Orcs
Orcs are one of the most wide-spread peoples in Atios and can be found in many parts of the world with the exception of dry climates. They fit in well in a variety of settings. Their weather sense makes them uniquely suited to farming, sailing, and fishing, and their typically large size make them intimidating fighters as well.
Physiology
Orcs come in a variety of heights, weights, and body shapes. Their skin ranges from light green to dark brown, and they have a prominent set of tusks emerging from their lower jaw.
Skin and Tusks
Orcish bodies require high levels of moisture, which they absorb through their skin. For this reason, many orcs prefer to live in humid areas near water sources. Those that do not, however, have adopted methods of maintaining the moisture in their skin.
Algae skin treatments are common among orcs as moisturizers, as are plant-based creams and balms. In communities with large orcish populations, you can find dedicated “wet-rooms” that are pumped with warm, moist air and a constant misting of water. This provides orcs with a place to relax, recharge, and remoisten their skin.
“The Seaweed Night Cream is my bestseller, but the Natur-orc Active Microalgae has a cult following. The Starless Nights have really boosted sales. Most orcs used to rely on home-brewed skincare solutions, but now—who’s going to go out there to forage for their own ingredients? They all just use store-bought.”- Bridget Olgdale, owner of The Orchid Skincare Boutique
Tusk care is another essential element of orcish hygiene. Brushing daily is an important way to keep tusks clean and free from infection. If an orc’s tusk breaks or becomes infected, it should be treated as soon as possible. Otherwise, removal of the tusk may be necessary.
There are some orcs who elect to file down their tusks to be shorter and may also add decorative elements, such as gold caps or rings. This can, however, increase the likelihood for infection.
GROWTH AND MATURITY
Orcs grow to both mental and physical maturity far faster than other species, reaching adolescence at a very young age. While their growth rate slows dramatically once they are fully grown, many orcs can actually continue to grow throughout the length of their lives.
The average lifespan for an orc is slightly shorter than a human's. The continued growth of the orcish body tends to cause a number of physical ailments. There are some orcs, however, who have reportedly lived far beyond this age. Rumors and tales of giants have long been told in Atios, and these stories are most often attributed to the simple sighting of an aged orc.
WEATHER SENSE
The orcs’ most well-known and envious quality is their weather sense. Orcs are born with the keen ability to sense moisture, wind, and air pressure and predict its flow. The strength of these abilities varies from orc to orc as does their particular inclinations. One individual may be more skilled at anticipating an oncoming drought, while another may be able to sense slight changes in the direction of the wind.
It is also possible for some orcs to predict a Starless Night. Before the return of the Darkness, a number of orcs sensed a powerful storm on the horizon and fled to the nearest cities. Most didn’t know what to make of this prediction until it came true months later (see the Return of the Darkness).
ORCISH POPULATIONS
Historically, orcish populations have been most densely found in coastal regions and along waterways where the moisture is good for the orcish skin as well as the growing of crops. But orcs could be found in almost any area of Atios, with the exception of extremely dry or desert-like regions.
FARMS
Due to their weather-sensing abilities, orcs were most often found in agrarian communities before the return of the Darkness. These communities were nomadic, following the fair weather and moist soil wherever it led them. Their homes were somewhat temporary, crafted of cloth, reeds, and wood, and were often structured around a central area for cooking and socializing.
These groups tended to be closely-knit. Members of the same village were known to be fiercely loyal to one another regardless of blood relation. These communities were also not exclusively orcish and small populations of humans, elves, and even dwarves could typically be found among them.
SEA-FARING
Before the return of the Darkness, nearly every ship was crewed with a number of orcs. Fishing operations relied upon orc weather sense to follow the change in currents. Large sailing vessels employed orcs who could expertly navigate the winds and also warn of oncoming storms.
In fact, most fleets sailing the waters of Atios—from naval armadas to pirate ships—were led by orcs. The Moonsickle Company, a massive fleet of smuggling ships, became one of the most famous group of sea-faring orcs sailing the Great Sea. Their former crew member, Vath of the Tuskrippers, is now considered to be the leader of the last surviving city, Din’Lux.
MYTHS & STEREOTYPES
Because of their greenish color, many myths have been spread regarding the origins of orcs. Some say that orcs are actually fungus or plants who have evolved to walk on land and live without the need for roots. Others have claimed that orcs are the descendants of a goddess named Lorrel, who rules over nature and the land.
Orcs are often expected to be large, fit, and extremely strong. But there are many orcs who don’t fit this description and who are sometimes mocked with foul names. Although most arcs are physically large and imposing, there are actually a variety of body types, including thin, petite, and round. Many orcs are also unable to lift much more weight than that of a human or an elf.
In some cities, orcs were seen as simple-minded folk who only knew how to farm or punch things. They were labeled as either farmers or pirates. But in reality, orcs can be found in a wide range of occupations, including doctors, chefs, and bounty hunters.
AFTER THE DARKNESS
Months before the Darkness returned, some of the orcs across Atios could sense its coming. They didn’t fully understand what it was—a “powerful and dark storm” was how most phrased it—and it was difficult for them to convince others of its imminence. Whole farming villages were split, with some wanting to leave and seek refuge while others thought it was madness.
The Moonsickle Company, a smuggling fleet sailing the Great Sea, chose to lay anchor outside of Din'Lux when their orcish leader sensed the Starless Nights. They arrived in the city and immediately warned its leaders. But few listened and the city did nothing to prepare.
When the Darkness struck, most were caught by surprise. Din’Lux was overrun with refugees and their supplies were stretched thin. Vath of the Tuskrippers, frustrated by the inaction of the city’s leaders, orchestrated a coup and took over Din’Lux (see The Coup.
Once he was in charge, the mostly-elven City Guard of Din’Lux quit their posts, putting down their swords and refusing to work for this new orcish leader. In response, Vath employed the former crew of the Moonsickle Company. To this day, the City Guard is mostly orcish, although they have broadened their ranks in recent years.
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