Wishes in Winter
Half-Orcs who favour the orc side of their heritage find Irrisen an accommodating place to reside, as their treatment is basically the same as the other monstrous citizens of the country. Half-Orcs in Irrisen tend to be solitary, as they are not numerous to begin with, and not many of those few are willing to travel through, and reside in, eternal winter for vague promises of almost-equality.
PC Half-Orcs will be augmented with abilities inspired by Orcs. Surprise, surprise.
+8 Strength, +6 Dexterity, +8 Constitution, +2 Wisdom, -2 Charisma
Ferocity: Half-Orcs are staggered at 0 HP or lower, and lost 1 HP as normal, but remain conscious and can continue to fight.
Weapon Familiarity: Half-Orcs are proficient with great-axes and falchions, and treat any weapons with the word “orc” in it as a marital weapon.
Natural Armor: Half-Orcs have a +5 natural armor bonus.
Darkvision: Half-Orcs can see 60 ft. in the dark.
Low Light Vision: Half-Orcs can see twice as far as humans in conditions of dim light.
Cave Dweller: Half-Orcs gain a +1 on Knowledge (dungeoneering) and Survival checks.
Bully: Half-Orcs gain a +2 racial bonus to Perception and Intimidate.
Traveller’s Luck: Half-Orcs gain a +2 racial bonus to all saving throws.
Battle-Hardened: Half-Orcs gain a +1 bonus to CMD.
Fast Reflexes: Half-Orcs gain Improved Initiative as a bonus feat.
Resistance: Half-Orcs gain fire resistance 5 and cold resistance 5.
Natural Weapons: Half-Orcs gain two claw attacks, which are primary natural attacks.
Directional Cunning: Half-Orcs that make it to Irrisen, while not necessarily smart, possess an innate cunning and logical ability. Half-Orcs are immune to the maze spell and do not get lost, barring magical transportation. This does not grant them automatic knowledge of the local geography, but they can always find their way back from the point they started at.