Orogs are the ancient crossbred offspring of orcs and ogres that delved underground to establish their empires. Like half-elves, orogs breed true and are a separate race from orcs. Though they are sometimes called greater orcs, orogs are a vastly superior breed, rising far above their lesser kin in terms of their mastery over weaponry and also their mastery of warfare. Where common orcs rely on superior numbers to overcome their enemies, orogs use clever tactics and teamwork, ranking up in orderly lines of heavily armored soldiers with powerful sorcerers that function as arcane artillery.

Physical Qualities: Orogs are hulking warriors with uncommon discipline and fighting expertise. They stand between 6–1/2 and 7 feet tall, with mottled gray or dark brown skin. Their coarse black hair is worn either long and loose, or in dreadlocks and battlebraids, while their eyes are black, dark brown, or deep green. Orogs prefer heavy blades, plate armor, and heavy metal shields of superior quality, often crafted by their own metalworkers.

Society: Orogs are a disciplined and militant people. After many centuries of surviving and adapting to the Underdark, they grew larger, stronger, and shrewder. They often use slave labor to expand their caverns and transform them into well defended cities. Above ground, they construct fortified military encampments hidden deep in rugged mountain ranges with a level of cleanliness any commander could respect. Orogs have a long tradition of training their young in the use of the forge, and use beyond their initial training is greatly encouraged.

Relations: Orogs are greatly feared and reviled by most races. They get along best with those of orcish descent, including half-orcs, but the relationship resembles that of master and slave more than that of allies. They are often tolerated by humans, especially renegade generals and marauding leaders. Dwarves and elves readily seek out and destroy orogs, for they are seen as an abomination worthy of destruction. Gnomes and halflings view them as ignoble creatures and give them a wide birth in their associations with them.

Alignment and Religion: With their dual bloodlines, military discipline, and lust for battle, orogs tend to be lawful evil. Their rigorous training, force of personality, and strict hierarchy make them the perfect leaders of conquering armies. As such, orogs tend to worship orc gods of destruction or war, for they are seen as their creators and ones worthy of their veneration. However, orog warlords and fighters also favor gods of leadership in battle, while sorcerers and warlocks often give their allegiance to gods of magic or knowledge, with gods of darkness or stealth a favorite among rogues and assassins of the race.

Adventurers: Orogs are just as war-like as their surface cousins, but are far more cunning, superiorly skilled in armor and weaponsmithing, and employ advanced battle tactics against their foes. However, unlike their surface cousins, they prefer to revel in the spoils of war, as opposed to the war itself. Orogs feel the concept of leading a horde into battle until one side or the other falls is alien and pointless, unless you can enjoy the results. Those orog who do live on the surface, often find themselves as leaders, due to their increased ability to command, as well as being able to bully and bend their lesser cousins to their will. Thus, orogs favor classes suited for leadership and battle, like the bloodrager, fighter, magus, and warlord.

Male Names: Ergnor, Gradak, Kirval, Lek, Nolgar, Sagus, Vegan, Volok.
Female Names: Falik, Gynath, Nenas, Olink, Silos, Tilga, Vamaka.

Orog Racial Traits (Monstrous 18 RP)
  • Type: Humanoid (orc and ogre). (0 RP)
  • Ability Scores: Orogs are extremely strong and are born leaders, but their blend of orc and ogre blood makes them somewhat lacking in common sense.They gain +6 Strength, +2 Charisma, -2 Wisdom. (8 RP)
  • Medium: Orogs are Medium creatures, and have no bonuses or penalties due to their size. (0 RP)
  • Normal Speed: Orogs have a base speed of 30 feet. (0 RP)
  • Darkvision: Orogs can see in the dark up to 120 feet. (3 RP)
  • Hard Skin: Orogs have a +2 natural armor bonus to Armor Class. (3 RP)
  • Light Blindness: Abrupt exposure to bright light blinds orogs for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Orogs who take the Daylight Adaptation feat no longer suffer from this. (–2 RP)
  • Orc Ferocity: Once per day, when an orog is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. (2 RP)
  • Orog Resistances: Orogs gain fire resistance 5 and cold resistance 5. (2 RP)
  • Weapon Familiarity: Orogs are proficient with greatswords, spears, throwing axes, and treat any weapon with the word “orc” in its name as a martial weapon. (2 RP)
  • Languages: Orogs begin play speaking Common, Orc, and Undercommon. Orogs with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Draconic, Giant, Goblin, and Infernal. (0 RP)