Orcs, Valshock (3.5e Race)

From D&D Wiki

Jump to: navigation, search
You there, Magi! Are you a registered practitioner?
Imperial Soldier
This page is part of the

Valshock Campaign Setting



Orcs a race which evolved high functioning intelligence, but very little self awareness. They can use tools and build shelters but create no art. They form social groups, effectively hunt in packs and perhaps even have a functional language but never develop a culture. They are not introspective. They do not attach importance to the concept of self. They are driven mostly by instinct. They are fast and very adaptive – their agile minds driven in large part by the animalistic, reptilian brain. Think about how your brain acts during a fight-or-flight reflex – your body moves on its own, without cognition, without conscious thought. That’s how Orcs are all the time. Driven, motivated but not aware. Completely free of existential issues and high concepts such as love, loyalty, freedom. But blessed with an over-abundance of purely functional intellect that can be used for developing better weapons, better hunting strategies and etc… Unlike animals they are extremely adaptive – they invent new tools and alter their behavior and lifestyles in response to changes in their environment.

Physical Description[edit]

File:Needs photo


Relations with Humans, Dwarves, Elves... and most everything elese:

Imagine Orcs as a race of intelligent but instinct driven monsters stumbling upon human settlements. They would be dumbfounded by their art, by the their useless, functionless things they surround ourselves with, by their flowery language full of useless gibberish. Orcs would probably recognize Human intellect, but see them as slow, vapid, amorphous space wasters busy processing meaningless cognitive garbage. They would be faster than Humans– their whole lives are one fluid motion. No thought but action. No reflection, just forward movement. They work faster, breed faster, build faster and react faster to environmental changes. They are better in every way except one – they have no culture, no concept of beauty, and no empathy. Orcs have no need for such things. On the surface Orcs would appear to Humans as barbaric, inhuman beasts organized into some military society.

Orcs would usually be aggressive, expansive and completely uninterested in trade or peaceful coexistence with most other races. Humans, Elves, and Dwarves would not get along with them at all. In fact, they would flood them in waves that coincide with their breeding seasons. Each year they would pump out more and more babies that would reach maturity in record time, quickly exhaust food resources and be forced to move in huge armed throngs to richer and more fertile lands – those controlled by humans.

(Campaign Idea:You could build a whole campaign around exploring this idea. Have players learn the ecological dangers of allowing Orcs to breed freely without inhibitions. Or how their brutal raids on human lands are essentially their instinctive solution to overpopulation. Their armies either get wiped out, or conquer enough territory to support the next generation resolving the food and space shortage issues one way or the other.)

Relations with other Greenskins: Orcs would get along with most other Greenskins easily. They would try to take commanding positions within war parties or lead groups of Greenskins into battle. Their cunning and intelligence for war and craft make them valuable to Greenskin society.

--- Relations with other Orcs Orcs exist in a very tribal point of view when it comes to other Orcs. They form families, have children and are in many ways, like Humans, Elves, and Dwarves. They interact with eachother easily enough, with males always trying to show their power and become the tribal leader and femals usually doing the same, if not caring for the younger Orcs. Orcs live in pretty communal and equal societies though and usually treat each other with some sort of respect, either it being for deeds they have done or martial prowess





Orcs speak Common, Orc and Goblin


Racial Traits[edit]

  • +2 Strength, −2 Charisma
  • Humanoid (Orc)
  • Medium Size
  • 30ft.
  • Adrenaline Rage: at the cost of 6 temporary charisma point, they may gain 4 temporary Strength points for 10 turns 3 times per day. (free action). Unfortunately this puts them into a primal rage and will attack anything around them other than other Greenskins
  • Military Expertise: Orcs get an extra +2 to hit when flanking an enemy or +4 when surrounding an enemy.
  • Darkvision out to 60 feet.
  • Automatic Languages: Common, Orc,Bonus Languages: Undercommon, Goblin, Gnoll, Dwarven, and Halfling.
  • Favored Class: Fighter
  • Level Adjustment: +0

Vital Statistics[edit]

Table: Orc Random Starting Ages
Adulthood Simple Moderate Complex
17 years +1d4 +1d6 +2d6
Table: Orc Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
25 years 45 years 60 years +2d10 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Orc Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6’ 5” +3d6 195 lb. × (5d4) lb.
Female 6’ 2” +3d6 185 lb. × (4d4) lb.

Back to Main Page3.5e HomebrewRaces

Back to Main Page3.5e HomebrewCampaign SettingsValshock

Home of user-generated,
homebrew pages!