Fargogk Orc
Ability Score Increase +2 Con +1 Wis
Size Medium
Speed 30 ft
Overview.
"Long, long ago on the Isle of Aaroth, our ancestors practiced their brutal and rage ridden ways. This Island was savage, and under constant torch and war. When the dragons came to our lands, they enslaved us, and turned us into tools... That rage made us weak. ununited. But we are stronger now. The Fargogk clans will endure. Not by might, or conquest... But by community, and family."
After the fall of the Isle of Aaroth, and its subsequent renaming to the Wyrm Isles. The Orcs that survived and escaped spread throughout the world like wild fire. Some not learning from their destruction, others seeking out new ways of life. Over hundreds of years, Fargogk Orcs made there way south and found difficult, but unclaimed lands. They, over this period of time, adapted and developed old and new culture, involving the rejection of the mark of Aaroth (Mark of Grumsh, but my version), and the strength of the family unit. The are isolationist traders, that make deals with outsiders, but otherwise tend to keep to their clans. Their ways are mysterious to outsiders, and are seen as strange, yet skilled and respected. Orcs in the south thusly tend to not carry the same aggressive stereotype as most other Orcs. Instead they have a stereotype of being mysterious and secluded.
Age. Like other Orcs, Fargogk Orcs reach adult hood at age 16, and can live up to 80 years. However, Fargogk clans live in cold and dangerous places, so generally they don't live that long, the ones that do however are greatly respected.
Alignment. Born from the Primal aspect of rage, all orcs, and orcish kin suffer from the curse of their blood. Fargogk generally choose, and are taught to reject these urges in the name of not destroying themselves, or their communities. Thusly, they tend toward the neutral and lawful alignments.
Dark Vision. 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 can't discern color in darkness, only shades of gray.
Way of the Frost Callers. You know the Thaumaturgy cantrip. When you reach 3rd Level, you can cast the Warding Wind spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Lightning Bolt spell once with this trait and regain the ability to do so when you finish a Long Rest. Constitution is your Spellcasting Ability for these Spells.
Hearty Form. You have advantage on constitution checks and saving throws.
Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
Languages. Fargogk Orcish, Common, Elvish