Physical Description



Unsurprisingly, Orcs live short and hard lives, albeit with a very intricately developed culture focussed on pragmatism, respect and strength.

Despite outwardly appearing savage, most Orcs are well educated in philosophy and natural study with a deceptively strong tradition storytelling to facilitate knowledge sharing and foster debate.


Over the ages, the Orcs have developed a partnership with the Dust Elves, forming an amazingly potent alliance of equals in the Eastern regions of Nosgoth. Here, despite being the magical and technological inferiors of the alliance, they make up for it by being the numerical, physical and spiritual betters.

Alignment and Religion

The chosen children of Orcus, it was the Orcs who introduced the Dust Elves to the worship of the God of Pain.

However, some tribes choose to worship the Goddess of Fire, and as such are considerably more aggressive and expansionist, often becoming the primary example of Orcs amongst other races despite being the minority. As a result, these tribes are treated cautiously by other more conservative Orc tribes.

Standard Racial Traits
Racial Ability Scores – Orcs are strong and deliberate, but difficult to empathise with and slow to make friends. They gain +2 Strength, +2 Wisdom and -2 Charisma
Type – Orcs are Humanoid with the “Orc” Subtype
Size – Orcs are Medium creatures
Base Speed – 30ft
Languages – Orcs begin play speaking Orc and Common.
Special Abilities
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Negative Energy Affinity: A member of this race is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature.
Alternate Racial Traits
City-Raised: Orcs with this trait know little of their tribal ancestry and were raised among other races in a large city. City-raised orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.
Squalid: Some orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces ferocity.
Toothy Some orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces ferocity.


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