Overview
To feel the thunder of Orcish war drums outside the gate and to hear a chorus of voices growling, “
Gruumash!” is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of an Orcish warhorde.
Orcs are among the youngest races Othlorias, having emerged from their rugged mountain dens sometime during the late First and early Second Epochs. Legend says that they had been born from
Elves seared by the blood of Gruumash, the Ruiner, when
Keranos pierced the orc god’s eye on the field of battle, and forever stained with the Curse of Ruin causing their bloodlust. For long years, orcs were feared as mindless abominations, drawn to slaughter like moths to flame. But the simple truth is that there is no curse of ruin. No supernatural power drives orcs to kill. Rather, they are simply victims of the same selfish, violent impulses that corrupt all mortal beings. In many larger cities of the world, you can find Orcs filling in roles that many would consider unusual, and they do face an uphill battle of discrimination and mistrust. But that hasn't stopped places like Gadzooks Gribbly Grubz in the
Ondari Capital of Antares, Blood Bathz an' Beyond run by an enthusiastic orcish blacksmith in Elessar, or Morg n'Thorg's Weirdboyz Wargearz a magic shop and emporium run by a curious duo of an Orc and Ogre in
Galtover; from becoming very popular destinations within their local community areas.
Predominantly, Orc tribes can be found scattered throughout regions where mountains are found. They find themselves in consistent conflict with
Dwarves and
Gnomes for their underground homes, and
Goliath and Minotaur tribes who also wander the peaks in a continual search for resources. The western mountain ranges of Esseas see fewer tribes, with the majority living in the reaches of the Kolcari Wilds, Kybar’s Teeth, and Icemourn Mountains. They also exist is very large numbers within the mountain ranges on the continent of Tyrean, with stories and rumors suggesting the possibility of an empire rallying under the banner of a particular powerful Warchief. In Esseas, it is also not unknown for orcs to settle down, though rare. Two examples include the settlement of Sundabar, on the slopes of the Kybars Teeth mountains, and Spurwin Gar in Western Esseas. Both make a good living from blacksmithing Adamantite, and for medicinal herbs grown by their Shamans.
Pure-blood orcs live a shorter live than many of the other mortal races. An Orc is generally considered fully mature by the age of 12, and lives only to the age of 60, with ages of 70 or 75 being particularly venerable. Full-Blood orcs range in skin colour from olive greens, to reddish browns, with black to very dark brown hair, highly muscular builds, and tusks. They range in height from 5 and half to nearing 7 feet tall, and range from 200 to 300 pounds.
Culture
Culturally, Orcs appreciate physical prowess and formidable combat ability in any form. As such, tribes are often willing to accept other creatures into their ranks from time to time. Orcs have been known to associate with all manner of beasts when forming a horde, but less often internal to the Tribe. Common additions include Goliaths, Minotaur, Werebeasts, Ogres, Trolls, and wayward Hill Giants. It is also very common to see tribes of
Goblins living with Orcs for their own protection.
An orc tribe typically has no more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. Tribes found deep in the wilds are by most rules violently hostile toward any other tribe it meets, seeing the rival orcs first and foremost as competitors for food and victims. On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of frightening warriors that can wash over the countryside and leaves vast tracts of devastation in its wake. Such an event is rare, but its consequences can lay low entire nations that are unable to stand against the wave.
Religion
Orcs believe their gods to be invincible. They see the principles that define them and their deities at work every day in the world around them — nature rewards the strong and mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth in the form of savagery and relentlessness, as orcs ravage and kill to appease the gods in order to avoid their terrible retribution. At the pinnacle of the orc pantheon is
Gruumash One-Eye, who created the orcs and continues to direct their destiny. He is aided and abetted by two other deities, Bahgtru, who represents Darkness and the Unknown, and Shargaas who represents Life and the Grave. Cunning on and off the battlefield is believed to be brought by the Trickster Twins Gork and Mork. Deep within the den of a tribe, far away from the war-hearth where warriors gather and celebrate, is normally where the followers of Bahgtru and Shargaas reside. Orcs who are too weak for battle (because of bodily weakness, malformation, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
But not all orcs follow Gruumash. Some orcs instead follow elemental shamanism and animism. Worshipping the spirits of the earth, and the elements of Earth, Wind, Sky and Fire. Orc Shamans and Druids have been known to join the
Earthen Circle on occasion.
https://www.dndbeyond.com/races/orc-of-exandria - for stats
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