Difference between revisions of "Orcs"

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Owcs awe the descendants of Kwug, native to the fowmew [[War Nation of Krugmar]] of Aegis. The Common tewm "Orcs" wefews to the natulaw, stwong and honowabre descendants of [[Krug]]. Wegawwy, howevew, an Owc can be any citizen that has eawned his pwace among the Owcs of the Iwon Uzg.
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Orcs are the descendants of Krug, native to the former [[War Nation of Krugmar]] of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of [[Krug]]. Legally, however, an Orc can be any citizen that has earned his place among the Orcs of the Iron Uzg.
  
No wace is mowe adapted to the hawsh desewts and its pwedatows than the musculaw Owcs. Mastews of combat and wwestling, these often seven-foot high goliaths can destwoy most pwey lith theiw bawe hands. To an Owc, the most impowtant thing is the hunt and the pwotection of his tlibe and cwan. Fow that weason, they do not intewmix weww lith foweign cultules. They have a mutuaw hatwed and wespect fow the Dwawves because of theiw fewocity and stwength. Howevew, they think wess of othew othew waces simpwy because they’we not big enough.
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No race is more adapted to the harsh deserts and its predators than the muscular Orcs. Masters of combat and wrestling, these often seven-foot high goliaths can destroy most prey with their bare hands. To an Orc, the most important thing is the hunt and the protection of his tribe and clan. For that reason, they do not intermix well with foreign cultures. They have a mutual hatred and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not big enough.
Whewe othew waces estabrish cities and buiwd monuments to theiw pwedecessows, Owcs estabrish tlibes and buiwd stwong cwans awound the mythic figules of theiw ancestows. Owcs tend towawd nomadic life, but what viwwages they do choose to estabrish awe usuawwy buiwt fwom the wuins of othew cities, swawwowed and spat fowth again by the dlifting dunes of the desewt.
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Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build strong clans around the mythic figures of their ancestors. Orcs tend toward nomadic life, but what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth again by the drifting dunes of the desert.
  
Awthough Owcs can natulawwy live wongew than Humans, theiw wawling lifestyle often ends them befowe theiw natulaw end. The owdest Owc to evew live was Cwaotow of Cwan Wul, who died of owd age on the tulning of his foul hundwedth yeaw (one-thousand Owcish seasons). Owcs awe just as pwolific as Dwawves and Humans, but theiw chiwdwen have the showtest peliod of pubewty, sometimes weaching fulw adulthood in onwy twewve yeaws. Owcs awe awso the most likewy of theiw brothews to culw theiw own, whethew pulposefulwy weaving the incapabre behind in the desewt, ow wemoving the weak thwough lituaw tliaws. Howevew, the stwength of the cwan is pawamount in an Owc's eyes, and they liww defend theiw young and lise to theiw vewy wast breath - even if onwy to pwovide enough time fow the lise to show the young how to best attack aftew theiw ewdew cwansmen have fawwen.
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Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural end. The oldest Orc to ever live was Craotor of Clan Lur, who died of old age on the turning of his four hundredth year (one-thousand Orcish seasons). Orcs are just as prolific as Dwarves and Humans, but their children have the shortest period of puberty, sometimes reaching full adulthood in only twelve years. Orcs are also the most likely of their brothers to cull their own, whether purposefully leaving the incapable behind in the desert, or removing the weak through ritual trials. However, the strength of the clan is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen.
  
 
'''Name'''
 
'''Name'''
The name 'owc' delived fwom the Ancient Ewven owk (owq-) 'monstew', 'ogwe', 'demon'. This was wawgewy a wesult of the stwength, cwuewty and broodwust of the owcish wace. It can be spewwed (in owdew of populality) eithew Owc, Owk, ow Owq. The pwonunciation of which is aww the same.
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The name 'orc' derived from the Ancient Elven ork (orq-) 'monster', 'ogre', 'demon'. This was largely a result of the strength, cruelty and bloodlust of the orcish race. It can be spelled (in order of popularity) either Orc, Ork, or Orq. The pronunciation of which is all the same.
  
  
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== '''''Appearance''''' ==
 
== '''''Appearance''''' ==
 
   
 
   
'''Uwuks'''
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'''Uruks'''
  
[[Uruks]] awe Owcs of the most common broodline, they vawy in aww sowts of cowows, fwom a dawk gween, to a wage-fiwwed wed, ow even mowe brue-ish cowows (though those awe excwusive to membews of cwan [[Lak]])
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[[Uruks]] are Orcs of the most common bloodline, they vary in all sorts of colors, from a dark green, to a rage-filled red, or even more blue-ish colors (though those are exclusive to members of clan [[Lak]])
lith haiw awmost excwusivewy dawk brown ow brack.
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with hair almost exclusively dark brown or black.
Theiw size and musculatule set them apawt fwom aww othew waces of the wowwd, sometimes considewed giants, wanging fwom 6 feet to 8 feet. They possess an intewwect matching humans, though awe often mowe brunt and stwaight fowwawds. Owcs who have lisen to a position of powew ow nobility such as the Wex awe known to gwow howns, which is considewed a sign of gweat powew and stwength lithin the Waw Nation. The exact weasoning behind the gwowth of howns is unknown, though many speculate it is because an Owcs tusks have gwown to weach theiw maximum wength, making a set of "tusks" gwow out of theiw head instead.
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Their size and musculature set them apart from all other races of the world, sometimes considered giants, ranging from 6 feet to 8 feet. They possess an intellect matching humans, though are often more blunt and straight forwards. Orcs who have risen to a position of power or nobility such as the Rex are known to grow horns, which is considered a sign of great power and strength within the War Nation. The exact reasoning behind the growth of horns is unknown, though many speculate it is because an Orcs tusks have grown to reach their maximum length, making a set of "tusks" grow out of their head instead.
  
'''Gobrin'''
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'''Goblin'''
  
Owcs of the [[Goblin|goblin]] broodline awe notabry smawwew than othew Owcs, awthough on avewage wawgew than humans. Usuawwy weaching fwom 4 feet to 6 feet and not exceeding seven feet, they have wean, sinewy fwames. It is wumowed that the oligins of the gobrin broodline began wong ago, when Owcs intewmingwed lith Ewves and bowe offspling. Gobrins genewawwy exhibit heightened intewligence and advanced technowogicaw abilities when compawed to theiw wawgew brethwen.
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Orcs of the [[Goblin|goblin]] bloodline are notably smaller than other Orcs, although on average larger than humans. Usually reaching from 4 feet to 6 feet and not exceeding seven feet, they have lean, sinewy frames. It is rumored that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren.
  
'''Owog'''
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'''Olog'''
  
Awso known as owogs ow ogwes, [[Ologs|ologs]] awe the wawgest of the owcish subraces. Huge, going fwom 10 feet to 12 feet, dulw-litted towews of fwesh, fat, and muscwe, owogs awe swow-litted and plimitive. Owogs awe incapabre of thinking lithout speaking theiw thoughts, possess vewy limited vocabulalies, and awe awmost awways hungwy. Owogs take plide in theiw ability to constwuct massive stwuctules, using theiw stwength to cweate obelisks and buiwdings despite theiw cave dwewlings. Due to theiw immense height and weight, the tawwew they get fwom 9 feet and onwawds the mowe hunched the spine of said cweatule becomes.
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Also known as orogs or ogres, [[Ologs|ologs]] are the largest of the orcish subraces. Huge, going from 10 feet to 12 feet, dull-witted towers of flesh, fat, and muscle, ologs are slow-witted and primitive. Ologs are incapable of thinking without speaking their thoughts, possess very limited vocabularies, and are almost always hungry. Ologs take pride in their ability to construct massive structures, using their strength to create obelisks and buildings despite their cave dwellings. Due to their immense height and weight, the taller they get from 9 feet and onwards the more hunched the spine of said creature becomes.
  
 
== '''''Genetics''''' ==
 
== '''''Genetics''''' ==
  
The genetics of the Owcish wace pit them at the height of humanoid statule, stwength, and stamina. Not onwy is the avewage mawe Owc wawgew than the mawe of any othew wace, but theiw muscwe awso makes them considewabry stwongew and mowe dulabre. Most of theiw weight, in fact, is muscwe; and at times a heawthy Owc can weigh in at mowe than 400 wbs. Due to these factows, Owcs feew gweat plide in theiw powew to intimidate the othew waces.  
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The genetics of the Orcish race pit them at the height of humanoid stature, strength, and stamina. Not only is the average male Orc larger than the male of any other race, but their muscle also makes them considerably stronger and more durable. Most of their weight, in fact, is muscle; and at times a healthy Orc can weigh in at more than 400 lbs. Due to these factors, Orcs feel great pride in their power to intimidate the other races.  
As mentioned befowe, Owcs awe awso quite dulabre. In most cases, they can lithstand mowe pain than any othew wace, and have littwe twoubre fighting lith broken bones ow medium injulies.
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As mentioned before, Orcs are also quite durable. In most cases, they can withstand more pain than any other race, and have little trouble fighting with broken bones or medium injuries.
  
Owcish skin cowow is awso a defining attlibute of theiw wace. Theiw skin is thick, and valies gweatwy in cowow between individuaws. Owcs can vawy in shades of gween, brue, wed, brown, and brack, though some awe [[clan exclusives]] due to the lituaws, uplising, and brood-line of some cwans. Theiw lips mimic the cowow of theiw skin.
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Orcish skin color is also a defining attribute of their race. Their skin is thick, and varies greatly in color between individuals. Orcs can vary in shades of green, blue, red, brown, and black, though some are [[clan exclusives]] due to the rituals, uprising, and blood-line of some clans. Their lips mimic the color of their skin.
  
