Orc

Orcs are one of the most common races found on Azimuth. They are strong and resilient humanoids, characterized by the tusks of their lower jaws.

Description

Appearance

Orcs are tall humanoids with muscular physiques. Orcs come in all shapes and sizes, ranging from the short, pitiable peon to the hulking grunt. Males, particularly warriors, are often hunched to variable degrees, though others stand straight and tall. Orcs have large heavy jaws from which protrude sharp, tusk-like teeth, heavy brows, and pointed ears.

Statistics

Orcs are approximately 6 to 8 feet tall and generally weigh from 230 to 280 pounds.   Orcs reach adulthood at age 12 and live on average up to 50 years.

History

Early history and supposed creation

It is said the orcs came from the gods, the same way as the other races of the world. Orcish tribal tales tell tales of the first great war of the world, where the sky shook and the sea burned. The first orcs drank from the waters of the Red Lake in the First Age: The Age of Creations, which gave them the strength to conquer the land around them and they brought war to the elemental Primordials of that age. If there was some greater role they were to play or a singular god that crafted them, it has been lost to time and to the Severance, and now the orcs of Azimuth make their own way in the world.

Additional History

For much of their history, the continent of Tarteria was a multitude of small, tribal communities spread across the northern and southern fields. It was not until late in the Third Age that the orcish kingdom of Keeleon emerged onto the world stage. The tribal leader, Warlord Keel, used the rich veins of Orichalcum in his lands to wage war and press his influence across northern Tarteria and unite the orc tribes under one banner.   During the events of the Great War, many armies were gathered to fight the scourge of Esturk, The World's End, and his demonic and bestial forces. As they fought side by side, orc warriors and those of the other races shed blood together and fought and died for the fate of the world. The races of humans, elves, and dwarves were introduced to the valor of these warriors and the strength of their weapons, forged from Orichalcum.   Even more intermingling has occurred in the Fifth Age, with the growing orcish population in the dwarven kingdom of Endor and the events of the Tarterian War. With the influx of support to rebuilding Tarteria after this war, many different peoples can be found in the Queendom of Keeleon. This nation can no longer truly claim to be an only orcish nation, and this has in turn led to an increase in half-orc children born.

Society

In the perception of some humans, while they are physically strong, they see orcs as more primitive in nature, prone to violence, and with no places of higher learning. Though the bestial races suffer a more extreme version of this racial bias, orcs still suffer a degree of these views. The stories and deeds of the great orcish and half-orcish Zenethian Champions and Zenethian Heroes has done much to increase the perception of orcs in these societies, however even the most flattering stories shine the bulk of the highlights on their physical strengths and properties and not on their intelligence or wit.   Orcs and half-orcs do feel a certain pull toward violence and anger, but no supernatural power drives orcs to kill. Rather, they are simply victims of the same selfish, violent impulses that corrupt all mortal beings.   Orcs are common everywhere in Keeleon, as this is their ancestral homeland. Orcs can also be seen across the seas in other lands as crew of Keeleon trading vessels or as wanderers and adventurers. They are also somewhat common in eastern Santeem and in Endor, as a direct result of the events of the Tarterian War.

Orcs in Gimora Major

During the events of the Tarterian War, many orcs were displaced. It was through the efforts of the Zenethian Heroes that a number of those displaced found their way to the Kingdom of Endor where High King Thorik Oathenhammer welcomed them to dwarvish lands. A sizable orcish and half-orcish population can be found in Endor.

Orcs in Gimora Minor

The Iron Highway brings some orcs farther afield to the lands of central and eastern Gimora. Of note, the shop Grank's Ten-Foot Pole Emporium is located in the southern Wild Lands.

Orcs in Haradren Gaer Arnad

As a push against their isolationism, a new burgh within Soretta's capital would be founded there, named in honor of the Zenethian Gruknock. A number of orcish persons can be found within this burgh.

Orcs in Tarteria

The Queendom of Keeleon is the homeland of the orcish people, and they are widespread throughout, from the Orog Range to the Northern Orcish Plains. An increase in trade presence and the efforts of the other countries across the seas at the behest of the Zenethian Heroes has brought in many more cultures influence up and down the roads of the central Orc Highway.   Farther afield in the Western Valley, more traditional orc villages and towns can be found. Tension with these orcs who resist against the growing outside cultural influence is rising.   In Thoriktown, many prospectors and 'educated' orcs, influenced by their families' times in the dwarf Kingdom of Endor try to make a living in these growing mountain halls.

Orcs in Northwest Seas

Eastern Santeem has a dwindling population of orcs that were transposed here after the destruction of the Kingdom of Keeleon and the events of the end of the Fourth Age. During this time, great numbers of orc refugees fled Tarteria and tried to find aid or refuge in the human kingdom. Due to the meddling of Esturk, The World's End, orcs and half-orcs in Santeem lands were imprisoned. Though most orcs were liberated from this fate and brought by the Zenethian Heroes east to the Kingdom of Endor, not all could make the journey and not all could be saved.   Today, some small groupings can be found surviving on the outskirts of the towns and frontiers. There are many prejudices that exist against those of orc kind, and there are incredibly few orcs who can prosper here. Any orcs that remain do so because they do not have the means to leave, or do not know where else they may go. The animosity felt between these races as a result of the imprisoning of orcish refugees can still be felt in racial relations today.

Subraces

Dworc

When the Kingdom of Endor took in the orcs liberated from Stephan's Folly, they began to grow into their own subculture in the mountain city. Influenced by the dwarf world they were now in, over the quick generations of orcs they would grow to appreciate finer craftmanship and embrace learning and mastery as a goal. Often called Dworcs by those that wish to disparage them, this style of orc culture is causing shifts across the continent of Tarteria.

Notable Orcs

Campaign One: Zenethian Heroes

Player Characters

Non-Player Characters

Campaign Two: Lightbringers

Non-Player Characters

Type
Humanoid   Size
Medium   Age of Adulthood
Around 12   Lifespan
Around 50 years   Average Height
Between 6 to 7 feet   Average weight
Between 230 and 280 pounds   Skin color
Ranging from gray to green, rarely can be blue-tinted   Planes
Material Plane   Primary Locations
2022 Character Art by J Pleshe