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{| class="wikitable" style="float:right; margin-left: 10px;"
{{Races
|+
|Image = OrcAI.jpg
! colspan="2" |Orcs
|Name = Orcs
|-
|Pronunciation = Ork
| colspan="2" |[[File:Ducky1.png|center|frameless]]
|Classification = Faulskin
|-
|Nicknames = Foulskins, Orukk
!'''Nicknames'''
|Languages = Common, Orkish.
!Foulskins, Orukk
|Average Height = 1.72m - 2.18m (5'8" - 7'2")
|-
|Average Weight = 89kg - 104kg (196lbs - 230lbs)
|'''Spoken Languages'''
|Maximum Age = ~150 Years Old
|Orcish, common tongue
|STR = +3
|-
|DEF = +1
|'''Average Height'''
|AGI = +0
|~157.48 - 219.45cm (5’8”-7’2”)
|INT = +0
|-
}}
|'''Average Weight'''
|~88.9-104.3 kg (196-230 lbs)  
|-
|'''Homeland'''
|The Delorwaki Savanna
|-
|'''Capital'''
|[[The Domain of Zadh Nadrozz]]
|-
|'''Stat bonusses'''
| +3 strength
|}
 
 
== Introduction ==
== Introduction ==
The Orcs, the strongest race of Eden, being the Mighty green Folk. They do not look the smartest but do not be fouled. This race leaves you crushed along the road before you could draw your sword. The civilised races of Eden should have been able to purge the lands of their blight years ago, but their ferocity, brute strength, and tribal loyalty have made them as inevitable as leeches in a stagnant pool. If there’s one thing all races of Eden could agree on is that the orcs are mighty fighters because in the siege of battle they go barbaric, leaving none alive. Yet, in more recent times, they want to prove themselves to all others in Eden. They are not the bloodthirsty monsters they were long ago, but they are loyal warriors capable of many things such as building, blacksmithing and working with stone. Yes, their goal is to prove themselves to all, but this does not mean they will be walked over by any other because nothing is more important to an orc than loyalty and honor.
Emerging from the shadowy depths of Eden's most foreboding landscapes, the Orcs burst forth, their presence heralded by thunderous roars and a display of raw, unbridled aggression. The very ground trembles at the advance of the Green Tide, a formidable force of Foulskins that sends ripples of fear across all nations of Eden. Known amongst themselves as Orkz, these ancient beings are shrouded in mystery, their barbaric customs obscuring much of their history. Possessing a fierce and primitive nature, these muscular, beast-like humanoids from tribal communities, uniting under the banner of conquest at Zadh-Nadrozz, their stronghold in the Derlowaki Savannah. They rally together in warbands, intent on unleashing their wrath upon Eden. However, their relentless aggression has fragmented their society, as the combined forces of Eden's nations have historically repelled their invasions. Only recently have the Foulskins begun to regroup in their ancestral lands, signaling a new era for their kind.


__TOC__
The mighty green folk of Eden, known as the Orcs, stand as the pinnacle of strength and ferocity in a land where appearances can be deceiving. This formidable race, often underestimated for their intellect, leaves devastation in their wake, overpowering any foe before a sword can even be drawn. Despite the civilized races' efforts to eradicate this scourge, the Orcs' savage nature, combined with their loyalty to tribe and kin, renders them as persistent as the most tenacious of pests. United in their ferocity, the Orcs are recognized across Eden for their unparalleled prowess in battle, a testament to their barbaric zeal and lethal efficiency.


== Appearance ==
Yet, a shift has occurred within their ranks; no longer content to be seen as mere monsters, the Orcs strive to showcase their multifaceted capabilities. From construction to blacksmithing and hunting, they aim to demonstrate their worth beyond the battlefield, seeking respect and understanding from the other races of Eden. However, this quest for recognition does not dull their edge; honor and loyalty remain paramount, for nothing stands higher in an Orc's values than the bonds that tie their society together.
Their size, their brute strength, their more pig-like face and their great tusks easily identified from other humanoids of Eden, orcs. The orc’s skin also sets out from the rest, most commonly being a green-colored shade with some natives in the desert known to be a more brownish color because of the intense sun over a great time there. Size of the orcs is bigger than men, but not as tall as high elves. They commonly differ from 5’8”-7’2” (~157.48 - 219.45cm). But their weight is bigger, being from 196 to 230 lbs (~88.9-104.3 kg). The magnitude of the orcs is exclusive, being more broad and powerful than most other races.
{| class="wikitable"
|+
|''“The orcs, you say? Impossible to get a hang of I’ll say. They’re rude brutes who care little for any existing norm. But the bonds they have for each other is admirable at least.”''
'''- A Khadan caravan man on the road back from Zadh Nadrozz'''
|}


The green skin’s hair is ordinarily a deeper shade, being black most of the time, but with age their hair shifts to a grey color. Through the ages of the plague, the effects it had on the orcs meant that their hair would become remarkably thin because their bodies did not have the sufficient nutrients to preserve it.. This carried through the generations, but in the present time, they have become stronger and so have their hair. The orcs usually have longer hair now, seen in braids and have it tied long at the back.
== Character Creation ==


One noticeable trait that the orcs have that differs from all other races is their great tusks that come from their bottom jaw. Most orcs have shorter ones that are recognized even when their mouths are shut, but it is believed the bigger tusks you have the greater fighter you will become. Orcs think extremely highly of their tusks due to them being the only race to have them. They would be seen decorated with rings around them or other jewelry with them.
=== Appearance ===


