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Hit Points and Hit Dice

Hit Points and Hit Dice

Your character’s hit points provide a rough idea of how much damage they can withstand. Your hit points are determined by your Hit Dice which are in turn tied to your class. At 1st level, your character begins with 1 Hit Dice and hit points equal to the maximum number of that Hit Dice. You also gain additional hit points based on your Constitution modifier which will be covered later in the character creation process. Another use for Hit Dice is the ability to roll them in order to recover hit points during a short rest .

The total number of hit points you have available is called your hit point maximum.

Be sure to record your character’s Hit Dice and hit points on the character sheet.

Class

Class

Adventurers come from all walks of life and approach the world in different ways. Class is the term used to broadly describe the set of skills and abilities they use while confronting the challenges of the world.

While your origin describes your character’s past, your class represents what they are doing now. 

Choosing a class for your character provides them with class features, the unique talents and expertise inherent to their class that set them apart from other classes. In addition, you also gain certain proficiencies which represent your character’s skills and what they are best at resisting (their saving throws ), as well as their ability to use certain tools, armor, weapons and more. Proficiencies essentially outline the things your character can do well, such as performing for a packed room or holding on to their sanity after a particularly powerful psychic spell.   

Depending on which class you choose, between 1st and 3rd level you select a class archetype. Every class has its own set of disciplines that each specialize in one particular aspect of the adventuring tradition. Some rogues are very sneaky, others utilize magic in their thievery, and there are those who become master assassins—all rogues that made different choices with their archetypes.

Level

Level

Most characters start at 1st level and advance by adventuring and gaining experience points (XP). A good way to picture a character at this level is to see them as a newcomer to some of the more difficult challenges you’ll face.  

Record your level on the character sheet as 1st level and indicate that your starting experience is zero. 

Depending on the campaign your Narrator is making for the group, your game’s stakes may be high enough that your character starts at a higher level. In those cases think about what dangerous and fascinating events may have brought you to that point as you begin creating your character. 

A higher level character would typically begin with the minimum experience points necessary for that level. In the case of higher level characters, be sure to note the additional features and traits that come with each class level past the 1st.

Character Creation

Character Creation

The worlds of Level Up offer an infinite combination of possibilities and circumstances that shape the lives of the characters who live within it. Your first step is deciding what type of character you want to create. Their personality, appearance, aspirations, desires, and fears are all up to you. It’s through their eyes that you’ll experience the world, and all the details you give them shape how you—and by extension they—interact with the world and respond to what takes place during the course of gameplay. 

Before diving into the mechanics of the character creation process try to imagine what you’re looking for in a character and what interests you as a player. Are you fascinated by the dynamics between gods and mortals? Are you intrigued by combat in all its myriad forms? Or do you prefer to be the source of knowledge for the party, surprising them with just the right tidbit of information to save the day or ruin it for someone else? 


Origin

Who is your character? Where do they come from? What drives them forward?

Creating your character generally begins by asking yourself a series of questions about not just the type of adventurer you want to play but also what type of person they are and how they came to be who they are.

Origins are detailed later on in the book but consist of four main aspects: heritage , culture , background , and destiny . As you go through the character creation process, each of these aspects will help you flesh out more details about your character or prompt you to determine traits you otherwise may not have considered.

Heritage

Characters in the world belong to a heritage which includes certain biological characteristics and defines some aspects of their physical appearance. Other things, such as a character’s speed and size, are also derived from their heritage. While a heritage may be a factor in your character’s story, that’s just the beginning. Who they are is defined by the experiences and the actions that lead them to where they are now.

Choosing a heritage grants your character access to additional traits and a heritage gift, which helps you make your character stand out from the crowd. For example, a dragonborn ’s trait allows them to do what dragons do best and exhale a breath based on that ancestry that can burn, electrify, and even freeze their enemies. Meanwhile some dragonborn have scales like iron while others have developed aquatic adaptations.

In addition, as your character levels up, they choose a paragon heritage gift that is unique to their heritage.

Culture

Your character’s culture details the society and circumstances that helped shape who they are. This provides a number of traits including proficiencies,
languages, and other benefits related to the culture that influenced their development.

One of the key things to keep in mind during character creation is that culture options are universal and aren’t limited to specific heritages. This opens up a number of fun and interesting options and opportunities for your creativity to color outside of the lines!

