Orog (5E Race)

Orogs came to Aetaltis with the Atlan Alliance to serve as the fist of the Alliance military machine. These enormous brutes are strong enough to go head to head with a troll and tough enough to survive all but the most devastating injuries.

A pair of orogs decide if things are going to get violent. (They are.) (Concept Art by Mitchell Malloy)


  • male orog, orogs (pl.)
  • female oraga, oragas (pl.)
  • species orog, orogs (pl.)
  • adjective orog
  • native orog, orogs (pl.)


  • Height 9’ (274 cm)
  • Weight 300 lbs (136 kg)
  • Hair Color Brown to black
  • Eye Color Brown to black
  • Skin Color Light tan to dark brown
  • Physical Maturity 10 years
  • Lifespan 40 years


  • Patron Gods None
  • Secondary Gods None
  • Favored Primary Cultures Agthorian, calliosan, valenar, primitive, freemen, selenthean
  • Favored Secondary Cultures Outlander
  • Restricted Primary Cultures Dalelander, deeplander, fey, newardine, warrener
  • Favored Classes Fighter
  • Restricted Classes Mountebank, wizard
  • Favored Disciplines Mercenary, soldier
  • Restricted Disciplines Liberator


Very little is known of the orogs’ history before their arrival on Aetaltis. The orogs keep no written records, and all the Alliance texts that could have revealed more were destroyed during the Cataclysm. What is known is that the orogs were brought to Aetaltis during the early years of the Alliance's colonization efforts, sent in response to the rising threat of the Dark Hordes. As the Alliance colonies grew, so did the number of orogs on Aetaltis.

What the Alliance discovered too late was that inside every orog is a seed of Darkness. It only takes a little influence to encourage this seed to grow, and Endroren took full advantage of this fact to corrupt the orogs' spirits. Within a decade, nearly every orog on Aetaltis had turned to Endroren. The valiant few that resisted the corruption are the ancestors of the orogs living among the people of the Amethyst Sea basin today. Even so, all orogs must remain vigilant against the lure of Darkness, and they spend most of their lives trying to prove that they can be trusted.


Orogs are relatively certain that any problem can be solved with a generous application of force. If force doesn't solve the problem they try applying more force. If that still doesn't solve the problem, they assume that they were not meant to solve it and unemotionally move on to the next thing. Most orogs are ill-tempered, in part due to their regular mistreatment by the rest of the populace. Unfortunately, they are all too accustomed to being treated as monsters, and even those that haven't fallen to Endroren may choose to live up to their monstrous reputation. Even if they try to behave in a civilized fashion, their brutish nature often comes through and undermines their attempts. Orogs value equipment of war over any other belongings. They are slow to befriend others, but those who show them respect and treat them as equals may earn the orog’s lifelong loyalty.


Orogs look like huge, hideously misshapen humans. They have wide, down-turned mouths, small sunken eyes, and heavy brows. If they have hair (not all do), it grows in patches all over their bodies and has the texture of hemp string. Compared to a human, their hands and feet are over-sized and their arms are disproportionately long. They stand over nine feet (3 m) tall and weigh in excess of 300 pounds (136 kg). Their hair and eyes tend to be dark colored, and their skin is generally light tan to dark brown. Although features can vary greatly from orog to orog, common ones are oversized hands and feet, elongated arms, and malformed faces. What little clothing they wear typically has some sort of combat purpose. Orogs often accessorize their clothing with spikes, chunks of twisted steel, or sharpened bone. Orogs reach majority at the age of 10, and those that aren't killed in combat die before the age of 40.


No one likes orogs much, and they don’t much like anyone else. They maintain a traditional, detached “employee—employer” relationship with humans and newardins, a hold-over from their early days on Aetaltis as mercenary soldiers, but they establish few social relationships with individuals outside of their own kind. They particularly dislike fey and halflings and go out of their way to avoid contact with them.


The orogs were brought to Aetaltis by the Atlan Alliance to fight the Dark Hordes. Like the other members of the Alliance, the orogs were originally the native inhabitants of one of the worlds the Alliance discovered during their explorations. Beyond this, little is known about the orogs’ homeland or history.

Although most orogs turned to Darkness during the early years of the Alliance colonization, some resisted Endroren’s call. The descendants of these orogs still live among humans today, serving almost exclusively as mercenaries in human armies. Orogs are so feared by the general populace that some orogs give up on the civilized world altogether. These orogs live in small tribes in the deep wilds, far from the prejudices of civilization.


Orogs show respect toward the gods when it suits them. They have no interest in ancestor worship or Atlan Centering. A few rare orogs worship a god called Othorr, a brutal war deity who they claim their people worshipped before their arrival on Aetaltis. Many scholars believe Othorr is simply an orog interpretation of Droth. The orogs who worship Othorr have offered little help in determining the truth of the matter


Orogs have a single name given to them by their mother at birth. They do not track paternal parentage and do not have family names. If an orog does not like their given name they pick one they like better. Orogs make no distinction between masculine and feminine names.

  • Male/Female Names Brog, Muvfor, Vorg, Yotag, Grom, Krosh, Sagor, Grell, Rash and Trome


Orogs who grow tired of strict military life often decide to become adventurers. Fighter and barbarian are the classes most suited to their violent demeanor. Most are still motivated by the promise of gold, others see adventuring as a way to participate in acceptable acts of random violence, but a few are thrill seekers who adventure for the sheer excitement of adventuring.

Orog Racial Traits

  • Ability Score Increase your Strength score by 3 and your Constitution score by 1
  • Speed Your base walking speed is 30 feet
  • Size Large
  • Brave but Pliable You have advantage on saving throws against being frightened but disadvantage on all other mind-affecting saving throws
  • Large Size 10’x10’ creature with 5’ range. Weapons and armor cost 2 times normal prices due to size. Magic equipment does not automatically size to fit unless made for large creatures
  • Additional Sustenance Orogs require 2 lbs. of food and 2 gallons of water per day to avoid the effects of starvation and exhaustion
  • Natural Armor You gain a +1 natural armor bonus to AC due to your thick flesh
  • Stability You have advantage against shoves and trips, and on checks to remain standing on unstable surfaces
  • Languages You can speak Atlan (Common)



  • Orog concept art by Mitchell Malloy

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All game rules published under Open Game License v 1.0a.

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