Orcs

Orcs

Victory City Orc Gangs and Groups

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    GHOUL Orc Gangs

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the [[Locations]] pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate [[Notable Characters and NPCs]] page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
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    Shingack Ghoroth

    The Orc City, the three times damned. No one knows how it was founded, but it existed well before the times of Kane, and the foundation of Ramsalon The Orc City has been the core of all evil in the continent, since times inmemorial. It was once burnt to the roots by Emperor Ramsen the Great, but since the decay of the Vaxian Empire and its strife with the Orc's greatest enemy, the Grom, Ghuundagor's population had risen. The city was spread about underground caves, an abyss and a mountain. One of the darkest places on the world. The place is pitted and smashed, most of the buildings partially burnt or collapsed, most of the bridges fallen into the Abyss, some of the tunnels collapsed. All of the orcish corpses have been carted away and burned, but the smell of death still lingers in the ruins of Ghuundagor

    Shingack-Ghoroth is effectively the orc ghetto of GHOUL It houses mostly Orcs Goblins and werewolves.

    G H O U L University

    A large, relatively empty set of smallish caves and flat spaces, whose contents got pwn't in the Orc War The new GHOUL University has recently been built here, and teaches adult and young adult critters the ways of various things.

    Gooey Gobbets Tavern

    The Gooey Gobbets is an unsavoury establishment which is a popular hangout for the Orcs, Werewolves, and other more brutally violent types. It is well-known for its beef burgers, which are reputed to contain significantly lower levels of unpleasantness than one would expect. Don't order the fish jerky, though. The head bartender is a mortal orc with a peg-leg named Gargoro.

    The Institution

    The Institution is a closed-off network of caves in GHOUL near Mount Fang. It is basically an asylum for the insane. If the Ruling Council decides a criminal is incapable of even understanding the notion of repentance, or otherwise unsuitable for being punished in the Cellar, they will be sent to the Institution. Individuals can also check themselves into the Institution voluntarily.
    GHOUL, being home to unstable werewolves, Vampires orcs, and other unwanted people, has a much higher rate of various mental disorders than anywhere else in Vaxia, particularly post-traumatic stress and various forms of schizophrenia.
    The Institution is overseen by Apostle Eifax Gaunth

    Sylvias Cave

    A small, barely-furnished, one-room cave on the outskirts of the orc ghetto tunnel system.

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    Gutter Brew

    Gutter brew is the common term for a vile beverage consumed primarily by the Orcs of Meribor, brewed from a prickly little weed, one of the few plants tenacious enough to survive naturally in the badlands. It has been described as tasting like rotten meat, raw sewage, or armpit. Consumption of Gutter Brew has been known to cause diseases : digestive difficulties, liver and kidney impairment, fevers, extra-terrible hangovers, and of course vomiting. It even has only a moderate alcohol content, so one must consume a fair amount to get buzzed. In short, this beverage has no redeeming features whatsoever.

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    Vulture Clan

    Vulture Clan

    The Vulture Clan currently led by Apostle Gabras Hul-Zur, is the largest group of Orcs in GHOUL

    History
    Before the Second Orc War the Vulture Clan was one of the largest and most prestigious of free orcish clans, fielding tens of thousands of warriors. When Necromos returned, the Vulture Clan formed the backbone of his army, and was consequently nearly wiped out by the Iron Army and their elven, Shinkan, and Candenordian allies. All that was left of the Vulture Clan were several hundred scattered warriors, who banded together with the scattered remnants of other clans after the Orc War, under the new leadership of the cunning Gabras Hul-Zur.

    Desperate, the orcs attempted to force a confrontation with the Vaxian Empire's forces in Victory City shortly after it was built, and were captured. The Empire, not knowing what to do with them, was considering trading them as slaves to the Nethar of Vrraul'kezrai when the Son of Kosmo vampire John Lordaeron Gaunth returned, declared them freed, and founded GHOUL with the Vulture Clan as its first inhabitants, under the agreement that the orcs give up their belligerent ways and become civilized. The calming influence of Gaunth's Son of Kosmo Majesty skill, Gwyne and the fact that most of the orcs who survived the Orc War were the least warlike to begin with - scouts, shamans, cowards, and the like.

    Current Status
    The importance of the clan itself has faded, as there are so few orcs left that inter-orc rivalries have become counterproductive, and few clans have been left viable in the area at all. Most orcs of GHOUL are considered members of the Vulture Clan, whether they're related to the original Clan by blood or not. The modern Vulture Clan is thus a conglomeration of survivors from many disparate sources, including the original two hundred or so recruited by Gaunth; another several hundred survivors of the Orc War who had fled south to Iskrania to found New Ghuundagor only to have their new home razed by the Followers of Light and propel them to GHOUL; members of free clans across the continent that have been devastated by a long-term semi-organized campaign by humans to wipe them out; escaped slaves, gladiators from Vaxian fighting pits and warslaves from Vrraul'kezrai who were left masterless after the Nethar Civil War, and others.