Background

If a culture tells how a character started, their background helps outline where their journey led. There are a number of backgrounds to choose from each of which provides bonuses to your ability scores, additional proficiencies, and features to your character can use while adventuring.

That’s just mechanics though, and thinking about the details of how a background influences your character’s thoughts and actions is a great way to add depth to a concept. Deciding on your character’s memento (an object of personal importance) and connection (a person who matters to them) helps you create stakes in the world.

Destiny

All characters in the world have a destiny that they move towards, though whether or not they will reach it is a mystery. When creating a character you are able to place a mark of destiny upon them to not just help you better understand who they are and where you want them to go, but also help the Narrator get an idea of what you’re looking for as a player. It is a summation of their motivations, goals and outlook. It also provides your character an edge at key moments that would help them move toward that destiny. 


Adventuring Classes

Adventurers come from all walks of life and approach the world in different ways. Class is the term used to broadly describe the set of skills and abilities they use while confronting the challenges of the world.

While your origin describes your character’s past, your class represents what they are doing now. Choosing a class for your character provides them with class features, the unique talents and expertise inherent to their class that set them apart from other classes. In addition, you also gain certain proficiencies which represent your character’s skills and what they are best at resisting (their saving throws), as well as their ability to use certain tools, armor, weapons and more. Proficiencies essentially outline the things your character can do well, such as performing for a packed room or holding on to their sanity after a particularly powerful psychic spell.

Depending on which class you choose, between 1st and 3rd level you select a class archetype. Every class has its own set of disciplines that each specialize in one particular aspect of the adventuring tradition. Some rogues are very sneaky, others utilize magic in their thievery, and there are those who become master assassins — all rogues that made different choices with their archetypes.


Level

Most characters start at 1st level and advance by adventuring and gaining experience points (XP). A good way to picture a character at this level is to see them as a newcomer to some of the more difficult challenges you’ll face.

Record your level on the character sheet as 1st level and indicate that your starting experience is zero. Depending on the campaign your Narrator is making for the group, your game’s stakes may be high enough that your character starts at a higher level. In those cases think about what dangerous and fascinating events may have brought you to that point as you begin creating your character.

A higher level character would typically begin with the minimum experience points necessary for that level. In the case of higher level characters, be sure you understand the various features and traits that come with each additional level in the class.


Hit Points and Hit Dice

Your character’s hit points provide a rough idea of how much damage they can withstand. Your hit points are determined by your Hit Dice which are in turn tied to your class. At 1st level, your character begins with 1 Hit Dice and hit points equal to the maximum number of that Hit Dice. You also gain additional hit points based on your Constitution modifier which will be covered later in the character creation process. Another use for Hit Dice is the ability to roll them in order to recover hit points during a short rest.

The total number of hit points you have available is called your hit point maximum.

Be sure to record your character’s Hit Dice and hit points on the character sheet.


Proficiency Bonus

Your proficiency bonus can be found in the table that describes the features you gain at each level of your class. Characters starting out at 1st level begin with a +2 to proficiency and that bonus applies to a number of important character elements:

  • Attacks you make with weapons you are proficient with.
  • Spell attacks cast against your adversaries.
  • Ability checks made using proficiency-based skills.
  • Ability checks made to utilize tools that you are proficient with.
  • Saving throw DCs for features, spells, and traits you use.
  • Saving throws you have proficiency in.

Proficiencies come from a number of sources, including backgrounds, classes, feats, and more. Be sure to keep a look out for when your character gains a proficiency and note it on the character sheet.

Your proficiency bonus can only be added to a die roll or any other circumstance once. The only exceptions are cases where the bonus is modified before being applied to a roll. If circumstances arise that indicate your bonus should be halved, doubled, or multiplied more than once, the golden rule is to only halve, double, or multiply it once.

Proficiency Bonus
Level Bonus
1-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6

 


Determine Ability Scores

There are six key ability scores that factor into everything that your character does in the game: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities and their uses are described in detail in later chapters. 

Ability scores are generated randomly by rolling four 6-sided dice and recording the total of the highest three dice on a spare sheet of paper. You continue to do this until you have a total of six numbers.

Choose where you’d like to assign these numbers by recording each next to an ability score.