The apparel of the orcs would usually be seen in not very heavy clothing because of their thick skin they have no need in big coats to keep them warm. They still despise the restrictions with clothing on the upper body. This is often while they work or train in fighting. The typical clothing is thin shirts and shorts. Especially in their capital nation of Zadh Nadrozz.
==== Physical Traits ====
[[File:FemaleOrcAIV2.jpg|thumb|An example of a female Orc]]
Orcs, with their imposing stature and distinct physicality, are rumored to be descendants of the ancient ogres or trolls, a lineage that speaks to their formidable presence. Their skin tones vary significantly, a reflection of their diverse habitats and lifestyles within the Delorwaki. Standing between 1.72m and 2.18m (5'8" - 7'2") tall, both male and female Orcs share this range in height, showcasing a remarkable uniformity in stature across genders, further emphasizing their race's robust and intimidating nature. Orcish hair is typically characterized by its dark shades, predominantly black, and is known for its strength and resilience. It is common for orcs to grow their hair long and style it in braids, a practice that not only serves a practical purpose in battle by keeping their hair out of their faces but also holds cultural significance, with the intricacy of the braids often denoting status or achievements within their society or family.  


== Languages ==
The most recognizable are those with vibrant green skin, a color believed to have evolved from their dwelling in dense, magical forests where the ambient energy influenced their pigmentation. Orcs from the savannah regions boast a brownish hue, a natural adaptation to the arid, sun-scorched environments where blending with the earthy tones offers a tactical advantage. Meanwhile, those who have made the caverns of the Delorwaki Savannah their home exhibit a grayish skin tone, a result of living in the dimly lit, subterranean realms. This variety in skin color among the Orcs is not just a testament to their adaptability but also to the rich diversity within their race.
The orc’s language is quite simple compared to the other races of Eden coming from their past. They used a mixture of language and hand language or known now as Orcish this was their way to communicate to the other orcs. They knew common, but very little could only answer yes or no and greetings. Coming from their past they have been trying to get better at communication through common but still to this day some orcs still struggle with the more complicated words and terms, but they are still learning.


Some of the most common orcish
A distinctive feature setting orcs apart from all other races is their prominent tusks protruding from their lower jaws. While most orcs possess relatively short tusks that are visible even when their mouths are closed, it is widely believed that larger tusks signify a more formidable warrior. Orcs hold their tusks in high esteem, as they are unique to their race. It's common to see these tusks adorned with decorative rings or other forms of jewelry.
[[File:OrcSkin.png|none|thumb|663x663px|A guide to typical Orc Skin Colors.]]


<nowiki>*</nowiki>Fist over Heart* = “For Honor” (a respectful salute)
=== Languages ===
Orcs have had a long history of speech which was nearly impossible to understand to anyone but other orcs since it was mainly random screaming. This was referred to as Ancient Orcish, still practiced by few and only found in ancient recordings. Nowadays, the orcs have mixed their ancient language with the common tongue of the humans who often tried to communicate with the orcs. An orcish variant of common was born which is now referred to simply as “orcish”.


<nowiki>*</nowiki>lowers head and raises* = “greetings friend” or “farewell”
This variant is a lot more guttural and lispy than the average common. Many words in a sentence are not pronounced fully or can become a single word by dragging out the words while already starting to pronounce the next one. It’s hard to pinpoint exactly how orcish operates since each speaker seems to have their own dialect. But there are some common occurrences in the language; the '''h''' is nearly never pronounced. The '''s''' is usually replaced with a '''z''' and any word ending on '''ing''' would end shorter with just an '''in’'''. Any '''th''' is replaced with the '''d'''. The possessive in orcish is portrayed with an '''‘v'''.


<nowiki>*</nowiki>shake head left to right* = “No”
''“Da intereztin’ zword’v ‘im!”'' would translate into ''“The interesting sword of him”.''
{| class="wikitable"
! colspan="6" |The Orc Language: Quick Guide
|-
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Races</u>
! colspan="2" | <u>Titles</u>
|-
!Orcish
!Common
!Orcish
!Common
! Orcish
!Common
|-
|Ay!
| Greetings
| Panzie(z) / Long Earz
|Elf(ves)
|Ladz
|Friends
|-
|‘Owz yerr?
|How are you?
|Whoite panzie
| High Elf
|Gitz
|Allies
|-
|Be zeein’ ya.
| See you later.
| Tree panzie
|Wood Elf
|Filth/Filf
| Enemies, slaves
|-
! colspan="2" rowspan="11" |
|Zand panzie
|Dark Elf
|Big ‘Unz
|Tribal Leaders
|-
|Dwarf
|Denur
|Da Bozz
|Ruler
|-
|‘Umie(z)
|Human(s)
| Zhaman
|Shaman
|-
| Gobbo
|Goblin
|Arch Zhaman
|Arch-Shaman
|-
|‘Orn’d one(z)
|Tiefling
! colspan="2" |<u>Common Words</u>
|-
! colspan="2" rowspan="6" |
!Orcish
!Common
|-
|Uruk’tal(i)
|Ancestor(s)
|-
|Urneldash
|The Green Flame
|-
|Grauhm
|Voidal entities/mages
|-
|Zorzerah’v’[element]
|Elemental mage
|-
! colspan="2" |
|}


<nowiki>*</nowiki>Head up and down*       = “yes”
=== Naming Schemes ===
An orc’s name usually consists of two parts, namely their first name which is often decided by their parents and their last name which is often an aptronym chosen by the orcs themselves. Usually, something that reflects who they are or what they’ve accomplished.


