Nature: Player Race
Type: Humanoid


Ability Scores: Get a +2 bonus to 1 ability score of their choice at chargen.
Size: They're Medium creatures. Speed: 30 feet.

Darkvision: Can see in the dark up to 60 feet.
Intimidating: Get +2 racial bonus to Intimidate skill checks.

Gatecrasher: Get +2 racial bonus to:
Strength checks to break objects.
●The "Sunder" Combat Maneuver check.

Orc Ferocity: When brought below 0 HP but not killed, they can fight on for +1 more round as if disabled. At end of their next turn, unless brought to HP>0,fall unconscious & begin dying. Can do this once per day, +1 additional time per Con bonus (if any).
Orc Blood: Count as both humans and orcs for any effect related to race.

Weapon Familiarity: Proficient in greataxe & falchion,
treat armaments with “orc” in the name as ''martial'' weapons.
Languages: Begin play speaking Common and Orcish. Those with high Int scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblinoid.

Possible Dragonmarks: Finding (House Tharashk)
See also: Half-Orc Feats



Strong and capable, half-orcs ably straddle two worlds: the civilized culture of humans and the tribal nature of orcs. Having existed alongside humans for centuries, half-orcs tend to be accepted among other races when found. Their hard work and brave hearts are valued by many.

Half-orcs are rare, due in large part to the isolated and insular nature of the orc tribes. The Droaam, Eldeen Reaches, and the Shadow Marches hold the largest populations of half-orcs, in ascending order of size. The half-orcs of Droaam are largely members of House Tharashk and ambassadors of its desires in the monster-ruled region. The half-orcs of the Reaches descend from the small population of Gatekeeper orcs in the region.

Humans and orcs have been living together in the Shadow Marches for 2'000 years, and indeed, this is where the union of humans and orcs originally provoked the creation of House Tharashk in the first place. In the Shadow Marches, shared orc and human settlements host large half-orc populations and a single orc-human culture. It is a rustic life, to be sure, but a far cry from their existence as ruthless barbarian hordes in the distant past.


Those orcs who chose to welcome humanity to their land were quick to fall in love and start families with the newcomers. In the Marches, half-orcs are celebrated; they are called Jhorgun'taal, "children of two bloods". Blood is everything to the clans, and to them the jhorgun'taal are the proof that orc and human are kin, two branches of the same family. They have the wisdom and strong spirituality of their orc forebears and the intellect and resourcefulness of humanity, and as such many of the greatest druids and priests are half-orcs.

The jhorgun'taal perform important tasks in the Marches, for while they are not as clever or charming as their human kin, they have the trust of both races. As a result, the sheriff of a muck-mining town is more likely to be a half-orc than a member of either of the ''pure'' races. Likewise, when the clans send ambassadors to negotiate feuds or trading rights, they often send a jhorgun'taal, even if a more charismatic human comes along as an advisor.



While half-orcs are a true-breeding race in their own right, the jhorgun'taal are just as likely to mate with humans or orcs as with their own kind. The half-orcs of the Shadow Marches don't see themselves as a separate race; rather, they consider themselves to be the bridge that makes humans and orcs one race.

As such, they use the names of both humans and orcs, though sometimes a half-orc name is a blend or abbreviation of sounds or words from both Common and Orcish.


Male: Bravejo, Devent, Fuddok, Kad, Timmok.
Female: Anika, Bertha, Ket, Mata-Zak, Zarra


Orc Names

Orc names feature heavy consonants and few syllables. Clan names are often translatable as phrases, such as River Wolf, while first names normally are not.

Male: Bludak, Dreggis, Gahdtru, Kaddik, Turg.
Female: Anka, Guhrta, Karkute, Menko, Zarket.



Half-Orc Characters

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