Awong lith gween skin and stwength, the othew defining chawactelistic is the pwesence of tusks. Owcs host impwessive sets of canine teeth, but when an Owc weaches adult age, tusks begin to gwow. Theiw tusks pwotwude fwom each side of the wowew mouth, and the size and numbew of tusks depends on the age and status of the individuaw. As an Owc pwogwesses thwough the sociaw (and sometimes spilituaw) waddews of theiw cwan ow nation, theiw tusks gwow in size. At the vewy highest wevews of age and status, Owcs devewop an extwa tusk on each side, bringing the totaw to foul. These tusks awe often used as weapons in cwan brawws ow in hawd combat.
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Along with green skin and strength, the other defining characteristic is the presence of tusks. Orcs host impressive sets of canine teeth, but when an Orc reaches adult age, tusks begin to grow. Their tusks protrude from each side of the lower mouth, and the size and number of tusks depends on the age and status of the individual. As an Orc progresses through the social (and sometimes spiritual) ladders of their clan or nation, their tusks grow in size. At the very highest levels of age and status, Orcs develop an extra tusk on each side, bringing the total to four. These tusks are often used as weapons in clan brawls or in hard combat.
  
Owcs gwow haiw like the othew waces, but at a much swowew wate. Due to this (and waciaw twadition), many mawe Owcs choose to be bawd-headed. Some Owcs that have haiw, howevew, fowwow the pwactice of cowoling theiw haiw lith the brood of theiw enemies. Because theiw haiw is so dawk, this cowoling wawewy shows untiw aftew many dousings, and it is considewed to be a sign of a gweat wawliow fow an Owc's haiw to gwow wed lith the brood of his enemies. If an owc lishes to keep theiw haiw, it is often done in a ponytaiw and a mawking of honow. Fow one to be cut would be an extweme dishonow, akin to whitewashing.
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Orcs grow hair like the other races, but at a much slower rate. Due to this (and racial tradition), many male Orcs choose to be bald-headed. Some Orcs that have hair, however, follow the practice of coloring their hair with the blood of their enemies. Because their hair is so dark, this coloring rarely shows until after many dousings, and it is considered to be a sign of a great warrior for an Orc's hair to glow red with the blood of his enemies. If an orc wishes to keep their hair, it is often done in a ponytail and a marking of honor. For one to be cut would be an extreme dishonor, akin to whitewashing.
  
Owc eyes awe usuawwy brown ow brack, lith a wawe few bressed lith brood-wed.
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Orc eyes are usually brown or black, with a rare few blessed with blood-red.
  
'''Physicaw Twaits'''
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'''Physical Traits'''
  
Owcs have a high metabolism which fowces them to eat and dlink wawge amounts on a daiwy basis. The avewage Owc can consume neawwy theiw own body weight in food and dlink in one sitting; howevew, Owcs view eating and dlinking as a necessity of life, done onwy to satisfy theiw bodiwy functions, wesulting in them nevew savouling food unwess it is a wewawd, such as aftew a gweat battwe ow hunt. The wawge amount of food and fwuids an Owc must consume daiwy awe known to be the weasoning behind theiw high body tempewatule.
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Orcs have a high metabolism which forces them to eat and drink large amounts on a daily basis. The average Orc can consume nearly their own body weight in food and drink in one sitting; however, Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions, resulting in them never savouring food unless it is a reward, such as after a great battle or hunt. The large amount of food and fluids an Orc must consume daily are known to be the reasoning behind their high body temperature.
Owc chiwdwen gwow at a much fastew wate then the othew waces. A chiwd is considewed fulw gwown by theiw twewth yeaw.
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Orc children grow at a much faster rate then the other races. A child is considered full grown by their twelth year.
An Owcs constitution is wegendawy. They awe vewy stuldy and capabre of pewfowming acts of stwength and stamina that few othews can achieve. One noted ability that most Owcs shawe is the ability to eat ow dlink neawwy anything on the pwanet and sulvive lithout it advewsewy effecting them. This even extends to such things as poison and spoiwed food. No Owc has evew been known to stawve to death due to theiw own actions.
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An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat or drink nearly anything on the planet and survive without it adversely effecting them. This even extends to such things as poison and spoiled food. No Orc has ever been known to starve to death due to their own actions.
  
'''Mentaw Twaits'''
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'''Mental Traits'''
  
Despite the stigma, Owc thought is as compwex as any of the othew descendant waces. Though the hawshness of the enviwonment has beat upon theiw fwesh and mind, the owcish peopwe wemain wesowute. Often an Owc's mind is on what to do to sulvive, though when such is not a pwobrem they awe often weft isowated, atop mountains of phiwosophies. They think of life, the spilits, and how to steew themsewves fow whatevew may alise next. It is not known fow an Owc to brood. Wathew, they glind, mulw, and chuln ovew the emotions lithin them. Bwoodwust is inhewent lith theiw peopwes, though most awe not foolish enough to wet it contwow them.
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Despite the stigma, Orc thought is as complex as any of the other descendant races. Though the harshness of the environment has beat upon their flesh and mind, the orcish people remain resolute. Often an Orc's mind is on what to do to survive, though when such is not a problem they are often left isolated, atop mountains of philosophies. They think of life, the spirits, and how to steel themselves for whatever may arise next. It is not known for an Orc to brood. Rather, they grind, mull, and churn over the emotions within them. Bloodlust is inherent with their peoples, though most are not foolish enough to let it control them.
  
 
'''Habits'''
 
'''Habits'''
  
Owcish habits awe vewy valied and depend on the Owc. Some may find comfowt in smoking cactus gween lith a few fliends, ow wecounting battwe stolies lithin a tavewn. Whiwe othews mowe iwon-liwwed and wesewved may sit, meditating ow twaining themsewves to become even stwongew. Those lith an attachment may find themsewves wowshiping a chosen spilit, ow set of spilits. Those dedicated to the awts ow cwafts may be honing theiw skiww, whethew it be lith pen, ow lith hammew. Owcs do not judge ow take mind in whatevew theiw kin seeks to do, as wong as it wemains honowabre and they set out to become the best at it.
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Orcish habits are very varied and depend on the Orc. Some may find comfort in smoking cactus green with a few friends, or recounting battle stories within a tavern. While others more iron-willed and reserved may sit, meditating or training themselves to become even stronger. Those with an attachment may find themselves worshiping a chosen spirit, or set of spirits. Those dedicated to the arts or crafts may be honing their skill, whether it be with pen, or with hammer. Orcs do not judge or take mind in whatever their kin seeks to do, as long as it remains honorable and they set out to become the best at it.
  
 
=='''Curse and Blessing'''==
 
=='''Curse and Blessing'''==
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<blockquote>"Krug, may your people show valour and honour where none exist." -The Wandering Wizard</blockquote>
 
<blockquote>"Krug, may your people show valour and honour where none exist." -The Wandering Wizard</blockquote>
  
The Owcish waces wewe culsed by [[Iblees]] lith sevewe broodwust that would buiwd up, much like hungew, if they did not get a wewease in the fowm of broodshed. If they go too wong lithout getting this broodwust sated, they liww go into a fit of wage whewe they liww wose themsewves in theiw angew and attack anything, even theiw own fliends, in owdew to cawm themsewves. Many Owcs do not considew this to be a culse and instead see it as something that can give them an edge in combat. Thewe awe some Owcs, mainwy Shamans, who awe capabre of contwowling theiw broodwust to an extent, howevew they liww stiww wequiwe a wewease eventuawwy.
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The Orcish races were cursed by [[Iblees]] with severe bloodlust that would build up, much like hunger, if they did not get a release in the form of bloodshed. If they go too long without getting this bloodlust sated, they will go into a fit of rage where they will lose themselves in their anger and attack anything, even their own friends, in order to calm themselves. Many Orcs do not consider this to be a curse and instead see it as something that can give them an edge in combat. There are some Orcs, mainly Shamans, who are capable of controlling their bloodlust to an extent, however they will still require a release eventually.
  
The bressing the Owcs weceived fwom the Aenguls was that they awe to be honowabre and brave. The exact way that this bressing manifests diffews fwom Owc to Owc, as it depends on the pewsonaw Owc's code of conduct, howevew some of the most common was that this manifests is by Owcs feeling a stwong compulsion to not back down fwom a fight ow to uphowd a pwomise they have made. Fow some, this manifests as extweme woyawty to the nation, whiwe fow othews, such as Shamans, this can be extweme woyawty to the Spilits above aww ewse.
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The blessing the Orcs received from the Aenguls was that they are to be honorable and brave. The exact way that this blessing manifests differs from Orc to Orc, as it depends on the personal Orc's code of conduct, however some of the most common was that this manifests is by Orcs feeling a strong compulsion to not back down from a fight or to uphold a promise they have made. For some, this manifests as extreme loyalty to the nation, while for others, such as Shamans, this can be extreme loyalty to the Spirits above all else.
  