<nowiki>*</nowiki>Fists smash together*    = “a warning for a fight (a threat)
An orcish first name is rarely longer than two syllables long, usually intercepted by an apostrophe in the middle of those two syllables. Orcs might decide on a name themselves for a child which they find fitting or wait for the first sound the child makes and derive a name from that sound.


== Culture ==
The addition to the first name is more interesting, as this is no set-in-stone title. The last name of an orc represents who they are in either character, profession, deeds they have done, or feats they have achieved. If an orc considers themself to be quite strong they might call themselves “Da Ztronk” or if their profession is a healer they might call themselves “Da Medik”. Therefore, familial last names are uncommon but not unseen, as some orcs prefer their family ties and decide to create a family name.


=== <u>Structure of Orc Society:</u> ===
===Cultures===
 
Nations and cultures in which the Orc race is present.
 
{| class="wikitable"
The orcs are usually very defensive people being that they have been through so much as a race they want the race of Orcs to be rebuilt and to change everyone’s views on the orcs, turning from their dark past, they want to show that they are not evil monsters and are a loyal, wise and strong race. Since they were more secluded and distant from the other people of Eden, they wanted to fit in with everything, learning about how others lived and going about their daily lives. The orcs seek to honor and glory among all.
![[File:ZadhCulture.png|frameless|200x200px]]
 
! [[Zadh Nadrozz|The Faul Tide of Zadh-Nadrozz]]
The orcs usually live alongside the goblins, so they help protect them and do the more heavy-lifting jobs because they are much larger and stronger. You will usually see inside the walls of the capital nation an even split of the jobs set between Orcs and Goblins. This split means that the orcs think fondly of the Goblins and are becoming closer to them, even some orcs viewing the orcs and Goblins as one race.
| Zadh Nadrozz, a once-majestic Denur hold nestled in the mountains, now serves as the formidable stronghold of the Foulskins, Orcs and Goblins who have made it their own. This mountain fortress is the heart of Foulskin power on Eden, a place where they rally, grow in strength, and honor their ancestors. It's here that the Foulskins practice The Green Flame religion, a belief system that venerates the pathway to the land of the ancestors, emphasizing their values of rigidity, strength, and honor. Zadh Nadrozz symbolizes the Foulskins' resilience and their deep connection to their past, making it a pivotal location in their dominion over Eden.
 
|}
The history of the orcs has brought the small number of orcs left closer to one another, getting to the point of the orcs calling each other brother and sister when they have no blood relations. This is just a way to show that the Orcs are very loyal and close to their own kind and view themselves as a large family. Respect, loyalty, and honor are the most important thing to Orcs. Orcs love grand feasts and dances. The music that the orcs were born with and have known all their lives was the heavy drums made from wood and goat hide; the loud bashing and banging of the drums give birth to the dance of the orcs. The dances have stomping of the feet and the clapping of hands with war chants roaring throughout their nation. This is something that brings the orcs closer to others; being invited to these events and dancing with the orcs will be a great honor to them.
 
=== <u>Celebrations</u> ===
The orcs love a good feast and music, and this is their main way to do any celebrations or festivals. Since the orcs are very close to one another, they have a feast where they all are brought closer. Some of their celebrations are:
 
'''<u>The Silent Day</u>'''
:: This is a day when all orcs remember those who were lost in the great war for them to become free from Mudgul's control. This day is when all the orcs are silent, shutting down all shops, no one works except those of importance, like the warband and rulers. A ceremony occurs where they all stand together and remember those whose lives were lost.
 
'''<u>The Great Brawl</u>'''
:: The orcs love to embrace their strength and hand-to-hand combat, so an event that happens quite a lot is the great brawl, where a tournament is held to see who the greatest warrior is. Lots of food and entertainment are involved.
 
'''<u>The Alliance</u>'''
:: They share this with the goblins to celebrate the alliance made between them and the goblins putting pasts behind them and moving forward as one to create the greatest nation they can. Big feasts with food and alcohol and a big dance is held with great drums booming around the nation of Zadh Nadrozz.
 
=== <u>Romance & Marriage</u> ===
The orcs take romance and commitment seriously. They view marriage as the bonding of two souls made to make one. Since orcs are very close to one another, the way they usually get together is by knowing them for a long period and being very affectionate to each other. After that period, when they are seen to the public eye, this is the period spent planning out the day of soul bonding, and this is where they are officially seen as one and are “married”. Orcs have a name for this and it is “the love pact” all orcs celebrate this ceremony, and is a massive gathering with loads of food, dance and laughter. Divorce within the orcs is something that has never happened and is not something that is mentioned because of the process of marriage they are usually sure of their choice and do not want to break the 2 souls apart. If it were to happen, there would be shock amongst the community because of how rare this is.
 
