Orgren

"'Afraid of orgren? Please, they’re harmless! Adorable! Cuddly, even! The mosquitos and leeches and giant spiders of their homeland, slightly less so. Blimey, do you think that might be the point? Bugs to keep the weirdos out? See, I told you - They’re absolutely brilliant, the orgren!''""- Arcus, Adventurer"Orgren are a tribal people with a strong connection to nature, though their origin is something of a mystery. They have existed at least as long as Faedrana's adrassi, and their most skilled mystics claim to have visions of a time when their people were the only mortals on the face of Rheann. However, their current standing is significantly more tenuous; modern orgren survive in the humid marshes of Southeastern Arethal, using ancient magics to protect and nourish their families in even the most inhospitable environs.

Physicality
Orgren are taller and broader than munen; their proportions are more perfectly adapted for survival in the wild than any other race, with the possible exception of the adrassi. They have greenish skin, large incisors which can develop into short tusks, and tough, compact hair in shades of deep bronze or snowy white. Their eyes can be gold, brown, or olive green.

Orgren do not need to eat nearly as much food as other mortals of comparable size. That said, they can become sluggish and irritable if they do not have access to water or are not exposed to daylight for long periods of time.

Personality
Overall, orgren are said to be thoughtful, family-oriented, and brutally honest. To have an orgren sense of humor in Rheann denotes an appreciation for subtle, dry, and sometimes morbid jests. They are not considered to be a superstitious or sentimental lot; they place much higher value on a person's deeds rather than their claims. In fact, orgren names are typically a list of the greatest deeds accomplished by that member of the tribe. (For example, Sculpts-the-Stones-for-the-Safety-of-All, or Stones for short.)

Though the orgren at large have a talent for channeling their echoes to commune and cooperate with nature, many become capable warriors, trackers, tradespeople, and arcanists.

Religion
Orgren venerate nature as a sort of diety, but do not afford it the sentience that adrassi give Faedrana or Sarak. It might be more accurate to say that orgren are generally spiritual people who value nature above all else.

The closest thing orgren have to religious leaders are their mystics, who assist their people in vision quests and meditation in order to induce the ancestral memories which all orgren experience to some degree.

Other Races
The orgren have a long history of distant cooperation with the Spring Court adrassi of Silerinden and munen traders from the Pagan Lands. There are only a handful of surviving werewolves in Eastern Arethal, but those who remain benefit from an ancient alliance with the orgren people. Otherwise, the orgren try to keep to themselves as much as possible.

Orgren Lands
Krulmargh

Roleplaying Orgren

 * Ability Score Increase: Your Strength and Wisdom score each increase by 2.
 * Age: Orgren mature at roughly the same rate as munen, but are considered young until they reach the age of 50. It is rare for an orgren to survive past their third century.
 * Alignment: Orgren are pragmatists first and foremost, seeing value in both an ordered society and personal freedom. Neutrality suits them well, though they lean toward good more often than not, as they are taught to venerate and preserve the beauty of the natural world.
 * Size: Female orgren stand around six feet tall on average, while males can reach seven feet. They weigh between 180 and 280 pounds. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.
 * Darkvision: Orgren eyes are adapted perfectly to twilight hunts and time spent beneath the boughs of ancient forests. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as though it were dim light. You can't discern color in darkness, only shades of gray.
 * Ancestral Visions: Orgren are prone to vivid spiritual dreams of their race's past which grant them temporary insight into their day-to-day lives. Once per long rest, choose a skill. Until your next long rest, you have advantage on all rolls made with this skill.
 * Hunter Training: You have proficiency with the spear, shortbow, longbow, and net.
 * Nature’s Gift: You need to eat only a quarter of the amount of food another mortal would to survive. However, if you are not exposed to direct daylight or drink fresh water at least once a day, you feel sluggish, irritable, or otherwise unwell, eventually suffering the same effects as starvation.
 * Kit Proficiency: You gain proficiency with the herbalism kit.
 * Languages: You can speak, read, and write Common and Orgren. The orgren language is translated to paper as a complex series of symbolic images rather than an alphabet. A creative outsider might be able to guess at the meaning of some words in their written language, but would miss out on a world of underlying context.