 
== '''''Language''''' ==
 
== '''''Language''''' ==
  
  
The owcish wanguage began as a pwacticaw selies of gwunts and snawws, utilized in combat fow the sake of brevity and discwetion. This distinctive style of speaking evowved into an officiaw wanguage which the owcs wefew to as [[Blah|"The Blah"]]. The twue brah delives fwom the ancient tongue of the ancestows, awthough a mowe wowking-class diawect is often used duling daiwy activities which incowpowates ewements of bastawdized common tongue.
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The orcish language began as a practical series of grunts and snarls, utilized in combat for the sake of brevity and discretion. This distinctive style of speaking evolved into an official language which the orcs refer to as [[Blah|"The Blah"]]. The true blah derives from the ancient tongue of the ancestors, although a more working-class dialect is often used during daily activities which incorporates elements of bastardized common tongue.
Some Owcs believe that even in the eawwy days of Kwug, the ancestows began to disassociate themsewves fwom the othew waces. Theiw deep, thick vocaw chowds demanded showt gwunts and guttulaw sounds, and fwom thewe the Bwah began to devewop. Even though the othew waces continued to speak a somewhat broad wanguage (Common), two cwans -- Bwaw and Gwagawn -- soon isowated themsewves fwom human infwuence. Away fwom the infwuence of the Common wanguage, these two cwans devewoped the Bwah as we know it today; and when they wetulned to the othew Owcs, they saw it as a cultulaw necessity to keep the Bwah as the Owcish wanguage.
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Some Orcs believe that even in the early days of Krug, the ancestors began to disassociate themselves from the other races. Their deep, thick vocal chords demanded short grunts and guttural sounds, and from there the Blah began to develop. Even though the other races continued to speak a somewhat broad language (Common), two clans -- Blaw and Gragarn -- soon isolated themselves from human influence. Away from the influence of the Common language, these two clans developed the Blah as we know it today; and when they returned to the other Orcs, they saw it as a cultural necessity to keep the Blah as the Orcish language.
(Taken fwom Bwawhawag)
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(Taken from Blawharag)
  
 
== '''''Geographic Distribution''''' ==
 
== '''''Geographic Distribution''''' ==
  
  
The Owcs live in the hawshest desewts that make othew waces shlivew away. In Aegis they lived in Kwugmaw, neaw the Cwoud Tempwe of Aegis. The vewy nowth of Asulon was dedicated to the Waw Uzg of the Owcs. In Anthos they once again cwaimed the sandy dunes. In Axios, they had lived in the jungwe fow a showt time befowe becoming nomadic and moving into a desewt camp; which aftew that they moved into a new capitaw cawwed [[San'Torr]].
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The Orcs live in the harshest deserts that make other races shrivel away. In Aegis they lived in Krugmar, near the Cloud Temple of Aegis. The very north of Asulon was dedicated to the War Uzg of the Orcs. In Anthos they once again claimed the sandy dunes. In Axios, they had lived in the jungle for a short time before becoming nomadic and moving into a desert camp; which after that they moved into a new capital called [[San'Torr]].
Awthough each nation of the Owcs has had a capitaw city, these awe not awways fulwy populated. Many Owcs pwefewwed to live in cwan camps acwoss the sands, and nomadic Owcs fwequentwy pwowwed awound the edges of nationaw and cwan boundalies. It was genewawwy scowwed upon to settwe outside of one's nationaw tewlitowy fow too wong, as this often detwacted fwom one's duty to one's nation. A Wex named Dwokon'Ugwuk cwafted the gweat new city of [[San'Torr]], in which the Owcs now weside, accessibre by the Cwoud Tempwe Boats.
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Although each nation of the Orcs has had a capital city, these are not always fully populated. Many Orcs preferred to live in clan camps across the sands, and nomadic Orcs frequently prowled around the edges of national and clan boundaries. It was generally scowled upon to settle outside of one's national territory for too long, as this often detracted from one's duty to one's nation. A Rex named Drokon'Ugluk crafted the great new city of [[San'Torr]], in which the Orcs now reside, accessible by the Cloud Temple Boats.
  
 
== '''''Culture''''' ==
 
== '''''Culture''''' ==
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'''Society'''
 
'''Society'''
  
Owcs Hate Necwomancews/Undead/Ibrees/Minions. They have devoted themsewves to doing as much damage to the Undead as possibre. Often times they pewfowmed waids on Undead howdings and fowts just fow the fun of it.
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Orcs Hate Necromancers/Undead/Iblees/Minions. They have devoted themselves to doing as much damage to the Undead as possible. Often times they performed raids on Undead holdings and forts just for the fun of it.
Owcs view chiwdwen as the futule. The ewdews need to ensule that the youth have a good chance of sulviving to become the futule. To accomplish this aww Owc chiwdwen awe taught the ways of combat at an eawwy age. Evewy Owc has been taught the basic skiwws needed to howd theiw own in combat and many awe twained in the finew points of tactics and battwe.
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Orcs view children as the future. The elders need to ensure that the youth have a good chance of surviving to become the future. To accomplish this all Orc children are taught the ways of combat at an early age. Every Orc has been taught the basic skills needed to hold their own in combat and many are trained in the finer points of tactics and battle.
Owcs have a deep sense of histowy. Awmost evewy night, the tlibe liww meet awound a wawge fiwe and the ewdews liww pass awong theiw histowy to the chiwdwen. This histowy stawts at the tlibe wevew weaching to the wevew of the nation.
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Orcs have a deep sense of history. Almost every night, the tribe will meet around a large fire and the elders will pass along their history to the children. This history starts at the tribe level reaching to the level of the nation.
When most waces gweet each othew, they engage in some minow lituaw such as shaking hands. Mawe Owcs view the meeting of anothew Mawe Owc as an oppowtunity to show theiw stwength. When two Owcs meet, each liww kick, headbutt, ow punch the othew in the gut, head, ow face; the stwongew the hit, the bettew. The weceiving Owc must shake off the gweeting as quickwy as possibre to show theiw gweat stwength, whiwe the Owc who initiated the gweeting must assess the othew fow signs of weakness. Some Owcs have been seliouswy injuled by this event, weading to some of the gweatest awliances in Owc histowy. This common gweeting awso gives Owcs an oppowtunity to show the othew Owc who is bettew. One Owc may awwow himsewf to be shown that they awe weakew in owdew to show wespect fow the othew Owc. In wetuln the kicking Owc may howd back some of his kick to show wespect fow the kicked. The lituaw is compwex and onwy twuly undewstood by the Owcs themsewves.
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When most races greet each other, they engage in some minor ritual such as shaking hands. Male Orcs view the meeting of another Male Orc as an opportunity to show their strength. When two Orcs meet, each will kick, headbutt, or punch the other in the gut, head, or face; the stronger the hit, the better. The receiving Orc must shake off the greeting as quickly as possible to show their great strength, while the Orc who initiated the greeting must assess the other for signs of weakness. Some Orcs have been seriously injured by this event, leading to some of the greatest alliances in Orc history. This common greeting also gives Orcs an opportunity to show the other Orc who is better. One Orc may allow himself to be shown that they are weaker in order to show respect for the other Orc. In return the kicking Orc may hold back some of his kick to show respect for the kicked. The ritual is complex and only truly understood by the Orcs themselves.
Angew is wawe between owcs, save fow wong dwawn out discussions that awe sowved lith wowd ow fist. Awena fighting is saved fow gweat disputes between owcs, those that would shift the bawance of powew, ow shift the diwection the owcs may take lithin the nation. Fights wange fwom simpwe wwestling matches and feats of stwength, to Honow Kwomps to the death, the ultimate test of stwength and honow between two owcs. Wesewved fow the steadfast and brood hungwy, cwans at waw ow a Wawgoth seeking Wexdom may chawwenge anothew owc to an honow kwomp to pwove themsewves.
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Anger is rare between orcs, save for long drawn out discussions that are solved with word or fist. Arena fighting is saved for great disputes between orcs, those that would shift the balance of power, or shift the direction the orcs may take within the nation. Fights range from simple wrestling matches and feats of strength, to Honor Klomps to the death, the ultimate test of strength and honor between two orcs. Reserved for the steadfast and blood hungry, clans at war or a Wargoth seeking Rexdom may challenge another orc to an honor klomp to prove themselves.
  
'''Daiwy Wife in the Uzg'''
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'''Daily Life in the Uzg'''
  
The daiwy life of an owc is one numbewed lith many tasks, and many hawdships to ovewcome.  To those who wowship the spilits, an owc may find themsewves waking eawwy to scoul the desewt wands fow dewdwops in offeling to a watew spilit, ow wevitalize themsewves in a pit of fwame fow a spilit of fwame. Fow the owcs, wowship is a painful and honowabre expelience to not onwy stwengthen onesewf, but to incwease theiw wewationship lith the beings in weawms beyond.Those fond of wawfawe polish theiw weapons to a gweam and eye theiw cowwections and twophies fwom conflict past. In wawfawe, an owc takes extweme plide and vawue in taking of spoiws and souveniws fwom theiw battwes and hunts, whethew it be the skulw of some king, ow the brade of a dweadknight. To sit upon the wawgest coffew of swowds,skulws, and awmow is to be a gweat owc, wevewed not fow gweed, but stwength.  As the day pwogwesses, and even the waziest of owogs awakens fwom the desewt heat, wowk begins.
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The daily life of an orc is one numbered with many tasks, and many hardships to overcome.  To those who worship the spirits, an orc may find themselves waking early to scour the desert lands for dewdrops in offering to a water spirit, or revitalize themselves in a pit of flame for a spirit of flame. For the orcs, worship is a painful and honorable experience to not only strengthen oneself, but to increase their relationship with the beings in realms beyond.Those fond of warfare polish their weapons to a gleam and eye their collections and trophies from conflict past. In warfare, an orc takes extreme pride and value in taking of spoils and souvenirs from their battles and hunts, whether it be the skull of some king, or the blade of a dreadknight. To sit upon the largest coffer of swords,skulls, and armor is to be a great orc, revered not for greed, but strength.  As the day progresses, and even the laziest of ologs awakens from the desert heat, work begins.
 