=== <u>Life & Reproduction</u> ===
For Orcs, reproduction is a glorious thing, usually only with people who have made the love pact with one another, but could still happen with some who are just friendly with each other. The female orcs are only fertile once a year, so having a child is not something that happens all the time. The female holds the child for 9 months before it is given birth. When a new orc has been created, the orcs hold a massive festival for the child and the family, being that they love celebrating new life and see it as a gift. The Child is usually given gifts from the others and is the key person at the event. The reproduction of an orc brings the whole orc community closer because of their history the newborn is brought into the new era for orcs where they are good people and are not under control by the mean ruler they once had.
 
=== <u>Religion</u> ===
The orcs believe in ancestorship being that they pray and worship the past orcs and they are all wise and know all. They are the best of the best orcs. Because to become an Azdhug (one of the noble orc spirits). This would mean that the orc lived its life full of honor being loyal to themselves and to their family. It would gain the Honor through all different ways. Could die in battle nobly, sacrificing yourself, living your life, helping others and doing great things for people. It would have to be the best because only the greats would be ancestors. If an orc does not live their lives with honor or not impressive enough to become an Azdhug. something would reincarnate them as an orc and live through life again to have another chance to have their place among the great Orcs. Being reincarnated is looked down on because they were not good enough to become an Azdhug. The Azdhug are the ones who decide if you are good enough to become part of them.
 
Orcs would often pray to the Azdhug for wisdom or aid. Because they want guidance from the greats. They would normally worship and be in the Azdhug's presence on holy ground. This means wherever orcs settle, they will always get one of the elders to set up a place where the orcs can worship the Azdhug. Being a small place with a few totems and gifts that other orcs have given to show their love for them.
 
=== <u>Death and Funerals</u> ===
Orcs deaths were a sad time due to them all being very close to one another. What would usually happen when a death has occurred is the body would be placed on top of a small wooded structure, being only 3mx3m and would be 1m in height. The body would lay there for a day so people could come and pray over the body, hoping that it would become part of the Azdhug. Then a ceremony would take place where all would gather and then set a light on the wood. They believed that the body spirit would rise with the smoke to the Azdhug and then they would join them. And if they were not honorable enough, then the spirit would be blessed by the Azdhug for a good life once reincarnated.
 
== History ==
 
=== <u>Intro:</u> ===
The account of the orcs is nothing for the weak; the deep suffering of this race has brought forth strength and determination for honor and glory. They seek peace and a place to call their own, living their ordinary lives without the fear of war and murder. Finding peace with what would be the most unexpected group.
 
=== <u>Under Mugdul’s Control</u> ===
The Orcs of Eden Used to be a dominant issue with mighty warriors and the Heroic nation of Udgurd. The ruler of Udgurg was Mugdul, the slayer. He had the rule of all orcs without dispute. Any who disobeyed him were destroyed, and so was their kin. All orcs worshipped him because they all thought he was greatness and the most honorable being of this world, putting him before all else. Mugdul would lead his troops to plunder and consume all others who set foot inside his territory. He sought power and control of all. His way of controlling all his land was putting his most trusted warriors in authority and allowing them clans that would later be scattered across the region so they could deliver information back to Mugdul. These clans would subsist from 3 to 5 families, and each chieftain could pick them and go out into the land to serve the ruler Mugdul.
 
The nation of Udgurg was extensive, a building created from rock, vast walls surrounding it and a great keep in the heart where the ruler Mugdul the slayer was placed. Smoke occupied the air from the forges that were regularly lit, making armor and weapons for the warriors. The sound of huge drums was seen beating and rumbling, great anthems were heard from the mighty orcs. The keep was remarkably well protected. This was under the command of Mugdul, because he saw himself above all else. His people were merely puppets in his mind, beings that would simply aid him in the quest for power and control of all. If anything was to go wrong, he would endure.
 
Most of the orcs would follow under Mugdul’s control, believing all that was said to him. They would make war and not make alliances with any other, they were told that all other races were evil and would do dreadful things to them, this was said to all orcs by Mugdul so he would keep them as his and would wipe out the risk of any leaving his nation. Since the orcs believed his lies, they would kill any new races in sight and would do dreadful things to the ones who found themselves lost inside the orcs’ land.
 
There was one Chieftain, Mobrukk the Mighty, who was incredibly close to Mugdul and was one of the first to gain the title of chieftain. And could pick from the strongest of families to follow him and watch over the lands for Mugdul. Their relationship was strong because they grew up close to one another and Mobrukk was a naturally skilled warrior, and when Mugdul was put in charge, he was the first choice of a personal bodyguard. They have been through a lot together, but there was always a difference between them. Mugdul had a lust for greed and power and the other was an honest orc, only doing what they needed and always looking out
 
for others.
 
=== <u>The New Dawn</u> ===
Mobrakk’s clan called the Dawnbreakers; they were the most powerful of all the other tribes. Dawnbreakers had the strongest warriors and the greatest equipment for war. They were positioned to the west of the lands. After some time a meeting was made with all Chieftains with Mugdul. In the meeting, the ruler wanted to discuss broadening his land and expanding outward for more control. Mobrakks tribe was told to move out west to scout out the land for anything, like a settlement or what the land is like. They packed their things and moved out, scouting out the lands. Through the expeditions Mobrakk came across a road with a carriage that had seemed to be broken down with 2 dark skinned folk and one skinny human, his tribes first instinct where to get into position to attack, but Mobrakk stood them down he wanted to get any information about them and where they came from and he was to warn them to leave these lands before Mugdul the slayer was to come and have no mercy, this choice to get information was because of his curiosity getting the better of him. Approaching these people, Mobrakk spoke to the folk, wanting to find out more about them. During this time, he was shocked to learn that these people were civil and did not want to slaughter them. He also learnt that Mugdul has lied and was truly evil, hearing stories of orc attacks and ransacking innocence.
 
