Background:
One of the most numerous races on Telandron, and a constant thorn in the side of the Kaylonic Clergy, Orcs are mainly tribal creatures. They live all over the place, in rural areas or out in the wilderness. Except in Kul, where such races are tolerated, Orcs tend to stay away from urbanized areas such as major cities.
There are many different breeds of Orc, named after their typical habitat. For instance, there are Plains-Orcs, normally just referred to as Orcs, as they are the most numerous, Mountain Orcs, the largest, most powerful and hardiest of all Orcs, Desert Orcs, one of many desert-dwelling creatures, and Forest Orcs. Every race of Orc lives in tribes.
There is no Orc King, or anything similar. Each tribe of Orcs has a Chieftain, who makes all the tribal decisions. Unless formally challenged by another rival Orc, the Chieftain has ultimate power of the tribe. Whatever he says goes as law, whether it is regarding distribution of crops illegally obtained or planning the next raid into Al Larana.
The average Orc is strong, powerful, resilient. He can endure far more than the average human in the way of hardship. On the flip side, they are fearsomely unintelligent, impatient, brutal, cruel and simply dull. Therefore the life of an Orc is a simple one. Few Orcs will be generals, their Charisma is too low. Few will be Magi, their intelligence is too low. Therefore the simple life of the Orc is to fight.
Tribal skirmishes, raids on settlements, titanic conflicts, worldwide wars, or simply scuffling for the best portion of meat, Orcs love to fight. They live for it. An Orc is hard to control in peacetime, for they become rowdy. Fortunately, in Orc tribes there are no rules against fighting. All Orcs must find their social position inside the tribe, and to do that they must fight until all others accept them in that position.
Orc Shamans are fairly common, in that practically all tribes have one. While they are far more resilient than their Goblin counterparts, Orc Shamans tend to be Clerics rather than Magi. They commune directly with their gods (Talon and Fang) through rituals, and therefore have been likened to human Clerics, who appeal to their gods rather than learning magic through a book.
Orcs can wield any weapons, though they have some problems with more complicated weapons such as crossbows. They generally stick in hunting packs on raids, typically about ten to twelve. The typical Orc raid would consist of fifteen or so well-armed Orcs, with swords or clubs, round wooden shields with the symbol of their tribe crudely painted on it, and leather armour. Any kind of metal is far too valuable for the average Orc to be carrying around as armour, and is normally reserved for Chieftains and his bodyguard only.
Role-playing:
Orcs are dull, strong, brutal and cruel. They can perform few jobs except fighting, and thus all Orc encampments are crude visions of nailed wood. They will generally fight to the death, and will enjoy torturing any captured victims.
Advantages - bonuses to strength, constitution. Can use almost any weapons.
Disadvantages - penalties to intelligence, wisdom and charisma.
Specialized Racial Class - Fighter.