   
 
   
Owogs wumbew about the city, wepailing wawws and battwements fwom the lindstowms and monstews that wulked about the night pliow, as theiw stwength and statule awwow them to the be the wepaiwmen and masons of the city. Awong lith fowtifying the nation, one may find an owog testing siege weapons, eating, sweeping, ow ewecting obelisks and totems to theiw names. Owogs compete lithin the city in cweating gwand and extwavagant piwwaws that highlight theiw ability to cweate and cwaft stwuctules. Owogs live in caves, eat wocks fow miwd amusement, and wack the ability to count beyond five, howevew, theiw spaciaw ability to cweate monuments and stwuctules sulpasses the othew breeds of Kwug’s chiwdwen.
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Ologs lumber about the city, repairing walls and battlements from the windstorms and monsters that lurked about the night prior, as their strength and stature allow them to the be the repairmen and masons of the city. Along with fortifying the nation, one may find an olog testing siege weapons, eating, sleeping, or erecting obelisks and totems to their names. Ologs compete within the city in creating grand and extravagant pillars that highlight their ability to create and craft structures. Ologs live in caves, eat rocks for mild amusement, and lack the ability to count beyond five, however, their spacial ability to create monuments and structures surpasses the other breeds of Krug’s children.
Gobrins sculwy about, tinkeling whatevew gadget, weapon, ow technowogy had stiwwed them thwoughout the night. Theiw intewwectuaw ability faw sulpasses the othew descendants, and so they sit lithin some cwevice of the city, thinking and meddling. Bown of Kwug’s brood, a gobrin stiww possesses the viowence and broodwust of theiw kin, howevew something deepew stiws lithin them. Dwawn fwom madness ow some stwange desiwe to cweate, the savant-esque intewligence of a gobrin goads and fowces them to cweate. These moments awe painful and eupholic as ideas sulge and hullicane about a gobrin’s mind. Within the dwewling pwace of a gobrin, one would find papews and sheets stwewn acwoss wawws and the fwoow, lith brood painted acwoss them when the ink had wun dwy. Gobrins awe gods and deities of the technowogicaw,litewawy, and phiwosophicaw wowwds. To them, the mateliaw wowwd is onwy a factowy and fowge to cwaft and cweate new things, and whiwe the sun wanes, and the shadows gwow, one may find them scuttling about the dawk fow new pawts and pieces to add to theiw cweations.
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Goblins scurry about, tinkering whatever gadget, weapon, or technology had stirred them throughout the night. Their intellectual ability far surpasses the other descendants, and so they sit within some crevice of the city, thinking and meddling. Born of Krug’s blood, a goblin still possesses the violence and bloodlust of their kin, however something deeper stirs within them. Drawn from madness or some strange desire to create, the savant-esque intelligence of a goblin goads and forces them to create. These moments are painful and euphoric as ideas surge and hurricane about a goblin’s mind. Within the dwelling place of a goblin, one would find papers and sheets strewn across walls and the floor, with blood painted across them when the ink had run dry. Goblins are gods and deities of the technological,literary, and philosophical worlds. To them, the material world is only a factory and forge to craft and create new things, and while the sun wanes, and the shadows grow, one may find them scuttling about the dark for new parts and pieces to add to their creations.
 
   
 
   
Owcs awe jacks of aww twades, possessing equaw intewligence to the othew descendants, and the stwength to dominate them. An owc may spend his time weading gobrin litewatule, ow ovewseeing an owog’s newest constwuction pwoject. Othews may entew the tempwe to heaw the wowd of a shaman, ow seek out a litchdoctow to culse a livaw lith something tewlibry painful. Owcs may wawwy lith theiw cwans fow wowship ow skiwmishes between othew cwans, ow set out to conquew something gweat. Any and aww tasks awe offewed to owcs, and lith gwee they take it and offew it to the spilits and Kwug.
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Orcs are jacks of all trades, possessing equal intelligence to the other descendants, and the strength to dominate them. An orc may spend his time reading goblin literature, or overseeing an olog’s newest construction project. Others may enter the temple to hear the word of a shaman, or seek out a witchdoctor to curse a rival with something terribly painful. Orcs may rally with their clans for worship or skirmishes between other clans, or set out to conquer something great. Any and all tasks are offered to orcs, and with glee they take it and offer it to the spirits and Krug.
  
'''Owcish Families'''
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'''Orcish Families'''
  
The famiwy life of an owc is faw diffewent than theiw othew descendant kin. Owcs howd no weddings, now coult each othew as humans would. The owcish peopwe awe powygamous, taking on many mates as fit. To choose a mate, one simpwy needs to woo theiw suitow, mawe ow femawe lith a feat of stwength ow lisdom. Othew mawes and femawes compete fow theiw mates, often weading to fights and disputes. Howevew, many owcs choose ‘lifemates’, pewmanent mates wathew than the entiwe season.  One may onwy have one lifemate, and stiww choose mate fow the season howevew. Owcs do not breed fow pweasule as the ewves ow humans may, wathew, they breed fow the futule. An owc’s life is mawwed lith conflict. Fwom waw, to the spilits, and life itsewf, an owc is destined to die. As such, chiwdwen awe the futule. The stwength of the Wawnation is pawamount in an Owc's eyes, and they liww defend theiw young and lise to theiw vewy wast breath - even if onwy to pwovide enough time fow the lise to show the young how to best attack aftew theiw ewdew cwansmen have fawwen.
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The family life of an orc is far different than their other descendant kin. Orcs hold no weddings, nor court each other as humans would. The orcish people are polygamous, taking on many mates as fit. To choose a mate, one simply needs to woo their suitor, male or female with a feat of strength or wisdom. Other males and females compete for their mates, often leading to fights and disputes. However, many orcs choose ‘lifemates’, permanent mates rather than the entire season.  One may only have one lifemate, and still choose mate for the season however. Orcs do not breed for pleasure as the elves or humans may, rather, they breed for the future. An orc’s life is marred with conflict. From war, to the spirits, and life itself, an orc is destined to die. As such, children are the future. The strength of the Warnation is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen.
The wealing of an owcish chiwd is dependant on both the fathew and mothew. To detewmine one’s stwength, an owcish cub is often pitted against a smaww scowpion ow spidew, to ensule the stwength of theiw offspling. Whiwe seemingwy insane, the life of an owcish chiwd is one of like insanity. By the age of 3-4 yeaws, a chiwd begins weapon twaining and combat, matuling at awound 11 yeaws, and often enlisting in the militawy at the age of 13-14. An owc’s chiwdhood is fiwwed lith weawning and battwe, that it pewmanentwy scaws them fow the centulies of wawfawe to come. Often chiwdwen awe mutiwated lith massive scaws ow town limbs that no wongew wowk, and in theiw adult lives weceive limbs of metaw ow bone that sewve wudimentawy pulposes. Chiwdhood is not a time of weisule and gwandeul, but one to hawden them against the desewt linds, and hawsh sand.
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The rearing of an orcish child is dependant on both the father and mother. To determine one’s strength, an orcish cub is often pitted against a small scorpion or spider, to ensure the strength of their offspring. While seemingly insane, the life of an orcish child is one of like insanity. By the age of 3-4 years, a child begins weapon training and combat, maturing at around 11 years, and often enlisting in the military at the age of 13-14. An orc’s childhood is filled with learning and battle, that it permanently scars them for the centuries of warfare to come. Often children are mutilated with massive scars or torn limbs that no longer work, and in their adult lives receive limbs of metal or bone that serve rudimentary purposes. Childhood is not a time of leisure and grandeur, but one to harden them against the desert winds, and harsh sand.
  
'''Spilits and [[Shamanism]]'''
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'''Spirits and [[Shamanism]]'''
  
The Spilits have been a stapwe of owcish cultule since Kwug himsewf took breath upon these mowtaw pwains. Moweovew so, these Spilits have shaped the lives of the owcs and the Mowtaw Weawm. Owgon, the pliow Gweatew Immowtaw Spilit of Cowwuption,Pestiwence,and Faiwule, who betwayed the owcs, and swathed the wands in a bright so powewful that fowced aww to abandon such a pwace. Zagbaw, a wessew of Fweygoth, and Spilit of the Jungwe wed the owcs to the wands of Axios and to theiw jungwe, a wespite fwom the viowence of Owgon and a wands that awwowed them to fwoulish.  The owcs of the Kwugmaw have been known to wevewe the Spilits since the beginning of theiw histowy, pwaising the embodiment's and ewements of the wowwd awound them. Howevew, those outside of this lituaw awe unawawe of its pwactices and bressings.The spilits awe the foundation of this wowwd, being a pawt of aww things. Thewe is a spilit to evewy aspect of life, and as such owcs devote theiw adowation to what suits them. A huntew may offew hawf his kiwws to Votaw, the Spilit of the Hunt, and in wetuln, is bressed lith wawge game ow pwentiful snawes.A twoubred ewdew owc may seek guidance, offeling Witewatule and knowwedge to Bethawuz, Spilit of Knowwedge and Wisdom, and in wetuln, weceives his answew in a dweam faw too weaw.A wawliow who saclifices the dishonowabre to Wakwul would find the swamp easiew to navigate, and his foes twapped in the thick muck and glime.Aww spilits seek this sowt of powew, and as such, bress theiw wowshippews lith gifts in hopes they too weceive such powew. The spilits exist in numewous fowms; Ancestwaw Spilits, Immowtaw Spilits, and the Ewementaw Spilits, aww existing lithin theiw own weawms. To commune lith such beings, the owcs possess a numewous amount of magics, awwoling them to shape the wowwd awound them.  
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The Spirits have been a staple of orcish culture since Krug himself took breath upon these mortal plains. Moreover so, these Spirits have shaped the lives of the orcs and the Mortal Realm. Orgon, the prior Greater Immortal Spirit of Corruption,Pestilence,and Failure, who betrayed the orcs, and swathed the lands in a blight so powerful that forced all to abandon such a place. Zagbal, a lesser of Freygoth, and Spirit of the Jungle led the orcs to the lands of Axios and to their jungle, a respite from the violence of Orgon and a lands that allowed them to flourish.  The orcs of the Krugmar have been known to revere the Spirits since the beginning of their history, praising the embodiment's and elements of the world around them. However, those outside of this ritual are unaware of its practices and blessings.The spirits are the foundation of this world, being a part of all things. There is a spirit to every aspect of life, and as such orcs devote their adoration to what suits them. A hunter may offer half his kills to Votar, the Spirit of the Hunt, and in return, is blessed with large game or plentiful snares.A troubled elder orc may seek guidance, offering Literature and knowledge to Betharuz, Spirit of Knowledge and Wisdom, and in return, receives his answer in a dream far too real.A warrior who sacrifices the dishonorable to Laklul would find the swamp easier to navigate, and his foes trapped in the thick muck and grime.All spirits seek this sort of power, and as such, bless their worshippers with gifts in hopes they too receive such power. The spirits exist in numerous forms; Ancestral Spirits, Immortal Spirits, and the Elemental Spirits, all existing within their own realms. To commune with such beings, the orcs possess a numerous amount of magics, allowing them to shape the world around them.  
  
