Orcs

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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

Braduk

Lur

Gorkil

Yar


Inactive:


Dom

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



Races
Human Heartlander · Highlander · Farfolk · Adunian
Elf Wood Elf · High Elf · Dark Elf · Snow Elf
Dwarf Cave Dwarf · Mountain Dwarf · Forest Dwarf · Dark Dwarf
Orc Olog · Goblin
Other Hou-Zi Laobai-Zhu · Fei-Zhu · Hei-Zhu
Kharajyr Kha'Leparda · Kha'Cheetrah · Kha'Pantera · Kha'Tigrasi
Misc. Halfling
Special Natural Creatures · Magical Creatures · Spectral/Undead Creatures