Taking this information, Mobrakk chose the next path for him and his tribe. He did what he thought was right. He went to the other tribes and showed them the truth, showing and recruiting them into the new dawn. Their plan was to take up arms with Mugdul and take over his rule so they can free the orcs from his lie and corruption. Word got round of Mobrakk’s army and one tribe who was loyal to Mugdul and didn’t believe what was said went to give him the word of what was happening and Mugdul was furious, he got his best warriors to go after the new dawn and bring them to him dead or alive. Conflict arose and after 3 years of constant fighting, the last war was then declared. The new dawn marched to the walls of Udgurg and a massive war took place. The new dawn fought for honor and glory, Though Mugdul fought for control.
 
A lot of blood was shed that day. The battlefield lay quiet, for it was now a graveyard of the unburied. Their corpses lay among the buttercups and forget-me-nots. The sun still shone and the wind still blew, but somewhere mothers and fathers, brothers and sisters waited in vain. Souls departing from this earth to the next. This was a day that would not be forgotten. In the end, the one left standing was the new dawn, though this did not mean that the victory did not leave them broken, broken in numbers, broken in hope. Because of the loss of Orcs and the bloodshed that was caused by Mugdul. The War ended 100 years before the plague.
 
=== <u>The Plague</u> ===
After this war, the orcs become nomadic moving around the savanna, using their skills to survive. Using the river to fish for fresh food and to drink. Heading north, they were met by a group of humans who then brought news of a plague and what it was doing to people. They kept their path heading north, then they noticed a few of their own becoming sick and unwell. Travelling became extremely hard. So they wanted to set down camp in a safe place. Entering a mountain range, they saw a great doorway leading into a mountain. It seemed to be a dwarf settlement. Entering the halls, there was complete darkness and the crisp, chilly breeze running out of it. It was empty. Not a single trace of life was seen, or so they thought. They inhabited this place and called it their own, turning it from dwarf to orc. They could treat the sick. The effects of this plague seemed to make the orcs turn more skinny and weak. Muscles would turn to bone. This was a hard time for the orcs but they have fought through these times and will push forward in hope to regain friendship and prove themselves to the other races as a changed race that wants only honor, free from all false pride. They want to build themselves up and regain a massive nation like they used to have. But was then destroyed in the war and decayed through time of bareness.
 
=== <u>The meeting of the Goblins</u> ===
While living in the spine of Eden, the orcs ventured round inside the mountain looking for anything that would come in use for them. They saw a great door with markings all over it and small scratch marks on the lower quarter. Opening the door, a golden room and the race of goblins greeted them inside. The orcs stood in shock, Goblins were an old myth so the orcs did not know what to do. They instinctively raised their weapons and the goblins with their small knives in hand. Norlakk, son of Mobbrakk then slowly lowered his axe and presented himself to the goblins. And explained what had happened and why they were there. Both sides found advantages of an alliance being formed and both living inside the mountain together. The Goblins are small folk not being the best in battle, but they had the smarts to survive for so long and their knowledge of the mountains would be vital to have. The orcs, being bigger and stronger, would mean that they could protect the goblins and do the heavier work inside their nation. Separate, both races struggled, but together they would have been able to form a great nation, being able to leave the depths of the mountain and prove themselves to the other races. There a great alliance was formed. They had found peace and would live together and rejoice.


== World View ==
{| class="wikitable"
![[File:AttianMale1.jpg|frameless|200x200px]]
!On Attians...
|'''Very Negative'''
''“Ztewpid ‘umiez ‘n dey emprahz! Dey be zkemin’ ‘n nevah ztop foightin’ fer shoite reazonz. Iv it werr up tew me, all’o’dem wud be drake food!”''
* Bral’ba Horzemastah, stable keep.
|-
![[File:HinterlandersAI.jpg|frameless|200x200px]]
!On Hinterlanders…
| '''Negative'''
''“Short ‘umiez, tall ‘umiez, z’moztly da zame. Dey’re loud ‘n annoyin’ nae worf keepin’ ‘round ferr long ‘nlezz dey gotz lotza zhoiniez.”''