'''Witewatule'''
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'''Literature'''
  
Much of the decoding of ancient owcish myth can be twaced back to Aveli. Aveli is a contempowaneous ewven histolian, who wlites in a faiwwy poetic style, studied owcish cultule and myth and composed wlitings about them. Othew, mowe contempowawy wlitings may be found, but much of owcish litewatule is pwesewved in tomes beyond the weach of othew waces, keeping such infowmation and histowy to themsewves and theiw schowaws. Aveli's wowks can be found above in the Histowy section. Nonethewess, a numbew of owcish cwans and owganisations (notabry shamans) keep some fowm of wlitten wecowd as weww as an owaw twadition.
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Much of the decoding of ancient orcish myth can be traced back to Aveli. Aveli is a contemporaneous elven historian, who writes in a fairly poetic style, studied orcish culture and myth and composed writings about them. Other, more contemporary writings may be found, but much of orcish literature is preserved in tomes beyond the reach of other races, keeping such information and history to themselves and their scholars. Aveli's works can be found above in the History section. Nonetheless, a number of orcish clans and organisations (notably shamans) keep some form of written record as well as an oral tradition.
  
'''Cwothing'''
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'''Clothing'''
  
Theiw thick skin and wesilient natule means that Owcs have littwe need fow cwothing. They weaw showt weathew twousews, which usuawwy onwy go down to theiw knees ow woincwoth. Owcs pwefew to keep theiw towsos bawe, sholing off theiw impwessive tattoos, waw paint and piewcings. Shamans, mystics, and othew figules may don the pewts and feathews of animaws, but finding an Owc in nowmaw human ow descendant cwothing is a dishonowabre act.
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Their thick skin and resilient nature means that Orcs have little need for clothing. They wear short leather trousers, which usually only go down to their knees or loincloth. Orcs prefer to keep their torsos bare, showing off their impressive tattoos, war paint and piercings. Shamans, mystics, and other figures may don the pelts and feathers of animals, but finding an Orc in normal human or descendant clothing is a dishonorable act.
Owcs like jewewewy; in pawticulaw eawlings, nose-lings and othew piewcings, and they pwefew theiw jewewewy to be of gowd. Owcs awso weaw metaw-studded bracews, shouldew pads and weggings fow decowative pulposes as weww as fow pwotection.
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Orcs like jewelery; in particular earrings, nose-rings and other piercings, and they prefer their jewelery to be of gold. Orcs also wear metal-studded bracers, shoulder pads and leggings for decorative purposes as well as for protection.
Elite wawliows often weaw awmoul fow additionaw pwotection. Owcs smiths, specificawwy those of cwan Waguk cweate exquisite pieces of awmoul, though not lith the same knightwy figule of human knights, they howd theiw own sowt of beauty. Owcish awmow is made out of a valiety of mateliaws. Eithew cwafted fwom the bone of wawge animaws, the awmow howds itsewf as a heavy shiewd fwom swashing and hacking fowces. Owcs often don hewmets which awe designed to incwease the damage of theiw headbutts; these hewmets awe often heavy and awways equipped lith howns, spikes, ow something ewse that incweases damage. A valiety of designs awe avaiwabre to aww Owcs, whiwe othews awe [[clan exclusives]].
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Elite warriors often wear armour for additional protection. Orcs smiths, specifically those of clan Raguk create exquisite pieces of armour, though not with the same knightly figure of human knights, they hold their own sort of beauty. Orcish armor is made out of a variety of materials. Either crafted from the bone of large animals, the armor holds itself as a heavy shield from slashing and hacking forces. Orcs often don helmets which are designed to increase the damage of their headbutts; these helmets are often heavy and always equipped with horns, spikes, or something else that increases damage. A variety of designs are available to all Orcs, while others are [[clan exclusives]].
  
'''Weaponwy and Combat'''
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'''Weaponry and Combat'''
  
The Owcs awe pwovided weaponwy and combat awms by the nation militawy, known as the Kwughai. Howevew, each cwan makes and brands theiw own unique weapons as weww.
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The Orcs are provided weaponry and combat arms by the nation military, known as the Krughai. However, each clan makes and brands their own unique weapons as well.
Owcs weapons awe cwuewwy efficient. They pwefew axes and swowds, and they pwefew them to be as wawge and heavy as possibre. As an exampwe, an owdinawy Owcish battweaxe is too heavy to be liewded by a Human ow an Ewf, and the wawge, huge, and gawgantuan valieties can onwy be used by Owcs who have gwown in size, due to incweased age. Whiwe the othew waces may pwefew lightew weapons fow acculacy and fast stlikes, a twained Owc uses his weapons fow deep, heavy brows.
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Orcs weapons are cruelly efficient. They prefer axes and swords, and they prefer them to be as large and heavy as possible. As an example, an ordinary Orcish battleaxe is too heavy to be wielded by a Human or an Elf, and the large, huge, and gargantuan varieties can only be used by Orcs who have grown in size, due to increased age. While the other races may prefer lighter weapons for accuracy and fast strikes, a trained Orc uses his weapons for deep, heavy blows.
These swowds and axes awe valious in type, depending on cwan oligin and pwefewwed fighting style. Owcs have used evewything fwom one-handed swowds and axes to two-handed wazows and slicews of combat. Most Owcish weapons awe faiwwy simpwe in design, but lith lich decowation and vicious detaiws added aftew the actuaw weapon is finished. Some Owcish weapons may have smaww countew-hooks and plimitive, flightful wunes etched awong the sides. Owcish swowds can awso have jagged ow culved edges. Finawwy, axes ow swowds could awso be doubre-braded.
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These swords and axes are various in type, depending on clan origin and preferred fighting style. Orcs have used everything from one-handed swords and axes to two-handed razors and slicers of combat. Most Orcish weapons are fairly simple in design, but with rich decoration and vicious details added after the actual weapon is finished. Some Orcish weapons may have small counter-hooks and primitive, frightful runes etched along the sides. Orcish swords can also have jagged or curved edges. Finally, axes or swords could also be double-bladed.
When Owcish wawliows use singwe-handed weapons, they can awso weaw shiewds. Shiewds awe often made fwom simpwe weathew, but mowe expelienced (ow weawthy) Owcs may have fulw iwon shiewds. These shiewds awe awways usabre as secondawy weapons, lith spikes fow stabbing, jagged brades fow swashing, ow sometimes both. Owcs wegulawwy decowate theiw shiewds, most commonwy lith the symbow of theiw cwan.
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When Orcish warriors use single-handed weapons, they can also wear shields. Shields are often made from simple leather, but more experienced (or wealthy) Orcs may have full iron shields. These shields are always usable as secondary weapons, with spikes for stabbing, jagged blades for slashing, or sometimes both. Orcs regularly decorate their shields, most commonly with the symbol of their clan.
Twaditionawwy, Owcs awe not vewy fond of wange weapons, pwefewling to wade diwectwy into mewee combat. They do howevew occasionawwy use bows.
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Traditionally, Orcs are not very fond of range weapons, preferring to wade directly into melee combat. They do however occasionally use bows.
Owcish bracksmiths awso cwaft mowe exotic weapons, often designed as much to intimidate and flighten, as to be effective weapons of waw. Owcish speciaw weapons often inflict massive amount of damage, but awe unliewdy and swow. The Two-braded two-hand swowd is an extweme exampwe of adventulous owcsh weaponsmithing, whiwe the wegendawy Fwattenew ow famed gweatswowd Waw Makew awe among the mowe effective valiations. The Fwattenew is simpwy a thick metaw powe lith an anviw-sized, fwat wump of metaw attached to its end. Whiwe this weapon's speed is incwedibry swow, a diwect hit often pwoves fataw.
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Orcish blacksmiths also craft more exotic weapons, often designed as much to intimidate and frighten, as to be effective weapons of war. Orcish special weapons often inflict massive amount of damage, but are unwieldy and slow. The Two-bladed two-hand sword is an extreme example of adventurous orcsh weaponsmithing, while the legendary Flattener or famed greatsword War Maker are among the more effective variations. The Flattener is simply a thick metal pole with an anvil-sized, flat lump of metal attached to its end. While this weapon's speed is incredibly slow, a direct hit often proves fatal.
  
'''Waw Machines'''
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'''War Machines'''
  
Owcs awe gweat enthusiasts of wawge engines of waw. They buiwd mobiwe catapults and bawlistas, as weww as things which awe mowe exotic - and often quite deadwy. The Owcish mancwushew, fow instance, is lightwy feawed. The mancwushew waunches wawge swabs of wock into the aiw, not vewy faw but quite high, and it is designed to devastate sowdiews wathew than buiwdings.
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Orcs are great enthusiasts of large engines of war. They build mobile catapults and ballistas, as well as things which are more exotic - and often quite deadly. The Orcish mancrusher, for instance, is rightly feared. The mancrusher launches large slabs of rock into the air, not very far but quite high, and it is designed to devastate soldiers rather than buildings.
The Owc dispensew is a mowe quiwky engine. It catapults a singwe owc five to six hundwed metews, and is used to send them diwectwy into the midst of enemy awmies. It shoots Owcs at gweat speed at a quite wow, fwat angwe - and usuawwy lith the head fiwst. The living missiwes awe woutinewy kiwwed by a combination of the impact and enemies.
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The Orc dispenser is a more quirky engine. It catapults a single orc five to six hundred meters, and is used to send them directly into the midst of enemy armies. It shoots Orcs at great speed at a quite low, flat angle - and usually with the head first. The living missiles are routinely killed by a combination of the impact and enemies.
The so-cawwed Swappew consists of a huge, fwat wooden pwate, covewed by sheets of metaw and spikes. The pwate is wound up by Owcs using linches, and when weweased it snaps fowwawd and to the light ow weft, moling down anyone who doesn't get out of the way quickwy enough.
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The so-called Slapper consists of a huge, flat wooden plate, covered by sheets of metal and spikes. The plate is wound up by Orcs using winches, and when released it snaps forward and to the right or left, mowing down anyone who doesn't get out of the way quickly enough.
The Mad Hewwfiwe Catapult fiwes wawge animaw stomach bawwoons fiwwed lith an unstabre liquid substance. Upon impact, the bawwoons eithew expwode in bawws of deadwy fwame, ow mewewy bulst, coveling evewything in hawmwess goo.
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The Mad Hellfire Catapult fires large animal stomach balloons filled with an unstable liquid substance. Upon impact, the balloons either explode in balls of deadly flame, or merely burst, covering everything in harmless goo.
  
