The Greentide Hills

Structure

Green Orc structure creates and pervades the stereotype of all orcish cultures. Tribe, war, sex, and the whole idea of conquest are defined by the Green Orcs. The Peai who can speak with ancestors speak with ancient orcs who guide them in battle. The ancestors could be said to be the leaders of the orcs, but to those who do not see these rituals the Thudnk is the leader. Translated as 'the tip', a Thudnk is an orc who leads the tribe into battle. Literally, this orc will be at the front of the line of orcs during the initial charge. Often physically the most powerful but many exceptions have been made for orcs who survive many battels or are otherwise lethal.

Culture

Their nomadic and primitive way of life raises up strong individuals in their culture. With no care for a complex system, day-to-day life is animalistic and brutal. Concepts that would mentally eviscerate any member of modern civilization are passing to orcs. Life has little value when any given female orc can birth 2-4 children in only thirteen tendays. Murder, robbery, torture, rape, and the whole crime gambit are only enforced when an orc threatens a tribe's ability to fight. The tribe wanders the Greentide hills looking for food, locations to settle down into for a day or two, or another tribe. Tribes if equal in number will meet in brutal summits that last one or two days. These summits will either devolve into liquid baths of red mist, or will suddenly expand to both tribes' entire populations breeding, hence the synonymous names for the lands.    Larger tribes will forge the summit when they meet much smaller ones and simply do as they please with the smaller tribe.    Despite all this, the orc culture has managed to produce three aspects that keep them one of the larger geopolitical entities on Potestatem. First, using their natural strength they have often thrown up formidable forts in little time. Their natural constitution lets them wander into many other regions and build these forts. Secondly, their absurd ability to forge is unnatural. Countering the dwarves' alloys and craftsmanship, a single orc blacksmith can pump out more blades of average quality with little to no resources in half the time that any dwarf can. Lastly, the culture has little room for waste. Despite the amount of damage they do to themselves, likely saving half the planet from fighting them, they respect all forms of power. Where in human culture a female who is proficient in dueling may find a difficult time rising the ranks, a female orc does not. The female orc is free any complex cultural phenomenon. Magic is also untethered in orcish culture. Many mages find their spellcraft framed by taboo. Orcs will do anything, anywhere. Necromancy, body modification, mass slaughter, are all preferred even in some orcish tribes.    Due to their power, resource usage, and cultural acceptance of all things, the orcs have flourished in many environments. The Greentide orcs are the most successful of all orcs on Potestatem and will likely remain a problem for all on the eastern coast of the main continent for generations to come.

Public Agenda

Uncomplex, the Greentide orc tribes simply wish to wield greater influence over the hills. Keeping each other in check for the most part, only a rare few tribes ever grow truly large enough to challenge their more united neighboring countries. Conquering land and displaying great strength satisfies orcs deeply.

Assets

Orcs likely have the second densest population centers to the Dwarvish capital. Impressive since their infrastructure is nonexistent. Their raw numbers with natural strength have allowed them to quickly mine, deforest, and pillage greatly.

A blade behind every blade of grass. A axehead behind river head.

Founding Date
N/A
Type
Geopolitical, Nomadic tribe
Alternative Names
Orc lands, The Swarm, Breeding Pits, Spawning Pools, The Sword Plains, Multaverisecuris, Gal
Demonym
Gree
Leader
Leader Title
Location
Related Ethnicities

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