* Batul-Arak, Zadh-Nadrozz resident
|-
![[File:KhadanAI.jpg|frameless|200x200px]]
!On the Khadan…
| '''Slightly Positive'''
''“Da zand ‘umiez ‘r not da worzt, dey keep tew demzelfz ‘n nevah kauze troub’l on da roadz. Dey be nowin’ da ztrugglez ‘v da Delorwaki.”''
*Kar’gath da fazt, Savannah patrolman.
|-
! [[File:HelfAI.jpg|frameless|200x200px]]
! On High Elves…
|'''Slightly Negative'''
''“Long ear’d panziez ‘r olweyz finkin’ dey’r zew much bettah den uz orrukz. Dey’re not da worzt’v da bunch bu’ mez don’ loik dey’r attitudz.”''
*Eslo Balvard, Shaman’s apprentice in Zadh Nadrozz
|-
![[File:WelfAI.jpg|frameless|200x200px]]
!On Wood Elves…
|'''Very Negative'''
''“Tree panziez ‘r kowardz! Hidin’ up in derr treez ol da toim ‘n nevah foightin’  wiff ‘onah! We zhud be burnin’ dem treez down mez zayz!”''
*Grombald Trollzbane, member of a warband.
|-
! [[File:DelfAI.jpg|frameless|200x200px]]
!On Dark Elves…
|'''Neutral'''
''“Yeah, wez ‘ad our dealingz with them. They’r ‘old up with the zand ‘umiez ‘an zeem too treat us alroight. Ztill, panziez’ll be panziez.”''
*Shla’bul da legz, a merchant who frequents the Anjyarri desert.
|-
! [[File:DenurAI.jpg|frameless|200x200px]]
! On Denur…
|'''Negative'''
''“Ztinky dwarvz! Olweyz lewkin’ ferr troub’l wiff uz faulzkinz, talkin’ shoite about derr mount’n. If dey werr twoice’z long dey moight’ve been warriaz ‘nuf tew protect derr mount’n befo’ we kame ‘long.”''
* Roob’i Jet’ten, savannah scavenger
|-
![[File:HalflingAI.jpg|frameless|200x200px]]
!On Halflings…
|'''Neutral'''
''“Wez don’ be zeein’ much smol onez ‘round da zavannah, but wez’r olweyz welkome norf’v’da’zpoine. ‘Ave ta be kareful not ta be zteppin’ on da lil onez ‘n konfuze dem wif smol beaztz.”''
*Knaraugh Goltoof, Fleetmaster
|-
![[File:GoblinAI.jpg|frameless|200x200px]]
!On Goblins…
|'''Very Friendly'''
''“Aye, da lil’ gobboz ‘r propah ladz. Dey be nowin’ woz gud wenn ‘t komez tew shoiniez ‘n zneaky planz. Dey’re a bit zmall doe.”''
*Gru da drinkah, local tavern ejoyer.
|-
! [[File:TieflingAI.jpg|frameless|200x200px]]
!On Tieflings…
|'''Slightly negative'''
''“Da zhamanz sey dey’re Grauhm born bu’ mez ‘aven’ found much problemz wiff ‘em. Dey go’ zum ztrange war paint on ‘em which doezn’ wash of eazy ‘n taztez loik shoite. ‘Zlong az dey be behavin’ dey’ll mozt loikely be foine.”''
*Bobun da Manglah, employee of the fighting pits in Zadh Nadrozz.
|}
==Character Traits==
Upon creation of an orc character, you can pick two of the following traits for your character to reflect their background.
{| class="wikitable"
! colspan="2" |Racial Traits - Orcs
|-
!Too Angry to Die
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)
|-
!Savage Blows
|Players with this trait do 2 additional damage when striking a critical hit (18+) with a melee attack (this trait can only activate twice per turn).
|-
!Frenzy
|Players with this trait can choose to go into a frenzy. Whilst in this frenzy, they double their attacks with melee weapons but suffer a -2 to their defensive rolls.
Frenzy is deactivated after the player takes 5 damage and can be freely reactivated.
|-
!Spidah ridah
|Players with this trait start with a spider mount. (Voras Pet)
|-
!Prophet of the Green Flame
|Players with this trait know the"Fireball" spell without needing to be a spellcaster.
Additionally, this flame is green and applies the burning effect to any player it hits for D3 turns.
|-
!Boss Skewer
|Players with this trait do D2 additional damage to Nation/City-State/Claim leaders & stewards with melee weapons
|-
!Great Hunter
|Players with this trait do D3 additional damage to creatures with the BEAST or ANIMAL tag.


{{Navtable_Races|class="mw-collapsible"}}
|}{{Navtable_Races|class="mw-collapsible"}}
__NOTOC__

Latest revision as of 06:50, 25 October 2024

Orcs
OrcAI.jpg
Pronunciation Ork
Classification Faulskin
Nicknames Foulskins, Orukk
Languages Common, Orkish.
Average Height 1.72m - 2.18m (5'8" - 7'2")
Average Weight 89kg - 104kg (196lbs - 230lbs)
Maximum Age ~150 Years Old
Stat Bonuses

+3 Strength

+1 Defense

+0 Agility

+0 Intelligence

Introduction

Emerging from the shadowy depths of Eden's most foreboding landscapes, the Orcs burst forth, their presence heralded by thunderous roars and a display of raw, unbridled aggression. The very ground trembles at the advance of the Green Tide, a formidable force of Foulskins that sends ripples of fear across all nations of Eden. Known amongst themselves as Orkz, these ancient beings are shrouded in mystery, their barbaric customs obscuring much of their history. Possessing a fierce and primitive nature, these muscular, beast-like humanoids from tribal communities, uniting under the banner of conquest at Zadh-Nadrozz, their stronghold in the Derlowaki Savannah. They rally together in warbands, intent on unleashing their wrath upon Eden. However, their relentless aggression has fragmented their society, as the combined forces of Eden's nations have historically repelled their invasions. Only recently have the Foulskins begun to regroup in their ancestral lands, signaling a new era for their kind.

