×
Create a new article
Write your page title here:
We currently have 1,741 articles on The Quelmar Wiki. Type your article name above or click on one of the titles below and start writing!



The Quelmar Wiki

Prehistoric Article

This article contains information said to be from Prehistoric Times. The validity of prehistoric content is dubious at best due to poor recordkeeping in the era, and should be considered unreliable, or at best: Legend.

Frost Orcs (also known as Night Orcs, or the Children of Vaas) were a rarely known orcish race that lived beyond the Tersigs in the arctic wildlands of Breme. Travelling in nomadic tribes their lives were defined by the harsh environment, with their survival relying not just on strength and perseverance, but also the unity of their community.

Culturally they resembled closer the orcs of the Prehistory Era than the more common orcs of the realm, even following Vaas: a goddess of the Lost Pantheon. Their dialect of Orcish would at times often sound archaic, and they mostly lived in tune with the land; foraging and hunting only what was necessary, and using all that they took.

Though they could be a deeply spiritual people rooted in tradition, magic was seldom found amongst them. Their silent god offered no boons or interventions, and studies of the arcane arts were not feasible. Instead, knowledge of the land and cunning were required to supplement their strength.

Appearance[edit | edit source]

Frost Orcs were easily distinguished from common orcs by their bluer colourations, generally ranging from blues and teals to greys. On average they also tended to be a little shorter and leaner in build.

Many who grew up within the tribes adorned themselves with traditional geometric tattoos, often representing important milestones and life events. Most importantly were their Stars - tattooed dots that predominantly covered their shoulders, each a connection to an ancestor.

Relations Within Breme[edit | edit source]

At best, the few Bremish settlements and travellers to encounter them regarded them with weariness and apprehension, though this often stemmed from the reputation of the more common orcs across the realm. At worst they were unjustly treated as aggressive brutes and attacked on sight. Due to this the Frost Orcs tended to remain in the uninhabited regions of the wildlands, keeping to themselves unless necessary.

Their relations with the Giants of the Tersig Mountains were volatile over the generations. Most often the tribes steered clear of the territorial beings, only crossing paths with them as they descended for their hunts. There have been stories told though of the two peoples banding together in ages past against some greater threat, even at times with the giants sharing the knowledge of Runecraft. Likewise, times of heightened aggression have occurred, putting them both into direct conflict with one another.

Relationship with Vaas[edit | edit source]

In ancient times Vaas was one of several gods revered by orcfolks; the watcher of the night and keeper of dreams. Though her voice has long been silent and forgotten by the realm, she lived on through the Frost Orcs.

Within the northern fables, as the god Gruumsh was felled in battle by the elf god Corellon, he attempted to take Vaas as a trophy. Enraged by her defiance, he cursed her to the darkest corner of the realm without her voice or her sight. It was believed her banishment brought her to Breme, and whilst she could no longer speak, she still made her presence known through the aurorae that illuminated the dark nights.

The ancestral reverence exhibited by the Frost Orcs presumably stems from Vaas' role as an Orcish psychopomp in the ancient faith. To the Frost Orcs the stars above are their ancestors watching over them, serving as a source of comfort and security.

5e Player Race[edit | edit source]

The harsh, unforgiving north has molded your people into hardy survivors. Secluded from the troubles of the realm, the Frost Orcs travel the Bremish Wildlands in close-knit nomadic tribes, relying on their strength and wit to make it through the inhospitable environment.


  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Languages. You can speak, read and write Common and Orcish. If playing in any era beyond Prehistory, your Orcish sounds archaic or poetic compared to other speakers.


  • Darkvision. Vaas' blessing helps you get through the night. 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 discern colors in that darkness only as shades of gray.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
  • Gaze of the Ancestors. You find strength in the presence of your ancestors. When standing beneath a star-filled sky, you may add a d4 to any attack roll, ability check, or saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
  • Wildland Wanderer. You gain proficiency in the Survival skill, and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Cookies help us deliver our services. By using our services, you agree to our use of cookies. (Hi Margarita's Table. 🇩🇪)

Recent changes

  • John L • 28 minutes ago
  • John L • 29 minutes ago
  • Spiderjjr45 • 1 hour ago
  • Mslilith • 02:15
  • Cookies help us deliver our services. By using our services, you agree to our use of cookies. (Hi Margarita's Table. 🇩🇪)