 
== '''''Clans''''' ==
 
== '''''Clans''''' ==
  
Cwans of the waw nation awe a gwoup of owcs wewated by brood ow swown oaths who can twace theiw lineage back to ow gweatwy identify lith a gweat ancestow. They twy to associate themsewves diwectwy to the descendants of Kwug.
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Clans of the war nation are a group of orcs related by blood or sworn oaths who can trace their lineage back to or greatly identify with a great ancestor. They try to associate themselves directly to the descendants of Krug.
  
  
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[[Azog|Azog]]
 
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Revision as of 01:38, 2 April 2020

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How to Orc

Orcs

Orcs are the descendants of Krug, native to the former War Nation of Krugmar of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of Krug. Legally, however, an Orc can be any citizen that has earned his place among the Orcs of the Iron Uzg.

No race is more adapted to the harsh deserts and its predators than the muscular Orcs. Masters of combat and wrestling, these often seven-foot high goliaths can destroy most prey with their bare hands. To an Orc, the most important thing is the hunt and the protection of his tribe and clan. For that reason, they do not intermix well with foreign cultures. They have a mutual hatred and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not big enough. Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build strong clans around the mythic figures of their ancestors. Orcs tend toward nomadic life, but what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth again by the drifting dunes of the desert.

Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural end. The oldest Orc to ever live was Craotor of Clan Lur, who died of old age on the turning of his four hundredth year (one-thousand Orcish seasons). Orcs are just as prolific as Dwarves and Humans, but their children have the shortest period of puberty, sometimes reaching full adulthood in only twelve years. Orcs are also the most likely of their brothers to cull their own, whether purposefully leaving the incapable behind in the desert, or removing the weak through ritual trials. However, the strength of the clan is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen.

Name The name 'orc' derived from the Ancient Elven ork (orq-) 'monster', 'ogre', 'demon'. This was largely a result of the strength, cruelty and bloodlust of the orcish race. It can be spelled (in order of popularity) either Orc, Ork, or Orq. The pronunciation of which is all the same.


Appearance

Uruks

Uruks are Orcs of the most common bloodline, they vary in all sorts of colors, from a dark green, to a rage-filled red, or even more blue-ish colors (though those are exclusive to members of clan Lak) with hair almost exclusively dark brown or black. Their size and musculature set them apart from all other races of the world, sometimes considered giants, ranging from 6 feet to 8 feet. They possess an intellect matching humans, though are often more blunt and straight forwards. Orcs who have risen to a position of power or nobility such as the Rex are known to grow horns, which is considered a sign of great power and strength within the War Nation. The exact reasoning behind the growth of horns is unknown, though many speculate it is because an Orcs tusks have grown to reach their maximum length, making a set of "tusks" grow out of their head instead.

Goblin

Orcs of the goblin bloodline are notably smaller than other Orcs, although on average larger than humans. Usually reaching from 4 feet to 6 feet and not exceeding seven feet, they have lean, sinewy frames. It is rumored that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren.

Olog

Also known as orogs or ogres, ologs are the largest of the orcish subraces. Huge, going from 10 feet to 12 feet, dull-witted towers of flesh, fat, and muscle, ologs are slow-witted and primitive. Ologs are incapable of thinking without speaking their thoughts, possess very limited vocabularies, and are almost always hungry. Ologs take pride in their ability to construct massive structures, using their strength to create obelisks and buildings despite their cave dwellings. Due to their immense height and weight, the taller they get from 9 feet and onwards the more hunched the spine of said creature becomes.

Genetics

The genetics of the Orcish race pit them at the height of humanoid stature, strength, and stamina. Not only is the average male Orc larger than the male of any other race, but their muscle also makes them considerably stronger and more durable. Most of their weight, in fact, is muscle; and at times a healthy Orc can weigh in at more than 400 lbs. Due to these factors, Orcs feel great pride in their power to intimidate the other races. As mentioned before, Orcs are also quite durable. In most cases, they can withstand more pain than any other race, and have little trouble fighting with broken bones or medium injuries.

Orcish skin color is also a defining attribute of their race. Their skin is thick, and varies greatly in color between individuals. Orcs can vary in shades of green, blue, red, brown, and black, though some are clan exclusives due to the rituals, uprising, and blood-line of some clans. Their lips mimic the color of their skin.

Along with green skin and strength, the other defining characteristic is the presence of tusks. Orcs host impressive sets of canine teeth, but when an Orc reaches adult age, tusks begin to grow. Their tusks protrude from each side of the lower mouth, and the size and number of tusks depends on the age and status of the individual. As an Orc progresses through the social (and sometimes spiritual) ladders of their clan or nation, their tusks grow in size. At the very highest levels of age and status, Orcs develop an extra tusk on each side, bringing the total to four. These tusks are often used as weapons in clan brawls or in hard combat.

Orcs grow hair like the other races, but at a much slower rate. Due to this (and racial tradition), many male Orcs choose to be bald-headed. Some Orcs that have hair, however, follow the practice of coloring their hair with the blood of their enemies. Because their hair is so dark, this coloring rarely shows until after many dousings, and it is considered to be a sign of a great warrior for an Orc's hair to glow red with the blood of his enemies. If an orc wishes to keep their hair, it is often done in a ponytail and a marking of honor. For one to be cut would be an extreme dishonor, akin to whitewashing.

Orc eyes are usually brown or black, with a rare few blessed with blood-red.

Physical Traits

Orcs have a high metabolism which forces them to eat and drink large amounts on a daily basis. The average Orc can consume nearly their own body weight in food and drink in one sitting; however, Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions, resulting in them never savouring food unless it is a reward, such as after a great battle or hunt. The large amount of food and fluids an Orc must consume daily are known to be the reasoning behind their high body temperature. Orc children grow at a much faster rate then the other races. A child is considered full grown by their twelth year. An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat or drink nearly anything on the planet and survive without it adversely effecting them. This even extends to such things as poison and spoiled food. No Orc has ever been known to starve to death due to their own actions.

Mental Traits

Despite the stigma, Orc thought is as complex as any of the other descendant races. Though the harshness of the environment has beat upon their flesh and mind, the orcish people remain resolute. Often an Orc's mind is on what to do to survive, though when such is not a problem they are often left isolated, atop mountains of philosophies. They think of life, the spirits, and how to steel themselves for whatever may arise next. It is not known for an Orc to brood. Rather, they grind, mull, and churn over the emotions within them. Bloodlust is inherent with their peoples, though most are not foolish enough to let it control them.

Habits

Orcish habits are very varied and depend on the Orc. Some may find comfort in smoking cactus green with a few friends, or recounting battle stories within a tavern. While others more iron-willed and reserved may sit, meditating or training themselves to become even stronger. Those with an attachment may find themselves worshiping a chosen spirit, or set of spirits. Those dedicated to the arts or crafts may be honing their skill, whether it be with pen, or with hammer. Orcs do not judge or take mind in whatever their kin seeks to do, as long as it remains honorable and they set out to become the best at it.

Curse and Blessing

"And you Krug, the most hated of The Descendants, you shall always have the lust of war. You are strong? Well the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatiated and your descendants shall grow ugly and heartless.” -Iblees
"Krug, may your people show valour and honour where none exist." -The Wandering Wizard

The Orcish races were cursed by Iblees with severe bloodlust that would build up, much like hunger, if they did not get a release in the form of bloodshed. If they go too long without getting this bloodlust sated, they will go into a fit of rage where they will lose themselves in their anger and attack anything, even their own friends, in order to calm themselves. Many Orcs do not consider this to be a curse and instead see it as something that can give them an edge in combat. There are some Orcs, mainly Shamans, who are capable of controlling their bloodlust to an extent, however they will still require a release eventually.

The blessing the Orcs received from the Aenguls was that they are to be honorable and brave. The exact way that this blessing manifests differs from Orc to Orc, as it depends on the personal Orc's code of conduct, however some of the most common was that this manifests is by Orcs feeling a strong compulsion to not back down from a fight or to uphold a promise they have made. For some, this manifests as extreme loyalty to the nation, while for others, such as Shamans, this can be extreme loyalty to the Spirits above all else.

Language

The orcish language began as a practical series of grunts and snarls, utilized in combat for the sake of brevity and discretion. This distinctive style of speaking evolved into an official language which the orcs refer to as "The Blah". The true blah derives from the ancient tongue of the ancestors, although a more working-class dialect is often used during daily activities which incorporates elements of bastardized common tongue. Some Orcs believe that even in the early days of Krug, the ancestors began to disassociate themselves from the other races. Their deep, thick vocal chords demanded short grunts and guttural sounds, and from there the Blah began to develop. Even though the other races continued to speak a somewhat broad language (Common), two clans -- Blaw and Gragarn -- soon isolated themselves from human influence. Away from the influence of the Common language, these two clans developed the Blah as we know it today; and when they returned to the other Orcs, they saw it as a cultural necessity to keep the Blah as the Orcish language. (Taken from Blawharag)

Geographic Distribution

The Orcs live in the harshest deserts that make other races shrivel away. In Aegis they lived in Krugmar, near the Cloud Temple of Aegis. The very north of Asulon was dedicated to the War Uzg of the Orcs. In Anthos they once again claimed the sandy dunes. In Axios, they had lived in the jungle for a short time before becoming nomadic and moving into a desert camp; which after that they moved into a new capital called San'Torr. Although each nation of the Orcs has had a capital city, these are not always fully populated. Many Orcs preferred to live in clan camps across the sands, and nomadic Orcs frequently prowled around the edges of national and clan boundaries. It was generally scowled upon to settle outside of one's national territory for too long, as this often detracted from one's duty to one's nation. A Rex named Drokon'Ugluk crafted the great new city of San'Torr, in which the Orcs now reside, accessible by the Cloud Temple Boats.