After that’s done, modify your ability scores to account for any additional bonuses your character gained from their background.

The final ability scores will determine your ability modifiers, which can be seen in the Ability Scores and Modifiers table.

To figure out your ability modifier without the table, subtract 10 from an ability score and then divide the result by 2 (round down). Record the modifier next to your ability scores.

Ability Scores and Modifiers
Score   Modifier  
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-20 +4
20-21 +5
22-23 +6
25-25 +7
26-27 +8
28-29 +9
30 +10

 


Variant: Standard Ability Array

Instead of rolling dice to determine your six ability scores, you may choose to use the following scores instead: 15, 14, 13, 12, 10, 8.

Variant: Custom Ability Scores

With the Narrator’s approval, you can use the following method to create ability scores.

You have 27 points to spend on ability scores. The cost of each score is shown on the Ability Score Point Cost table. This approach to ability score generation limits the highest score to 15 before the application of ability score increases from other sources.

Ability Scores Point Cost
Score Modifier
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

 


Gear Up For Adventure

Your character begins the game with starting equipment determined by their background and class. Starting equipment includes everything from weapons and armor to general tools and items. Be sure to record your starting equipment on the character sheet.

If you’d like to have more flexibility in the gear your character starts the game with you can alternatively use your class’ gold pieces (gp) to buy your own.

Be sure to keep in mind that your character has to carry everything you buy! Strength scores determine the maximum amount of equipment characters can carry. Avoid going over a total weight in pounds greater than your Strength score times 15.

If your character is going on a journey, they will also need to carry supplies with them. You can carry a number of days’ supplies equal to your Strength score, in addition to your equipment, weapons, and armor.


Defense

Your Armor Class (AC) represents your character’s ability to avoid sustaining damage in battle.

Numerous things affect your AC in various ways, such as armor, traits, features, Dexterity and more. Unarmored, your character’s AC is 10 + their Dexterity modifier. While wearing armor, utilizing shields, or taking advantage of traits and features, the AC calculation will differ based on the circum- stances. For equipment the details of AC calculation are available as part of an item’s description, and the criteria and effects of other options are listed in your character’s class, heritage, or culture.

When your character is subject to more than one way to calculate their AC, you can choose which one to apply.

One of the key things to remember when making your character is that not everyone can use armor and shields. Your character must be proficient with armor and shields in order to use them with any efficiency, and there are certain drawbacks from struggling to use either without knowing how to properly do so ( Equipment ).


Save Difficulty Classes

Some of your attacks and spells may force your target to make a saving throw to resist it. You have two saving throw difficulty classes (DCs), one used for
combat maneuvers, and the other for spellcasting.

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier.


Offense

Weapons are the bread and butter of any savvy adventurer, even those who use them as only a last resort.

Weapon attacks are made by rolling a d20 and adding your proficiency bonus (as long as your character is actually proficient with the weapon) and the appropriate ability modifier. Weapon damage is calculated by rolling the weapon’s damage die and adding any applicable modifiers.

Melee weapons use your character’s Strength modifier or Dexterity modifier for attack and damage rolls.

Meanwhile, ranged weapons use Dexterity for attack and damage rolls. Some weapons with the thrown property, such as javelins, allow you to use your character’s Strength modifier instead.

All attacks also indicate the type of damage they deal. A sickle deals slashing damage while a heavy maul deals bludgeoning damage. Damage types, besides being cool aspects of your character, also come into play as some situations may call for one type of damage type over the other.

Some special attacks instead do an amount of damage called basic melee damage. This is equal to 1 + your Strength modifier.


Skill Specialties

At 1st level you gain your first two skill specialties, chosen from skills you are proficient with. When you make an ability check to which your skill specialty applies, you gain an expertise die. You may not gain the same skill specialty twice. If your Intelligence is 12 or higher, you gain extra skill specialties (see Intelligence).


Introduction to Level Up

Introduction to Level Up

Adventurer's Guide

 

ADVENTURER'S GUIDE

The core rules of the game.

Trials & Treasures

 

TRIALS AND TREASURES

Exploration, magic items, gamemastery.

Monstrous Menagerie

 

MONSTROUS MENAGERIE

Monsters, monsters, and more monsters!