The mighty green folk of Eden, known as the Orcs, stand as the pinnacle of strength and ferocity in a land where appearances can be deceiving. This formidable race, often underestimated for their intellect, leaves devastation in their wake, overpowering any foe before a sword can even be drawn. Despite the civilized races' efforts to eradicate this scourge, the Orcs' savage nature, combined with their loyalty to tribe and kin, renders them as persistent as the most tenacious of pests. United in their ferocity, the Orcs are recognized across Eden for their unparalleled prowess in battle, a testament to their barbaric zeal and lethal efficiency.

Yet, a shift has occurred within their ranks; no longer content to be seen as mere monsters, the Orcs strive to showcase their multifaceted capabilities. From construction to blacksmithing and hunting, they aim to demonstrate their worth beyond the battlefield, seeking respect and understanding from the other races of Eden. However, this quest for recognition does not dull their edge; honor and loyalty remain paramount, for nothing stands higher in an Orc's values than the bonds that tie their society together.

“The orcs, you say? Impossible to get a hang of I’ll say. They’re rude brutes who care little for any existing norm. But the bonds they have for each other is admirable at least.”

- A Khadan caravan man on the road back from Zadh Nadrozz

Character Creation

Appearance

Physical Traits

An example of a female Orc

Orcs, with their imposing stature and distinct physicality, are rumored to be descendants of the ancient ogres or trolls, a lineage that speaks to their formidable presence. Their skin tones vary significantly, a reflection of their diverse habitats and lifestyles within the Delorwaki. Standing between 1.72m and 2.18m (5'8" - 7'2") tall, both male and female Orcs share this range in height, showcasing a remarkable uniformity in stature across genders, further emphasizing their race's robust and intimidating nature. Orcish hair is typically characterized by its dark shades, predominantly black, and is known for its strength and resilience. It is common for orcs to grow their hair long and style it in braids, a practice that not only serves a practical purpose in battle by keeping their hair out of their faces but also holds cultural significance, with the intricacy of the braids often denoting status or achievements within their society or family.

The most recognizable are those with vibrant green skin, a color believed to have evolved from their dwelling in dense, magical forests where the ambient energy influenced their pigmentation. Orcs from the savannah regions boast a brownish hue, a natural adaptation to the arid, sun-scorched environments where blending with the earthy tones offers a tactical advantage. Meanwhile, those who have made the caverns of the Delorwaki Savannah their home exhibit a grayish skin tone, a result of living in the dimly lit, subterranean realms. This variety in skin color among the Orcs is not just a testament to their adaptability but also to the rich diversity within their race.

A distinctive feature setting orcs apart from all other races is their prominent tusks protruding from their lower jaws. While most orcs possess relatively short tusks that are visible even when their mouths are closed, it is widely believed that larger tusks signify a more formidable warrior. Orcs hold their tusks in high esteem, as they are unique to their race. It's common to see these tusks adorned with decorative rings or other forms of jewelry.

A guide to typical Orc Skin Colors.

Languages

Orcs have had a long history of speech which was nearly impossible to understand to anyone but other orcs since it was mainly random screaming. This was referred to as Ancient Orcish, still practiced by few and only found in ancient recordings. Nowadays, the orcs have mixed their ancient language with the common tongue of the humans who often tried to communicate with the orcs. An orcish variant of common was born which is now referred to simply as “orcish”.

This variant is a lot more guttural and lispy than the average common. Many words in a sentence are not pronounced fully or can become a single word by dragging out the words while already starting to pronounce the next one. It’s hard to pinpoint exactly how orcish operates since each speaker seems to have their own dialect. But there are some common occurrences in the language; the h is nearly never pronounced. The s is usually replaced with a z and any word ending on ing would end shorter with just an in’. Any th is replaced with the d. The possessive in orcish is portrayed with an ‘v.

“Da intereztin’ zword’v ‘im!” would translate into “The interesting sword of him”.

The Orc Language: Quick Guide
Greetings Races Titles
Orcish Common Orcish Common Orcish Common
Ay! Greetings Panzie(z) / Long Earz Elf(ves) Ladz Friends
‘Owz yerr? How are you? Whoite panzie High Elf Gitz Allies
Be zeein’ ya. See you later. Tree panzie Wood Elf Filth/Filf Enemies, slaves
Zand panzie Dark Elf Big ‘Unz Tribal Leaders
Dwarf Denur Da Bozz Ruler
‘Umie(z) Human(s) Zhaman Shaman
Gobbo Goblin Arch Zhaman Arch-Shaman
‘Orn’d one(z) Tiefling Common Words
Orcish Common
Uruk’tal(i) Ancestor(s)
Urneldash The Green Flame
Grauhm Voidal entities/mages
Zorzerah’v’[element] Elemental mage

Naming Schemes

An orc’s name usually consists of two parts, namely their first name which is often decided by their parents and their last name which is often an aptronym chosen by the orcs themselves. Usually, something that reflects who they are or what they’ve accomplished.

An orcish first name is rarely longer than two syllables long, usually intercepted by an apostrophe in the middle of those two syllables. Orcs might decide on a name themselves for a child which they find fitting or wait for the first sound the child makes and derive a name from that sound.

The addition to the first name is more interesting, as this is no set-in-stone title. The last name of an orc represents who they are in either character, profession, deeds they have done, or feats they have achieved. If an orc considers themself to be quite strong they might call themselves “Da Ztronk” or if their profession is a healer they might call themselves “Da Medik”. Therefore, familial last names are uncommon but not unseen, as some orcs prefer their family ties and decide to create a family name.

Cultures

Nations and cultures in which the Orc race is present.