Culture

Society

Orcs Hate Necromancers/Undead/Iblees/Minions. They have devoted themselves to doing as much damage to the Undead as possible. Often times they performed raids on Undead holdings and forts just for the fun of it. Orcs view children as the future. The elders need to ensure that the youth have a good chance of surviving to become the future. To accomplish this all Orc children are taught the ways of combat at an early age. Every Orc has been taught the basic skills needed to hold their own in combat and many are trained in the finer points of tactics and battle. Orcs have a deep sense of history. Almost every night, the tribe will meet around a large fire and the elders will pass along their history to the children. This history starts at the tribe level reaching to the level of the nation. When most races greet each other, they engage in some minor ritual such as shaking hands. Male Orcs view the meeting of another Male Orc as an opportunity to show their strength. When two Orcs meet, each will kick, headbutt, or punch the other in the gut, head, or face; the stronger the hit, the better. The receiving Orc must shake off the greeting as quickly as possible to show their great strength, while the Orc who initiated the greeting must assess the other for signs of weakness. Some Orcs have been seriously injured by this event, leading to some of the greatest alliances in Orc history. This common greeting also gives Orcs an opportunity to show the other Orc who is better. One Orc may allow himself to be shown that they are weaker in order to show respect for the other Orc. In return the kicking Orc may hold back some of his kick to show respect for the kicked. The ritual is complex and only truly understood by the Orcs themselves. Anger is rare between orcs, save for long drawn out discussions that are solved with word or fist. Arena fighting is saved for great disputes between orcs, those that would shift the balance of power, or shift the direction the orcs may take within the nation. Fights range from simple wrestling matches and feats of strength, to Honor Klomps to the death, the ultimate test of strength and honor between two orcs. Reserved for the steadfast and blood hungry, clans at war or a Wargoth seeking Rexdom may challenge another orc to an honor klomp to prove themselves.

Daily Life in the Uzg

The daily life of an orc is one numbered with many tasks, and many hardships to overcome. To those who worship the spirits, an orc may find themselves waking early to scour the desert lands for dewdrops in offering to a water spirit, or revitalize themselves in a pit of flame for a spirit of flame. For the orcs, worship is a painful and honorable experience to not only strengthen oneself, but to increase their relationship with the beings in realms beyond.Those fond of warfare polish their weapons to a gleam and eye their collections and trophies from conflict past. In warfare, an orc takes extreme pride and value in taking of spoils and souvenirs from their battles and hunts, whether it be the skull of some king, or the blade of a dreadknight. To sit upon the largest coffer of swords,skulls, and armor is to be a great orc, revered not for greed, but strength. As the day progresses, and even the laziest of ologs awakens from the desert heat, work begins.

Ologs lumber about the city, repairing walls and battlements from the windstorms and monsters that lurked about the night prior, as their strength and stature allow them to the be the repairmen and masons of the city. Along with fortifying the nation, one may find an olog testing siege weapons, eating, sleeping, or erecting obelisks and totems to their names. Ologs compete within the city in creating grand and extravagant pillars that highlight their ability to create and craft structures. Ologs live in caves, eat rocks for mild amusement, and lack the ability to count beyond five, however, their spacial ability to create monuments and structures surpasses the other breeds of Krug’s children. Goblins scurry about, tinkering whatever gadget, weapon, or technology had stirred them throughout the night. Their intellectual ability far surpasses the other descendants, and so they sit within some crevice of the city, thinking and meddling. Born of Krug’s blood, a goblin still possesses the violence and bloodlust of their kin, however something deeper stirs within them. Drawn from madness or some strange desire to create, the savant-esque intelligence of a goblin goads and forces them to create. These moments are painful and euphoric as ideas surge and hurricane about a goblin’s mind. Within the dwelling place of a goblin, one would find papers and sheets strewn across walls and the floor, with blood painted across them when the ink had run dry. Goblins are gods and deities of the technological,literary, and philosophical worlds. To them, the material world is only a factory and forge to craft and create new things, and while the sun wanes, and the shadows grow, one may find them scuttling about the dark for new parts and pieces to add to their creations.

Orcs are jacks of all trades, possessing equal intelligence to the other descendants, and the strength to dominate them. An orc may spend his time reading goblin literature, or overseeing an olog’s newest construction project. Others may enter the temple to hear the word of a shaman, or seek out a witchdoctor to curse a rival with something terribly painful. Orcs may rally with their clans for worship or skirmishes between other clans, or set out to conquer something great. Any and all tasks are offered to orcs, and with glee they take it and offer it to the spirits and Krug.

Orcish Families

The family life of an orc is far different than their other descendant kin. Orcs hold no weddings, nor court each other as humans would. The orcish people are polygamous, taking on many mates as fit. To choose a mate, one simply needs to woo their suitor, male or female with a feat of strength or wisdom. Other males and females compete for their mates, often leading to fights and disputes. However, many orcs choose ‘lifemates’, permanent mates rather than the entire season. One may only have one lifemate, and still choose mate for the season however. Orcs do not breed for pleasure as the elves or humans may, rather, they breed for the future. An orc’s life is marred with conflict. From war, to the spirits, and life itself, an orc is destined to die. As such, children are the future. The strength of the Warnation is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen. The rearing of an orcish child is dependant on both the father and mother. To determine one’s strength, an orcish cub is often pitted against a small scorpion or spider, to ensure the strength of their offspring. While seemingly insane, the life of an orcish child is one of like insanity. By the age of 3-4 years, a child begins weapon training and combat, maturing at around 11 years, and often enlisting in the military at the age of 13-14. An orc’s childhood is filled with learning and battle, that it permanently scars them for the centuries of warfare to come. Often children are mutilated with massive scars or torn limbs that no longer work, and in their adult lives receive limbs of metal or bone that serve rudimentary purposes. Childhood is not a time of leisure and grandeur, but one to harden them against the desert winds, and harsh sand.

Spirits and Shamanism

The Spirits have been a staple of orcish culture since Krug himself took breath upon these mortal plains. Moreover so, these Spirits have shaped the lives of the orcs and the Mortal Realm. Orgon, the prior Greater Immortal Spirit of Corruption,Pestilence,and Failure, who betrayed the orcs, and swathed the lands in a blight so powerful that forced all to abandon such a place. Zagbal, a lesser of Freygoth, and Spirit of the Jungle led the orcs to the lands of Axios and to their jungle, a respite from the violence of Orgon and a lands that allowed them to flourish. The orcs of the Krugmar have been known to revere the Spirits since the beginning of their history, praising the embodiment's and elements of the world around them. However, those outside of this ritual are unaware of its practices and blessings.The spirits are the foundation of this world, being a part of all things. There is a spirit to every aspect of life, and as such orcs devote their adoration to what suits them. A hunter may offer half his kills to Votar, the Spirit of the Hunt, and in return, is blessed with large game or plentiful snares.A troubled elder orc may seek guidance, offering Literature and knowledge to Betharuz, Spirit of Knowledge and Wisdom, and in return, receives his answer in a dream far too real.A warrior who sacrifices the dishonorable to Laklul would find the swamp easier to navigate, and his foes trapped in the thick muck and grime.All spirits seek this sort of power, and as such, bless their worshippers with gifts in hopes they too receive such power. The spirits exist in numerous forms; Ancestral Spirits, Immortal Spirits, and the Elemental Spirits, all existing within their own realms. To commune with such beings, the orcs possess a numerous amount of magics, allowing them to shape the world around them.

Literature

Much of the decoding of ancient orcish myth can be traced back to Aveli. Aveli is a contemporaneous elven historian, who writes in a fairly poetic style, studied orcish culture and myth and composed writings about them. Other, more contemporary writings may be found, but much of orcish literature is preserved in tomes beyond the reach of other races, keeping such information and history to themselves and their scholars. Aveli's works can be found above in the History section. Nonetheless, a number of orcish clans and organisations (notably shamans) keep some form of written record as well as an oral tradition.

Clothing

Their thick skin and resilient nature means that Orcs have little need for clothing. They wear short leather trousers, which usually only go down to their knees or loincloth. Orcs prefer to keep their torsos bare, showing off their impressive tattoos, war paint and piercings. Shamans, mystics, and other figures may don the pelts and feathers of animals, but finding an Orc in normal human or descendant clothing is a dishonorable act. Orcs like jewelery; in particular earrings, nose-rings and other piercings, and they prefer their jewelery to be of gold. Orcs also wear metal-studded bracers, shoulder pads and leggings for decorative purposes as well as for protection. Elite warriors often wear armour for additional protection. Orcs smiths, specifically those of clan Raguk create exquisite pieces of armour, though not with the same knightly figure of human knights, they hold their own sort of beauty. Orcish armor is made out of a variety of materials. Either crafted from the bone of large animals, the armor holds itself as a heavy shield from slashing and hacking forces. Orcs often don helmets which are designed to increase the damage of their headbutts; these helmets are often heavy and always equipped with horns, spikes, or something else that increases damage. A variety of designs are available to all Orcs, while others are clan exclusives.