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    Old Boss Thinky Grouchy Bludgeon Screamy Smush

    Old Boss Thinky Grouchy Bludgeon Screamy Smush
    Old Boss Thinky Grouchy Bludgeon Screamy Smush was an ogre who lived in Meribor several decades ago. He was one of the longest-lived Ogres known, accumulating more names over the course of his life than any other known ogre; he might have had more except he had enough trouble remembering those seven.

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    Ghuundagor

    This article is for historical reference as now GHOUL City occupies most of this location, though some ruins of the original city may remain.

    Region: Vaxia continent - Meribor
    Major Events: Orc War Ghuundagor was the ancestral home of the Orcs and one of the oldest cities in the world. It was in the region called Meribor, at the head of Meribor Sound, and was inhabited by orcs well before the Cataclysm. Now it is part of GHOUL City with many of its tunnels forming the district of Shingack Ghoroth
    Geography
    Most of Ghuundagor consisted of a vast and complex network of tunnels, arranged around the hollow mountain fortress of Mount Fang, with bridges all over the huge cliffs of Meribor Sound.

    Population
    For most of its history, Ghuundagor was populated mostly by orcs, with substantial minorities of Goblins Ogres and Trolls They also bred Giants as siege weapons, and occasionally tamed mammoths, wolves (both dire- and regular), sabretooths, and the like.

    History
    A few decades after the Cataclysm, the orcs of Ghuundagor occupied and plundered the wrecked city of Crystal Towers, before being driven out by the Tribe of the Half Moon under Kane Foraiya. As Kane conquered his way around the Vaxian Continent Necromos demonstrated his power to the orcs, and they made him their leader. A long and complex war between the orcs, Jorkana both Groms, and the Half Moon Tribe ensued, ending with most of the continent sacked by the orcs and Kane taking refuge in Kanestronia Cathedral where the forces of evil could not approach. That was where Kane founded Ramsalon

    The First Orc War
    So it was for many years, before Kane's grandson Ramsen I waged a massive war against the orcs, called the First Orc War, pushing them back to Meribor and razing Ghuundagor to the ground.

    The Second Orc War
    The orcs eventually rebuilt and repopulated Ghuundagor without Necromos's help. Almost 2900 years after their original crushing defeat, Necromos officially returned and declared war on the Vaxian Empire Augustus Razzaine's Iron Army including the first large-scale deployment of the Automatons cribbed from the Whirler's designs, along with auxiliaries from the Elves the Groms, Shi Inkahan, and Candenord, systematically crushed the orcs again, even when Necromos raised them from the dead as Zombies Ghuundagor was razed and its population was put to the sword.

    Post-War Period
    The Empire re-purposed Necromos's Underpass technology, creating the Victory Portal, and founded the penal colony of Victory City near the ruins of Ghuundagor, to systematically loot the orcish city and mine for the copper and iron that constitute Meribor's only valuable resources.
    Within a few years, Gaunth appeared on the scene, founding GHOUL in the tunnels of Ghuundagor with the last remnants of the orc clans of Meribor. The bulk of Ghuundagor's tunnels became known as Shingack Ghoroth, a district of GHOUL, and Mount Fang became the headquarters of the GHOUL Militia

    Many of the displaced orcs of Ghuundagor had fled south immediately after the Orc War, founding a village called New Ghuundagor near Iskrania New Ghuundagor later allied itself with GHOUL, but was eventually abandoned during GHOUL's long war with the Followers of Light and its populace largely moved to GHOUL.

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    Half Orcs

    Half-Orcs

    • Lifespan: 40-70 years
    • Typical Height: 6'
    • Typical Build: On the muscular side
    • Distinctive Traits: Some orcish features, and some traits of the non orc parent
    • Where Found: Close to where orcish settlements are found
    Half Orcs are the result of Orcs breeding with other compatible species such as Dwarves Elves Gnomes Goblins Humans, and Nethar
    Vaxia Specie Breeding Information and Mixed Species Approval

    The orcish traits are far more prevalent in a half orc then the traits of the non orc parent. In some cases a half orc may look closer to a full blood Orc.

    A half orc tends to adopt the culture of where they are raised or prefer to call home as they do not have their own.

    Treatment of half orcs vary by region and traditions of each of the parents.

    Half orcs that are born to those that hold to the Ghuungador traditions tend to have to prove that they are not weakened by their non orcish blood. They are subjected to a series of trials in their youth to not only find their place within the clan, but to prove their strength. When they come of age and have the passed the majority of the trials of given they are welcomed into the clan as a full member, however if they fail they could be banished or worse.