Adventures

 

ADVENTURES

Free adventures, ready-to-play directly from this site.

Gate Pass Gazette

 

GATE PASS GAZETTE

Level Up's official magazine includes new rules each month.

Adventures in ZEITGEIST

 

ADVENTURES IN ZEITGEIST

The official setting book.

Adventures in ZEITGEIST

 

MYTHOLOGICAL FIGURES & MALEFICENT MONSTERS

Stats for myths and legends from the real world.

 

Third Party Products

 

THIRD PARTY PRODUCTS

A list of Level Up products created by third party publishers.

Criticals and Fumbles

Criticals and Fumbles

When you roll a 20 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties), this is referred to as a “natural 20”. Rolling a 1 on a d20 attack roll, saving throw, or ability check (before applying any modifiers, bonuses, and penalties) is referred to as a “natural 1”.

Critical Hits and Fumbles. A natural 20 on an attack roll is a critical hit and is always successful. On the flip side, rolling a natural 1 on an attack roll is considered a critical fumble and always misses. 

Critical Saves. A natural 20 on a saving throw is a critical save and always succeeds. A natural 1 on a saving throw is always a failure.

Critical Successes. A natural 20 on an ability check is a critical success so long as the creature attempting it would normally have succeeded on the check. For example, a baby goblin could never break out of steel manacles using Strength but an adult warrior goblin might. On a critical success the objective of the check is achieved and something else happens as well.

Critical Failures. A natural 1 on an ability check is a critical failure so long as the creature attempting would normally have failed on the check. On a critical failure, the objective of the check is failed, and something unfortunate happens as well.

Group Criticals. When making a group check, a critical success is achieved if all members of the party succeed in their checks, while a critical failure takes place if all members of the party fail.

Criticals and fumbles also provide opportunities for additional positive and negative consequences. For example, in addition to being a guaranteed success, a critical hit increases the damage caused by an attack (dealing double damage). At the Narrator’s discretion, a fumble might also result in a complication for the attacker, such as their weapon getting stuck in a wooden door, requiring an ability check to free it.

Advantage, Disadvantage, and Expertise

Advantage, Disadvantage, and Expertise

There are two ways that a creature's chances of success can be increased or decreased.


Advantage & Disadvantage

Sometimes a circumstance grants advantage or disadvantage on an ability check, a saving throw , or an attack roll . When that happens, you roll two twenty-sided dice instead of one. For advantage, you use the higher of the two rolls. For disadvantage, you use the lower of the two rolls.


Expertise Dice

Some class features or abilities grant you an expertise die for an attack roll or saving throw, or in a specific skill or tool proficiency. When you make a d20 roll with which you have gained an expertise die, roll 1d4 and add the number rolled to the result of your check.

You can never roll more than one expertise die on the same roll. If another class feature or situation grants an expertise die that applies to the same roll, you don’t gain another die; instead, the size of the expertise die increases for that check, from 1d4 to 1d6, or 1d6 to 1d8. If you have a 1d8 expertise die on a check, further expertise dice have no effect.

If you have advantage or disadvantage at the same time as an expertise die, only the d20 is rolled twice, not the expertise die.

While advantage is most commonly used to represent circumstantial factors affecting a situation, expertise dice represents the particular training a character takes into the adventure.

Group Check

Group Check

Sometimes the Narrator will call for a group check. Group checks take place when the entire party is engaged in a single task, such as climbing a cliff or sneaking up on an enemy camp. The more skilled members of the group are able to help the less skilled members. 

In a group check, every player makes an ability check . If more than half of the group succeeds in their check, the group as a whole succeeds. If half or less of the group succeed, the group as a whole fails.

A critical success occurs if every member of the group succeeds, and a critical failure takes place if every member of the group fails.


 

Planetouched

Planetouched

Planetouched

Planetouched characters are mortal beings whose bloodlines include immortal ancestry. This might be the direct result of those with mortal heritage mating with fiends or angels, or it can be the consequence of a long buried secret—some people have archdevils lurking in their family trees, while others have been blessed by those they have helped.

Regardless of their cause however, most planetouched share a few physical traits with the source of their supernatural bloodline, such as horns, tails, canine teeth, or sometimes even feathers. Planetouched skin colors range from red to silver.

 

Planetouched Traits 

 

Characters with planetouched heritage share the following traits. 

