The first [[Orc|half-orcs]] in [[Wildemount]] were born of a union between [[human]] warriors and [[Orc]] traitors in the final days of [[the Calamity]]. [[Orc|Orcs]] are one of [[Exandria]]’s youngest races, and are said to have been born from [[Elf|elves]] seared by the blood of [[Gruumsh]], the Ruiner, when [[Corellon]] pierced the [[Orc]] god’s eye on the field of battle. For long years, [[Orc|orcs]] were feared as mindless abominations, drawn to slaughter like moths to flame. Stories tell of how the blood of [[Gruumsh|the Ruiner]] flows in the veins of all orcs, driving them to commit acts of terrible violence and anger. [[Orc|Orcs]] call this fury _hgar’Gruum_, or the curse of ruin, and use it to refer to everything from battle rage to a bad temper. [[Orc|Half-orcs]] are said to have inherited the blood of [[Gruumsh|the Ruiner]], and to carry the same bloodlust and fury that [[Orc|orcs]] do. [[Orc|Orcs]] and [[Orc|half-orcs]] do feel a certain pull toward violence and anger. But the simple truth is that there is no curse of ruin. No supernatural power drives [[Orc|orcs]] to kill. Rather, they are simply victims of the same selfish, violent impulses that corrupt all mortal beings. ### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#HalfOrcsintheDwendalianEmpire)Half-Orcs in the Dwendalian Empire The orcish settlement of [[Bladegarden]] was incorporated into [[the Dwendalian Empire]] after the fall of [[the Julous Dominion]], nearly three hundred years ago. [[Orc|Orcs]] are now renowned as some of the empire’s most accomplished soldiers, though many folk still fear the ancient legends of the curse of ruin. [[Orc|Half-orcs]] are proud of their heritage, though many are wary of the wrathful curse that supposedly drives them to violence. Those who embrace this gift of fury often enlist in [[the Righteous Brand]] to focus their rage against the enemies of the empire. Other [[Orc|half-orcs]] reject the idea that they are destined for violence, and rely on faith, meditation, and friendship to live peaceful lives. ### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#HalfOrcsontheMenagerieCoast)Half-Orcs on the Menagerie Coast The folk of [[the Clovis Concord]] welcome people of all kinds to their shores, yet [[Orc|orcs]] and [[Orc|half-orcs]] are uncommon in Concordian cities. Most half-orcs on the Menagerie Coast come from the continent of [[Tal’Dorei]] as visitors, merchants, or mercenaries, and rarely settle. [[Orc|Half-orc]] children in the settlements of the coast are often bullied for their unusual teeth. Only the Concordian city of [[Othe]] has a significant half-orc population. Originally established as a spiritual site for the [[Ki’Nau]] people, the city has long attracted orcs and [[Orc|half-orcs]] who believe that the curse of ruin has caused them to lash out at those they love. In [[Othe]], they find peace through spiritualism—and a place to belong. ### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#HalfOrcsinXhorhas)Half-Orcs in Xhorhas The orcs of [[Xhorhas]] are a predominantly nomadic people, living in mixed clans of orcs, humans, and bugbears. They wander the wastes, taming the indigenous beasts and trading with [[the Kryn Dynasty|Kryn]] settlements. The relationship between the orcs and [[the Kryn Dynasty|the Kryn]] is relatively peaceful, though many nomadic orcs are angered when [[the Kryn Dynasty|Kryn]] souls are reborn in orc bodies. These orcs nonetheless readily accept [[the Kryn Dynasty|Kryn]] into their roving clans, seeing it as a point of pride that a city dweller has been drawn to a more exciting life in the chaos of the wastes. Most half-orcs in [[Xhorhas]] have human or drow blood. In the culture of the [[Xhorhas|Xhorhasian]] nomads, the union of [[Orc|orcs]] and goblinkin is strictly taboo, for the clans’ elders fear the uncontrolled madness of a soul afflicted by both [[Gruumsh]]’s curse of ruin and Bane’s curse of strife. ### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#OrcTraits)Orc Traits [[Exandrian]] orcs are not bound to commit acts of evil by nature. An [[orc]] character has the following racial traits. _**Ability Score Increase.**_ Your Strength score increases by 2, and your Constitution score increases by 1. _**Age.**_ Orcs reach adulthood at age 16, and live up to 80 years. _**Size.**_ Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 5 feet + 4 inches + your size modifier in inches Weight in pounds = 175 + (2d6 × your size modifier) _**Speed.**_ Your base walking speed is 30 feet. _**Darkvision.**_ 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 can’t discern color in darkness, only shades of gray. _**Aggressive.**_ As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. _**Powerful Build.**_ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. _**Primal Intuition.**_ You have proficiency in two skills of your choice from the following list: [Animal Handling](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills), [Insight](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills), [Intimidation](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills), [Medicine](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills), [Perception](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills), and [Survival](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills). _**Languages.**_ You can speak, read, and write [[Common]] and [[Orc]].