    In GHOUL and Victory City half orcs are often treated no different then other orcs. Even half orcs that are banished or fled from those following the Ghuungador traditions are welcomed into the clans there. On occasion some half orcs may find themselves in the cross hair for more political conflicts as while they are overly accepted, their heritage is still something that can be weaponized in certain ways.

    Orcs in the Ramsalon Mountains are accepting of half orcs into their clans, especially those that come from their own. As family and preserving their culture have become paramount, despite past regional issues with other species they help integrate half orcs into their families and teach them their ways. Non orcs in the region tend to shun half orcs as their views are colored by the past conflicts, though many in the city of Ramsalon are working to try and make it a more welcoming environment.

    Half orcs in Shi Inkahan are not as prevalent as they are on the Vaxian Continent Most occurrences of half orcs are situations where a family of another species offer up a member of their family as part of the tribute to the orc family for protection, as well as a means to establish a more deeper relationship between the two groups. These half orcs are treated with respect and often face the same customs as a full blooded orc. Though some clans may not allow them to seek their own domain, and make those half orcs stay and help manage the domain that they come from as a living symbol of the bonds between the orc and non orc families there.

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    Orcs

    Orcs

    • Lifespan: 20-40 years
    • Typical Height: 6'2" / 1.9 meters
    • Typical Build: Muscular
    • Distinctive Traits: Upturned tusks, leathery skin
    • Where Found: Usually in settlements that can be found in mountainous regions, a few underground, and dense forest regions.
    Orcs are slightly larger than humans, generally possessing green, reddish or greyish skin, and large teeth with pronounced tusks (like canines on the lower jaw).
    Orcs have an accelerated aging cycle compared to humans, reaching physical maturity around age 5. Typically perceived as violent and uncultured by other species, they have a war-torn history on nearly every continent, but are not especially violent, or even physically strong, by nature.

    Ghuungador
    The orcs of Ghuungador were once members of a proud empire, and they have not forgotten it. Physical and emotional strength were highly valued, but wasteful expressions of them were not.
    Battle was considered a proud undertaking, not to be squandered, and filtered down to all aspects of society; not just violent conflict, but any contest between people. Strong opponents were sought, the greater the better, in all things - politics, military conquest, romance, professional rivalries, etc.

    A fight with a strong opponent was to be drawn out, savored - long political struggles often resulted, with neither side anxious to crush the influence of their opponent completely. A fight with a weak opponent was to be avoided or made short as possible, as it was distasteful.
    Entertainment and art that didn’t involve conflict were undervalued, leaving gladiatorial combat, debate, and a form of storytelling steeped in personal bravado and one-upmanship.

    Ramsalon Mountains
    In the Ramsalon mountains live a largely broken series of clans that were once the third largest orc nation on the Vaxian Continent Violent tensions with the Elves of the Ramsalon Forest the people of Ramsalon City and the citizens of Andular typically over expansionist conquest or a desperate hunt for resources eventually led to their near destruction at the hands of a combined Elven Alliance / Vaxian Empire coalition.

    The remaining clans are small and individualistic, trying to sustain what of their previous culture - before the mountain clans aligned - they can. They are now as varied, if not nearly as populous, as the peoples of the forest and city. Due in part to their somewhat desperate socioeconomic situation, conquering, expansion and violence are no longer culturally valued. Family, history, religious worship, and education have become paramount.

    GHOUL/Victory City
    Those orcs not still clinging to the culture of Ghuungador have formed new clans with a new outlook and approach. Calling themselves clans, they more closely resemble street gangs, claiming dominion over certain neighborhoods and business and protecting them from outside influence, even from other orc gangs.
    The gangs much more often threaten violence than commit it, using fear as a social tool to protect and expand territory. The gangs are business savvy and well-organized, but willing to play on the perception of orcs as uneducated thugs to their advantage when dealing with other species.

    Shi Inkahan
    The orcs in much of Shi Inkahan are from a genetic line that makes reddish skin and more elaborate tusks more common than in their Vaxian cousins. They value magic and magical research, often placing religious significance on the elements, and thus the weather.
    Inkahani orcs often place a value on personal territory, with adults leaving home to find a ‘stomping ground’ of their own to claim. Said stomping ground can include space lived on or farmed by other, but the local orc family will often require tribute in exchange for protection.
    While family is important, family legacy is paramount. As a result, children often return to their childhood domains later in life to challenge their parents for the right to claim their native stomping ground for their own.

    This challenge often comes after an orc has had children of their own, so that someone can inherit their old domain if they succeed in overthrowing their parents. If they fail and live, they return to the domain to raise their children, who will one day leave home, claim a domain, then return home to challenge them for theirs.

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