Homebrew Scro Race Details

They were star-children, conquerors and conquered slaves, yet they owned those truths, turning them into the passion that drove them.  From the ashes, they rose and built a new society. While there were new truths, the old truths still haunted them.

I'd never imagined I would face so formidable an enemy.  I never expected that Orcs, Goblins, Hobgoblins and Bugbears could be our equal: and yet when they came to take my kingdom, the writing was on the wall.

In the reckonings of most worlds, Scro are almost unknown: they were late to make their presence known and are short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe it's because they despise and feel they have something to prove to the elder races.  Whatever drives them, Scro are city builders, tyrants, and the conquerors of the worlds.

Broad Assimilation

With their penchant for conquest and societal control, Scro are more physically diverse than other common races. An individual can stand from 5 and a half feet to over 7 feet tall and weigh from 200 to 350 pounds. Scro skin shades range from nearly black to very pale, or green to grey, and hair colors from black to red (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of Scro have a dash of non-Scro blood, revealing hints of kender, Human, gnome, or other lineages. Scro reach adulthood in their mid teens and rarely live even a single century.

Ready for Action

Scro are the most adaptable and ambitious people in times of crisis, but often lean towards decadence and despotism when their society lacks a focused common struggle. They have narrow tastes, morals, and customs in the many different lands which they have conquered. What they attack, they keep: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual Scro might have a relatively short life span, but the Scro nation persists. They often live in the past, remembering old glory or slights, but when at war, they are fully in the present—making them well suited to the adventuring life. Individually and as a group, Scro are adaptable opportunists, and they stay alert to changing political and social dynamics.

Institutional Might

The other races might build cities, temples, castles and other structures, but none match the Scro in their propensity for opulence and bureaucracy. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, Scro institutionalism burns their traditions into the bedrock of history. Scro dream of glory, and if they're not at war proving it, at least they can experience the memory of it.

The Scro are mostly xenophobic, but in general their societies assimilate others, and this includes other ideas. Scro lands absorb large numbers of other races.

Exemplars of Might

Scro who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. But unlike other people, Scro champion their nation rather than causes or ideas that don't relate to predominance.

City and Country

Scro most often live among their own kind or orcs. Of the other races, humans are most likely to accept Scro, and they almost always live in human lands when not living among orc tribes or Scro clans. Whether showing themselves to be singular leaders among rough barbarian tribes or proving themselves as competent soldiers and administrators in larger cities, Scro get by on their physical might, their intellect, and sheer determination.

Scro Mules and Ethnicities

Having such variety of peoples in their lands has allowed the Scro people to accept the idea of mixed children, as long as everyone knows their place. Usually this means pure-blood Scro are at the top, but often others can find themselves there too.  This is because the Nation trumps all other considerations and if an individual benefits the Nation, they are accepted even if grudgingly.

Scro Mules are generally mixed-race individuals.  Some so named may not even have Scro lineage, but society treats them the same.  The name originated deep in the history of the Scro Nation when the idea of incorporating the strengths of others became institutionalized.  The state will often arrange marriages between people of different races, sometimes for generations, to produce Mules.  These individuals are sometimes infertile, but it's not actually that common.  What is common among them is that they often have abilities that allow them to specialize in areas required to advance the causes of Scro Imperialism.  Because of this, they are sought after by the state and envied by the people.

On their homeworld of Dukagsh there are a wide variety of ethnicity and culture among the Scro and also of the people they have conquered.  Even on Koteta, a world they have only recently found themselves on, the Scro Imperium is immensely diverse.  This is the germ of idea that can be used as inspiration no matter which world your Scro is in.

Scro Names

Scro usually have names appropriate to the culture in which they were raised. So a Scro who wants to fit in among humans might trade an Scro name for a Human name.

Male Scro Names: Aelgar, Degris, Feng, Gell, Henk, Holjir, Imsh, Krixor, Krusk, Virgon, Xolis, Zavos, 

Female Scro Names: Aeggi, Baronth, Engong, Kenkril, Melvla, Myev, Neega, Ovax, Shauza, Sithla, Toxa, Volen, Yldarax

To the Abyss with Gruumsh

The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence.  Even the Scro. But the influence is simple: the Scro hate Gruumsh and Grummsh hates the Scro. No Scro hear the whispers of Gruumsh in their dreams. But both parties understand one thing: the Scro have been successful in a way that Orcs could only dream of.

The god of the orcs does see that they are sometimes better served in their tempestuous alliance with the Scro.  So Grummsh ignores the Scro, and they him. 

Scro Traits

It’s hard to make generalizations about Scro, but your Scro character has these traits.

Darkvision

Accustomed to dense forests and and dank caves, you have superior vision in dark and dim conditions. 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.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Saving Face

Scro are careful not to show weakness in front of their allies and enemies, for fear of losing status.  If you miss an attack roll or fail an ability check or a saving throw, you can gain a bonus to your next attack equal to the number of allies you can see within 30 feet of you (maximum +3) and you can impose disadvantage on the next attack roll made against you.

Ability Score Increase

 Your Strength, Constitution and Intelligence ability scores each increase by 1.

Age

Scro reach adulthood in their mid-teens and live less than three quarters of a century.

Alignment

Scro society is based on a rigid, unforgiving code of conduct and tend toward lawful alignments, most often Evil and Neutral.

Size

Scro are tall and built heavy, from 5 and a half feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Scro typically learn the languages of other peoples they enslave, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Minotaur curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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