ZadhCulture.png The Faul Tide of Zadh-Nadrozz Zadh Nadrozz, a once-majestic Denur hold nestled in the mountains, now serves as the formidable stronghold of the Foulskins, Orcs and Goblins who have made it their own. This mountain fortress is the heart of Foulskin power on Eden, a place where they rally, grow in strength, and honor their ancestors. It's here that the Foulskins practice The Green Flame religion, a belief system that venerates the pathway to the land of the ancestors, emphasizing their values of rigidity, strength, and honor. Zadh Nadrozz symbolizes the Foulskins' resilience and their deep connection to their past, making it a pivotal location in their dominion over Eden.

World View

AttianMale1.jpg On Attians... Very Negative

“Ztewpid ‘umiez ‘n dey emprahz! Dey be zkemin’ ‘n nevah ztop foightin’ fer shoite reazonz. Iv it werr up tew me, all’o’dem wud be drake food!”

  • Bral’ba Horzemastah, stable keep.
HinterlandersAI.jpg On Hinterlanders… Negative

“Short ‘umiez, tall ‘umiez, z’moztly da zame. Dey’re loud ‘n annoyin’ nae worf keepin’ ‘round ferr long ‘nlezz dey gotz lotza zhoiniez.”

  • Batul-Arak, Zadh-Nadrozz resident
KhadanAI.jpg On the Khadan… Slightly Positive

“Da zand ‘umiez ‘r not da worzt, dey keep tew demzelfz ‘n nevah kauze troub’l on da roadz. Dey be nowin’ da ztrugglez ‘v da Delorwaki.”

  • Kar’gath da fazt, Savannah patrolman.
HelfAI.jpg On High Elves… Slightly Negative

“Long ear’d panziez ‘r olweyz finkin’ dey’r zew much bettah den uz orrukz. Dey’re not da worzt’v da bunch bu’ mez don’ loik dey’r attitudz.”

  • Eslo Balvard, Shaman’s apprentice in Zadh Nadrozz
WelfAI.jpg On Wood Elves… Very Negative

“Tree panziez ‘r kowardz! Hidin’ up in derr treez ol da toim ‘n nevah foightin’  wiff ‘onah! We zhud be burnin’ dem treez down mez zayz!”

  • Grombald Trollzbane, member of a warband.
DelfAI.jpg On Dark Elves… Neutral

“Yeah, wez ‘ad our dealingz with them. They’r ‘old up with the zand ‘umiez ‘an zeem too treat us alroight. Ztill, panziez’ll be panziez.”

  • Shla’bul da legz, a merchant who frequents the Anjyarri desert.
DenurAI.jpg On Denur… Negative

“Ztinky dwarvz! Olweyz lewkin’ ferr troub’l wiff uz faulzkinz, talkin’ shoite about derr mount’n. If dey werr twoice’z long dey moight’ve been warriaz ‘nuf tew protect derr mount’n befo’ we kame ‘long.”

  • Roob’i Jet’ten, savannah scavenger
HalflingAI.jpg On Halflings… Neutral

“Wez don’ be zeein’ much smol onez ‘round da zavannah, but wez’r olweyz welkome norf’v’da’zpoine. ‘Ave ta be kareful not ta be zteppin’ on da lil onez ‘n konfuze dem wif smol beaztz.”

  • Knaraugh Goltoof, Fleetmaster
GoblinAI.jpg On Goblins… Very Friendly

“Aye, da lil’ gobboz ‘r propah ladz. Dey be nowin’ woz gud wenn ‘t komez tew shoiniez ‘n zneaky planz. Dey’re a bit zmall doe.”

  • Gru da drinkah, local tavern ejoyer.
TieflingAI.jpg On Tieflings… Slightly negative

“Da zhamanz sey dey’re Grauhm born bu’ mez ‘aven’ found much problemz wiff ‘em. Dey go’ zum ztrange war paint on ‘em which doezn’ wash of eazy ‘n taztez loik shoite. ‘Zlong az dey be behavin’ dey’ll mozt loikely be foine.”

  • Bobun da Manglah, employee of the fighting pits in Zadh Nadrozz.

Character Traits

Upon creation of an orc character, you can pick two of the following traits for your character to reflect their background.

Racial Traits - Orcs
Too Angry to Die When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)
Savage Blows Players with this trait do 2 additional damage when striking a critical hit (18+) with a melee attack (this trait can only activate twice per turn).
Frenzy Players with this trait can choose to go into a frenzy. Whilst in this frenzy, they double their attacks with melee weapons but suffer a -2 to their defensive rolls.

Frenzy is deactivated after the player takes 5 damage and can be freely reactivated.

Spidah ridah Players with this trait start with a spider mount. (Voras Pet)
Prophet of the Green Flame Players with this trait know the"Fireball" spell without needing to be a spellcaster.

Additionally, this flame is green and applies the burning effect to any player it hits for D3 turns.

Boss Skewer Players with this trait do D2 additional damage to Nation/City-State/Claim leaders & stewards with melee weapons
Great Hunter Players with this trait do D3 additional damage to creatures with the BEAST or ANIMAL tag.
Races
Human Races Attians · Khadans · Hinterlanders
Elvish Races High Elves · Wood Elves · Dark Elves
Dwarvish Races Denur
Orcish Races Orcs · Goblins
Other Races Halflings · Tieflings · Sylvani