Orc Disciplines
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You suffer –1 die to all Physical and Social rolls due to diminished presence
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You cannot enter Rage Trance, Blood Rite, or invoke ancestors
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Your spiritual connection weakens, and you become haunted by dreams of shame and silence
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You appear wearied, dull-eyed, and disconnected from your Warband’s chants or rites
Prolonged Warfury Depletion May Lead To:
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Loss of memory clarity or battle focus
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Spiritual echo of ancestors fading (temporarily losing totemic guidance)
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Exile from Warband rites until restored
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Feral Outburst: an uncontrolled frenzy of violence or collapse (ST-controlled)
Special Notes
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Stormborn Orcs often restore Warfury through acts of defiance, storm rituals, and sky-roared battle songs
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Ashbone Orcs gather Warfury from scars, sorrow, and burial rites
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Ironhowl Orcs channel Warfury through discipline, defense, and oathbinding
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Warbands that overextend their Warfury without replenishment may suffer Dishonor Echo, a spiritual fracture where ancestors go silent until redemption is earned
Warfury is more than strength. It is ancestral fire, the rage of remembrance, and the binding voice of legacy. When an Orc fights with Warfury, they carry the howl of a thousand bloodlines and the hammer-beat of a world that still remembers their name.
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you have selected your orc’s Warband, background, strengths, Merits, and Fury-based powers, you are ready to finalize the sheet and enter play. This section summarizes the final steps to complete an orc character and prepare them for story-driven roleplay within the world of Seyruun.
Checklist for Finalization
Before submission, ensure the following elements are completed:
1. Attribute Assignment
Follow the standard attribute distribution: 7 / 5 / 3 split across the Physical, Social, and Mental categories.
Orcs frequently prioritize Physical and Mental traits, but no category is restricted.
2. Skill Allocation
Assign your Skills using the standard 13 / 9 / 5 distribution across Physical, Social, and Mental categories.
Common orc skills include: Melee, Endurance, Survival, Brawl, Leadership, and Lore.
Ensure any specialized or narrative-linked skills are justified through your Warband, rites, or backstory.
3. Discipline Selection
Begin with 3 total Discipline Trees. Choose:
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One primary Discipline reflecting your ancestry, totem, or battle philosophy
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Two supporting Disciplines that align with your personal path or Warband traditions
Each tree begins at ● unless otherwise approved by a Storyteller.
All trees cap at 10 dots and may only be advanced through XP and narrative development.
4. Merits and Flaws
Choose from the Racial Merits available to orcs, as well as standard server-wide Merits.
You may select one Racial Flaw from the orc-specific list to gain +3 Freebie Points.
Spend your 15 Freebie Points accordingly to finalize your build, including:
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Extra Warfury
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Backgrounds
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Additional Merits
5. Backgrounds
You begin with 5 Background Points to assign.
Appropriate options for orcs include:
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Totemic Wisdom (ancestral guidance or spirit communion)
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Warband Loyalty (rank or favor within your Warband)
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Mentor (elder or shamanic guide)
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Trophies (items or relics earned through personal trials)
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Allies (battle brothers, blood-oath companions, or tribal links)
6. Power Pool: Warfury
All orcs begin with 20 points of Warfury, their unique Power Pool.
Warfury fuels Disciplines, physical enhancements, and ritual acts of ancestral strength.
Warfury does not regenerate naturally. Replenishment comes through combat, oath fulfillment, sacred rites, and memory-driven roleplay.
Document your Warfury gain triggers and any Fury-based Merits on your sheet.
7. IO Blessings and Saving Throws
All characters begin with 5 IO Blessings, which represent supernatural conviction and divine resilience.
IO Blessings may be increased using Freebie Points (1 point per purchase).
Your base Saving Throws are as follows:
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Willpower: 1 (mental defense, resisting fear or manipulation)
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Reflex: 1 (reaction speed, initiative, evasion)
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Fortitude: 1 (endurance, poison resistance, physical survival)
These values may only be increased through Merits or XP investment.
8. Health and Defense
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Base HP: 10 + Stamina
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Defense: Reflex + bonuses from Merits, armor, or Disciplines
Orcs do not enter Torpor. When reduced to 0 HP, you must roll Fortitude (Difficulty 7). On success, you may take one final action before collapse.
9. Profession and Wealth
Choose a starting Profession Rank if applicable to your character’s concept.
Assign a Wealth Rating from ● (Destitute) to ●●●●● (Affluent) based on:
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Your Warband’s resources
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Your personal holdings or earned spoils
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Your backstory and legacy
Orcs are often poor in coin but rich in trophies, relics, and barter items.
10. Racial Group Registration (Warband)
All orcs must belong to a Warband or declare themselves as warbandless.
To join an existing Warband, submit your chosen group and role.
To create a new Warband, follow these requirements:
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Minimum of 3 members
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Submit a Warband Sheet with:
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Name, Totem, Rite of Naming, Rank structure, Code of Honor
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Emblem or war colors
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Participate in three scenes together before submitting for approval
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Submit your Warband to the Racial Group Registry upon approval
Storyteller Reminders
Once your character sheet is complete, submit it for approval by tagging a Storyteller or Staff Member. Be sure to include:
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Your finalized character sheet using the official template
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Your Warband affiliation and a short backstory
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Any custom Merits, relics, or Warfury abilities pending review
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Rite of Naming or a description of your blood legacy
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Consent logs if you have initiated or been marked by another character through oath, rite, or binding
Upon approval, your orc may fully participate in Warband campaigns, battlefield events, sacred rites, and all server-wide storylines tied to the legacy of the orcs in Seyruun.