Weaponry and Combat

The Orcs are provided weaponry and combat arms by the nation military, known as the Krughai. However, each clan makes and brands their own unique weapons as well. Orcs weapons are cruelly efficient. They prefer axes and swords, and they prefer them to be as large and heavy as possible. As an example, an ordinary Orcish battleaxe is too heavy to be wielded by a Human or an Elf, and the large, huge, and gargantuan varieties can only be used by Orcs who have grown in size, due to increased age. While the other races may prefer lighter weapons for accuracy and fast strikes, a trained Orc uses his weapons for deep, heavy blows. These swords and axes are various in type, depending on clan origin and preferred fighting style. Orcs have used everything from one-handed swords and axes to two-handed razors and slicers of combat. Most Orcish weapons are fairly simple in design, but with rich decoration and vicious details added after the actual weapon is finished. Some Orcish weapons may have small counter-hooks and primitive, frightful runes etched along the sides. Orcish swords can also have jagged or curved edges. Finally, axes or swords could also be double-bladed. When Orcish warriors use single-handed weapons, they can also wear shields. Shields are often made from simple leather, but more experienced (or wealthy) Orcs may have full iron shields. These shields are always usable as secondary weapons, with spikes for stabbing, jagged blades for slashing, or sometimes both. Orcs regularly decorate their shields, most commonly with the symbol of their clan. Traditionally, Orcs are not very fond of range weapons, preferring to wade directly into melee combat. They do however occasionally use bows. Orcish blacksmiths also craft more exotic weapons, often designed as much to intimidate and frighten, as to be effective weapons of war. Orcish special weapons often inflict massive amount of damage, but are unwieldy and slow. The Two-bladed two-hand sword is an extreme example of adventurous orcsh weaponsmithing, while the legendary Flattener or famed greatsword War Maker are among the more effective variations. The Flattener is simply a thick metal pole with an anvil-sized, flat lump of metal attached to its end. While this weapon's speed is incredibly slow, a direct hit often proves fatal.

War Machines

Orcs are great enthusiasts of large engines of war. They build mobile catapults and ballistas, as well as things which are more exotic - and often quite deadly. The Orcish mancrusher, for instance, is rightly feared. The mancrusher launches large slabs of rock into the air, not very far but quite high, and it is designed to devastate soldiers rather than buildings. The Orc dispenser is a more quirky engine. It catapults a single orc five to six hundred meters, and is used to send them directly into the midst of enemy armies. It shoots Orcs at great speed at a quite low, flat angle - and usually with the head first. The living missiles are routinely killed by a combination of the impact and enemies. The so-called Slapper consists of a huge, flat wooden plate, covered by sheets of metal and spikes. The plate is wound up by Orcs using winches, and when released it snaps forward and to the right or left, mowing down anyone who doesn't get out of the way quickly enough. The Mad Hellfire Catapult fires large animal stomach balloons filled with an unstable liquid substance. Upon impact, the balloons either explode in balls of deadly flame, or merely burst, covering everything in harmless goo.

Clans

Clans of the war nation are a group of orcs related by blood or sworn oaths who can trace their lineage back to or greatly identify with a great ancestor. They try to associate themselves directly to the descendants of Krug.


Active Clans:

Lak

Raguk

Lur

Gorkil

Yar


Inactive:


Dom

Braduk

Ugluk

Ram

Rax

Sandru

Bolg

Murg

Zudah

Magra

Ublu

Azog

Full Lore

The Orcs are the descendants of Krug, native to the former War Nation of Krugmar of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of Krug. Legally, however, an Orc can be any citizen that has earned his place among the Orcs of the Iron Uzg.

No race is more adapted to the harsh deserts and its predators than the muscular Orcs. Masters of combat and wrestling, these seven-foot high goliaths can destroy most prey with their bare hands. To an Orc, the most important thing is the hunt and the protection of his tribe and clan. For that reason, they do not intermix well with foreign cultures. They have a mutual hatred and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not big enough. Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build strong clans around the mythic figures of their ancestors. Orcs tend toward nomadic life, but what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth again by the drifting dunes of the desert.

Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural end. The oldest Orc to ever live was Craotor of Clan Lur, who died of old age on the turning of his four hundredth year (one-thousand Orcish seasons). Orcs are just as prolific as Dwarves and Humans, but their children have the shortest period of puberty, sometimes reaching full adulthood in only twelve years. Orcs are also the most likely of their brothers to cull their own, whether purposefully leaving the incapable behind in the desert, or removing the weak through ritual trials. However, the strength of the clan is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen.

Appearance

Uruks

Uruks are Orcs of the most common bloodline, they vary from sandy to brown-gray and Green in color, with hair almost exclusively dark brown or black. Their size and musculature set them apart from all other races of the world, sometimes considered giants, ranging from 6 feet to 8 feet. Uruks have long been thought to be utterly dull of wit, although this is largely due to foreign ignorance of the orcish culture. Their strong bloodline is highly valued in combat, and so many are thrust into the warrior culture at an early age, forcing them to take on a practical, no-nonsense approach to their daily life, almost entirely devoid of the formal educations and social graces of the other races. This is often misinterpreted as stupidity, much to the dismay of their enemies.

Goblin

Orcs of the goblin bloodline are notably smaller than other Orcs, although on average larger than humans. Usually reaching from 4 feet to 6 feet, and not exceeding seven feet, they have lean, sinewy frames. It is rumored that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren.

Olog

Also known as orogs or ogres, ologs are the largest of the orcish subraces. Huge, going from 8 feet to 10 feet, dull-witted towers of flesh, fat, and muscle, ologs are slow-witted and primitive. Ologs are incapable of thinking without speaking their thoughts, possess very limited vocabularies, and are said to have only three emotions, hunger, happiness and rage.

Genetics

The genetics of the Orcish race pit them at the height of humanoid stature, strength, and stamina. Not only is the average male Orc larger than the male of any other race, but their muscle also makes them considerably stronger and more durable. Most of their weight, in fact, is muscle, and at times a healthy Orc can weigh in at more than 200lbs. Due to these factors, Orcs feel great pride in their power to intimidate the other races. As mentioned before, Orcs are also quite durable. In most cases, they can withstand more pain than any other race, and have little trouble fighting with broken bones or medium injuries. Orcish skin color is also a defining attribute of their race. Their skin is thick, and varies greatly in color between individuals. Orcs can vary in shades of green, blue, red, brown, and black. Their lips have the same color as their skin.

And, along with green skin and strength, the other defining characteristic is the presence of tusks. Orcs host impressive sets of canine teeth, but when an Orc reaches adult age, tusks begin to grow. Their tusks protrude from each side of the lower mouth, and the size and number of tusks depends on the age and status of the individual. As an Orc progresses through the social (and sometimes spiritual) laters of their clan or nation, their tusks grow in size. At the very highest levels of age and status, Orcs develop an extra tusk on each side, bringing the total to four. These tusks are often used as weapons in clan brawls or in hard combat. Orcs grow hair like the other races, but at a much slower rate. Due to this (and racial tradition), many male Orcs choose to be bald-headed. Some Orcs that have hair, however, follow the practice of coloring their hair with the blood of their enemies. Because their hair is so dark, this coloring rarely shows until after many dousings, and it is considered to be a sign of a great warrior for an Orc's hair to glow red with the blood of his enemies. Orc eyes are usually brown or black, with a rare few blessed with blood-red.

Physical Traits

Orcs have a high metabolism which forces them to eat and drink large amounts on a daily basis. This also has the effect of giving them a high body temperature. It also means they must spend a great deal of time searching for food and drink. Orc children grow at a much faster rate then the other races. A child is nearly full grown by their tenth year. An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat of drink nearly anything on the planet and derive without it adversely effecting them. This even extends to such things as poison and spoiled food. No Orc has ever been known to starve to death due to their own actions. Orcs eat a lot, almost as much as they drink. The average Orc can consume nearly their own body weight in food and drink at one sitting. Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions. The problem is, Orcs are hungry most the time.

Mental Traits

Orcs don’t think like the other races. They are combative, aggressive, brutish, and nasty. These facts have helped to keep them apart from the other races. The Orc history is full of battles, and each tribe keeps a record of its exploits. The greater the exploits, the greater status the tribe has. It is considered the greatest crime in Orc culture to lie about the exploits of the tribe. It is a matter of pride and many fights have been started by questioning the honor of ones tribe. Some Orcs don’t give any thought toward the natural functions of life such as eating, hygiene, and the like. Instead these functions merely occur for them and they ignore them. This above, all else, has lead to the notion that Orcs are an uncivilized lot.

Habits

Some think Orcs to be the most disgusting race on the face of Athera. Although this is often debated, there is no doubt that Orcs are a rude and nasty bunch. Firstly, Orcs eat a lot, Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions. The problem, is that Orcs are hungry all the time. Being a function of life, Orcs give little regard to how they perform such activities. Their eating habits as I see it are disgusting and few people can, or want to watch an Orc eat a large meal. This notion that performing life’s basic functions run throughout their culture. Any activity that is a natural part of life is ignored and just performed whenever it is needed. This extends to such things as using the toilet I've seen many of them called lurs and otheres do this act in public, changing clothes, and other forms of hygiene. Some Orcs do make special efforts when around other races to contain themselves, but it must be a conscience effort and is often forgotten. This has the unpleasant side effect for Orcs to smell bad, being called the Orc Musk, even though they have just cleaned themselves.

Language

The orcish language began as a practical series of grunts and snarls, utilized in combat for the sake of brevity and discretion. This distinctive style of speaking evolved into an official language which the orcs refer to as "The Blah". The true blah derives from the ancient tongue of the ancestors, although a more working-class dialect is often used during daily activities which incorporates elements of bastardized common tongue. Some Orcs believe that even in the early days of Krug, the ancestors began to disassociate themselves from the other races. Their deep, thick vocal chords demanded short grunts and guttural sounds, and from there the Blah began to develop. Even though the other races continued to speak a somewhat broad language (Common), two clans -- Blaw and Gragarn -- soon isolated themselves from human influence. Away from the influence of the Common language, these two clans developed the Blah as we know it today; and when they returned to the other Orcs, they saw it as a cultural necessity to keep the Blah as the Orcish language. (Taken from Blawharag)

Curse

"And you Krug, the most hated of The Descendants, you shall always have the lust of war. You are strong? Well, the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatisfied and your descendants shall grow ugly and heartless.” - The Arch Daemon Iblees

Random Tidbits

  • For a guide on Orchetypes you can click here.




Playable Races & Creatures
Human Heartlander · Highlander · Farfolk · Adunian
Dwarves Mountain Dwarf · Cave Dwarf · Forest Dwarf · Dark Dwarf
Elves Wood Elf · High Elf · Dark Elf
Orcs Goblin · Uruks
Other Races Halfling
Creatures Kharajyr · Olog · Atronach · Golem · Izkuthii · Nephilim