Age. Planetouched typically mature at the same rate as humans but have slightly longer lifespans. Planetouched born to non-planetouched parents' lifespans tend to mirror that of their parents’ heritage. 

Size. Planetouched are usually of similar build and size to humans, though those born to non-human parents more closely resemble the heritage of their parents. Your size is Medium, but can be Small with approval from your Narrator. 

Speed. Your base Speed is 30 feet. 

Darkvision. Thanks to your supernatural ancestors, your vision is not impeded by darkened conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest.


Planetouched Gifts 

Planetouched can vary wildly from each other depending on their bloodline. In addition to the traits granted by your planetouched heritage, select one of the following heritage gifts to determine the nature of your ancestor. 

Aasimar 

This heritage of planetouched is created through some sort of divine intervention, or when a bloodline contains celestial blood. These planetouched often have a color scheme that is brighter than those of other heritages, with lots of golds and warm hues being found among them. Their divine blood also twists their features into something frighteningly angelic, resulting in horns that resemble halos or headdresses, and occasionally even planetouched with extra sets of eyes. You have the following traits:

Celestial Legacy. You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again. 

Divine Protection. You have resistance to radiant damage. 

Language. You have an innate ability to recognize Celestial, and are able to speak, read, write, and sign it. 

Tiefling

The most common reason for planetouched born to nonmagical parents is having an archdevil somewhere in the family tree. Tieflings can be spotted by the horns growing from their skulls and they often have skin colored like their fiendish ancestors, some also smelling faintly of sulfur or brimstone. You have the following traits:

Hellish Resistance. You have resistance to fire damage

Infernal Legacy. You know the produce flame cantrip. Once you reach 3rd level, you can cast arcane riposte (fire damage only) once per long rest. At 5th level, you can cast heat metal without material components once per long rest . Charisma is your spellcasting ability for these spells. 


Paragon Gift 

When you reach 10th level, you are an exemplar of the planetouched, and you gain one of the following features. 

Ancestral Resistance

Your bloodline makes you immune to a single damage type. 

Aasimar: You gain immunity to radiant damage.

Tiefling: You gain immunity to fire damage.

Hellish Assault

All fire damage you deal ignores resistance . If a creature is immune to fire damage, it instead takes half damage. 

Radiant Assault

All radiant damage you deal ignores resistance . If a creature is immune to radiant damage, it instead takes half damage. 


Planetouched Culture 

Planetouched are a rare heritage and many of their kind find themselves in a culture with very few people quite like them. This is particularly the case for planetouched with infernal bloodlines. Still, planetouched have organized to form cultures of their own—in fact on some worlds there are entire human cultures that became planetouched en masse. 

As the origins of planetouched are diverse so too are their lifestyles. Planetouched are much more likely than any other heritage to adopt another culture, since planetouched are often diaspora communities. Integration and assimilation into another culture is not always easy for planetouched, and they typically opt to form enclaves so they can define themselves on their own terms. 


Suggested Cultures

While you can choose any culture for your planetouched character, the following cultures are linked closely with this heritage : circusfolk , forsaken , lone wanderer , steamforged .
 

Orc

Orc

Orc

Orcs are passionate and fearless above all else. When their passion is allowed to flourish, an orc can easily become widely renowned for their skills in the arts or whatever area catches their interest.

All orcs share similar physical features, such as skin that comes in shades of gray or green, large boarish tusks, dark hair, large muscular figures, and pointed ears.

Due to the frequent conflicts of some tribes, orcs are considered to have particularly short life spans, though this isn’t entirely true. Outside of combat-oriented tribes, an orc can live quite a while—though not quite as long as humans, this is a far cry from the life span of decades most assume they have. 


Orc Traits 

Characters with orc heritage share the following traits: 

Age. Orcs mature faster than humans, reaching adulthood around age 14. They age noticeably faster, usually only living to be 60–75 years old. 

Size. Orcs are rarely under 6 feet tall, and weigh somewhere over 200 pounds. Your size is Medium. 

Speed. Your base Speed is 30 feet. 

Darkvision. Your orcish blood grants you superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. 

Heavy Lifter. When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large. 

Mighty Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit. 


