Orcs

Also see Orcs (Lore) The orcs of Orgrimmar are a faction of orcs within the Horde, the orc player faction. They live in the land of Durotar in Kalimdor.

Background
Long ago, the noble orcish race was corrupted by the Burning Legion and transformed into the merciless, destructive Horde. Lured to the world of Azeroth, the orcs were forced to make war upon the human kingdoms of Stormwind and Lordaeron in what would become known as the First and Second Wars. Though the Horde nearly succeeded in annihilating humanity, it ultimately devoured itself from within and collapsed. The defeated orcs spent many years within guarded prisons, unable to function without the prospect of conquest and warfare. After many years, a visionary young  warchief rose to lead his people in their darkest hour. Fittingly enough, the young orc’s name was Thrall. Under his rule, the orcs freed themselves from the chains of demonic corruption and embraced their shamanistic heritage.

At the behest of a strange prophet, Thrall led his people to the ancient lands of Kalimdor. There, Thrall and the Horde came face to face with their old oppressor, the Burning Legion. With the aid of the humans and night elves, the orcs defeated the Legion and set out to find their own path in their adopted world. The orcs claimed the harsh wastelands of Durotar as their kingdom in Kalimdor.

Now based in the warrior city of Orgrimmar, the orcs look forward to a shining new future for their people. Though they are no longer driven by dreams of conquest, they stand ready to destroy all who would challenge their sovereignty or their supremacy. It is your duty to crush the enemies of Durotar, both seen and unseen, for the nefarious agents of the Burning Legion still wander the land.WoWMan 180

Appearance
Male orcs are large, hunched and frightening, wielding axes and hammers as well as massive fists the size of a small child. They have flat, wide noses and beady red eyes. Female orcs have tiny, squashed noses and angry, slanted eyes. Female orcs have very shapely bodies and very exotic hairstyles with either messy hair poking out in every direction or thick braids—or no hair at all. All orcs have some variation of green skin.

Other Traits


Society: Orcs usually live amid squalor and constant mayhem, and intimidation and brutal violence are the glue that holds orc culture together. They settle disputes by making increasingly grisly threats until, when a rival fails to back down, the conflict escalates into actual bloodshed. Orcs who win these ferocious brawls not only feel free to take whatever they want from the loser, but also frequently indulge in humiliating physical violation, casual mutilation, and even outright murder. Orcs rarely spend much time improving their homes or belongings since doing so merely encourages a stronger orc to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other races.

Relations: Orcs admire strength above all things. Even members of enemy races can sometimes win an orc's grudging respect, or at least tolerance, if they break his nose enough times.

Orcs regard humans with an odd mix of fierce hatred, sullen resentment, and a trace of wariness. They respect power, and, on some level, understand that these two races have kept them at bay for countless ages. Though they never miss a chance to torment a dwarf or elf who falls into their clutches, they tend to proceed cautiously unless certain of victory. Orcs dismiss halflings and gnomes as weaklings barely worth the trouble of enslaving. They often regard half-elves, who appear less threatening than full-blooded elves but have many elven features, as particularly appealing targets. Orcs view humans as race of sheep with a few wolves living in their midst. They freely kill or oppress humans too weak to fend them off but always keep one eye on the nearest exit in case they run into a formidable human.

Orcs look upon half-orcs with a strange mixture of contempt, envy, and pride. Though weaker than typical orcs, these half-breeds are also usually smarter, more cunning, and better leaders. Tribes led, or at least advised, by half-orcs are often more successful than those led by pure-blooded orcs. On a more fundamental level, orcs believe each half-orc also represents an orc exerting dominance over a weaker race.

Alignment and Religion: Orcish religion takes the form of an animistic faith that has strange parallels with the practices of the Kaldorei. Orc shamans draw their power from the spirits of nature, forming an intimate connection with the very world that surrounds them. This awareness has led to even more revelations of their race’s true nature, as the orcs realize that they live more in harmony with the world than many of the races of the Alliance.

Racial Traits

 * 318px-WarCraft_Raneman021c.jpg+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
 * Orc: Orcs are humanoids with the orc subtype.
 * Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
 * Normal Speed: Orcs have a base speed of 30 feet.
 * Darkvision: Orcs can see in the dark up to 60 feet.
 * Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
 * Ferocity: Orcs can 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 axes, and treat any weapon with the word "orc" in its name as a martial weapon.
 * Languages: Orcs begin play speaking Orcish. Orcs with high Intelligence scores can chose from the following: Common, Thallasian, Trollspeak, Undercommon, Tauren, Goblinspeak.

Other Traits
The following racial traits may be selected instead of existing orc racial traits. Consult your GM before selecting any of these new options.

Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

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.

Favored Class Options
The following options are available to all orcs who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.

Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.

Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

Fighter: Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.

Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.

<p id="witch" style="color:rgb(0,0,0);font-family:Verdana,Geneva,sans-serif;font-size:12px;line-height:normal;">Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

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