Scarns Dungeon of Graves
When enough half-orcs gather in a particular region, they tend to form communities to the best of their abilities. These improvised societies are rarely allowed to remain in one place for long as they become rowdy fairly quickly. Interestingly, some half-orc communities have turned this fact into an advantage, becoming nomadic groups of entertainers, laborers and mineworkers who descend upon a town for a fortnight seeking to put their prodigious physical talents to good use. Given the half-orcs talents with hard physical labor, such groups are typically tolerated wherever they choose to go (and in at least one case, that of Mulls Town, the half-orc were officially recognized as citizens and allowed to remain part of the town permanently). Unfortunately, due to their inclination toward brawling and thieving, they are rarely allowed to stay for very long.
Half-orc adventurers tend to be scrappers, and their appearance shows it. They own only the things they can beg, borrow or steal, and they are typically not clever or wealthy enough to create their own wares. Oddly enough, the tight-knit nature of their communities ensures that none live in abject poverty, with no one individual becoming either particularly wealthy or obscenely poor. Half-orcs of a more militaristic bent will seek out the Ledean War Colleges of Darakeene, hoping to become mercenaries or elite warriors. The calling seems to suit them well, as the Legion of Ash has been recruiting more and more half-orc troops into its ranks in recent years. The Legion’s harsh regimens of physical training and proclivity for ritual scarification give the half-orcs a way to constructively express their orcish heritage without forcing them to abandon human societal mores.
Regions: Half-orc are typically found in either the Plains of Lede or the slave pits of Dunahnae. In these regions, they are nothing more than slaves, and have little in the way of a future to look forward to. Those who can escape, however, make their way to human-dominated lands, and settle in places like Darakeene or Mullis Town and the surrounding environs. While officials in such regions complain about the problem they cause, the half-orcs can to be tireless workers who contribute substantially to these regions’ economies. Half-orcs who are unwilling to put up with human prejudice often settle in Zathiske, mainly because of its shaky government and over whelming half-orc presence (half-orcs being the most populous race in the region). Many half-orcs in this region wind up serving in Calastia’s armies, which give them steady pay and a something many half-orcs are denied, a respected place in human society.
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal half-orc can function without penalty lacking any light at all.
+2 racial bonus to Bluff, Intimidate and Sense Motive checks. Surprisingly, half-orcs are very good at talking their way out of trouble, and have managed to survive in the Scarred Lands despite the titan blood running through their veins. Growing up in an orc society based on bullying and dominance, or in a human society where they are oppressed and scorned, has forced half-orcs to become adept at these skills.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Automatic Languages: Half-orcs begin play speaking Ledean and Orc.
Bonus Languages: Any non-secret languages. Half-orcs are usually well travelled (as no one lets them settle down anywhere for very long), and smart half-orcs pick up whatever languages they happen to encounter.