Orcish Gifts 

While most orcs are all lumped into the same category, there are actually multiple orcish heritages that hail from different regions and environs. Those whose ancestors are from barren deserts have adapted in different ways from those who historically dwelled in the forests or plains. Additionally, those few tribes that revel in battle have grown to have different traits than those that value family or their ancestors above all else. In addition to the traits granted by your orcish heritage, choose one of the following heritage gifts. 

Acclimatized 

Your family hails from an area known for its extreme conditions, such as the arctic, desert, or even a particularly treacherous swamp. Even if you have not spent much time there, the ability of your family to adapt to their living conditions has been passed down to you. Orcs with this gift can vary wildly in appearance due to the area which they are from; those from the desert may have taken on a paler, dusky skin tone in order to survive the heat, while those from the arctic may have a coating of fine hairs and darker skin tones in order to retain heat. 

Just Like Home. Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type. Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic—cold, desert—fire, mountain—lightning, swamp—poison.

Ancestral Blessing 

Orcs with this gift are believed to have been blessed by their ancestors. Every family has their own beliefs for why this occurs; it could be to honor the good deeds of their parents, the success of their clan in battle or the arts, or even to take pity on a child in a desperate situation. Orcs with this heritage often seem to have a sort of divine aura that sets them apart. You have the following traits: 

Divine Protection. You have resistance to radiant damage. 

Touch of Divinity. You know the resistance cantrip. In addition, you can cast the shield spell once per long rest. 

Magic Adept 

The true origin of the magic adepts—the odanti—has been lost to time, but the elders tell tales of fey-touched ancestors and the tribe’s proclivity for magic. 

Magic Adept. You are born with magic coursing through your veins, and are able to utilize it in a number of ways. You learn one cantrip of your choice from the wizard spell list. At 3rd level, choose one 1st- or 2nd-level spell from the wizard spell list. You can cast the chosen spell without any material components once per long rest. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class. 


Orc Paragon

Starting at 10th level, you become a paragon of orcishness. You gain the following feature. 

Relentless Resilience

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you have used this trait, you cannot do so again until you finish a long rest. 

Additionally, the many struggles of your ancestors has given you a thick skin, and the ability to shrug off less powerful blows. Your Armor Class increases by 1. 


Orc Culture 

The simple name “orc” often has the prejudice of thousands of years of conflict bearing down upon it. Many orcs are shackled to a simplistic portrayal of war and blood, and are used to hearing the title “orc” spat with the same venom as the titles of “demon” or “invader.” Orcs often either live with these accusations, or distance themselves from anyone that would spout them. 

Orcs are not inherently evil but tend to follow their impulses and instincts—which often gets them into trouble. They are passionate and tend to pity the comparatively demure, tame emotions of their neighbors. An orc in love burns with unbridled passion, a terrified orc experiences the primordial horror of the end of days, and an enraged orc can see a minor slight as an insult and challenge to their very being. Any and all of these emotions can get them into trouble, but it’s the rage that’s most remembered. 

Easily rallied to a cause, many tyrants over the millenia have roused orcs into fearsome war hordes. Once a rallying cry goes out it can keep building momentum and growing in number until dozens of orcish tribes work themselves into a frenzy. A war horde is less of an army and more of a solid wall of passionate orcish anger. Once the object of their rage has been obliterated and their instigator reaps the rewards, most simply lay their weapons down and return home. 

Sadly, war hordes are the first and last impression in many minds of what encompasses an orc tribe. Those who venture to orcish homelands are often surprised at the artistic havens they find instead of war camps. Orcish hunters and gatherers provide enough surplus food to support ample leisure time, and most orcs spend the majority of their time pursuing their passions. Orc territory is often filled with countless friendly brawls, gorgeous tapestries and carvings, and orcish chants and throat songs that recount the history of generations. 

Depending on what passion has won the day, life within an orc tribe can be carefree or filled with violence. While orcish tribe members are usually orc or half-orcs themselves, most tribes welcome all comers. Whether the tribe spends its time singing chants or demolishing armies, it’s not uncommon to see other humanoids covered in orcish brands right alongside them. However your character was raised, they were moulded and influenced by the orcish tribe around them. 


Suggested Cultures

While you can choose any culture for your orc character, the following cultures are linked closely with this heritage: caravanner , stoic orc , warhordling , wildling .

Pagination