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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