Orclands

The Orclands are a region of Yrth, composed of cool, open steppes, scattered forests, and rocky hills — almost if somebody took the Northwest African steppes and North American forests and mashed them together. What rain does fall tends to fall in the mountains. The term for citizens of the Orclands is "Orclanders".
== Government ==
The Orclands are primarily governed by relatively small tribes of--you guessed it--orcs! There are approximately one million individuals living in the Orclands, although a precise census of the place is unlikely. There's a relatively low Control Rating, essentially 0.
== Steppes, Not Desert ==
The Orclands aren't a dead zone like the Great Desert, it's just that orcs are (apparently) the only ones tough enough to survive there. The cool, open steppes and scattered forests are home to antelope, bison, wolves, yaks, and of course, monsters.Banestorm, p.163 Due to the uncommon rain, it's a safer bet to travel the Orclands by following the rivers.
== Adjacent Regions ==
The Orclands share a border with the "Banestormed-Asia" Sahud (to the north, bordered by a river), the dwarf-home mountains of Zarak (to the east, border defined by mountains), and Djinn Lands (to the south, separated by the River Kashk), and the Great Desert southeast between Zarak and the Djinn Lands.
While the coast to the west, rivers and mountains provide a general size to the region, the precise border is uncertain. The Djinn government(s) to the south may attempt to annex more space just to keep orcs away more often, and there was even the Castle Defiant legend, where the government Caithness attempted to expand into the Orclands from the Great Desert itself! 
=== Border Friction ===
The Orclands (various factions) have been known to make occasional incursions into the mountains of Zarak,Banestorm, p.161
== Cultural Strangeness ==
Supposedly, a (human) culture has evolved in the Orclands, a sort of fascinating combination of Mongolian and American Plains Indian culture that developed over decades of, presumably, the two being dropped in next to one another (supposedly, they migrated south from Sahud as the grazing-land was gobbled up by the Heavenking's many nobles). This culture expanded as far as modern Caithness until, around the 18th century, when the Megalans pushed the nomads to the west. By 1812, the last great orc tribe was driven out past the Great Desert.Banestorm, p.164 It is unknown how intertwined this New Plains Culture was with the orcs, only that the great exodus to the Orclands lead to desperate fights, splitting the orcs to the south, and the remaining "New Plains Culture" humans to the northern border.
== Northern Giants ==
The northern bit of the Orclands also, supposedly homes giants, although no one's sure how many. Giants seem to have a tricky relationship with the orcs--giants tend to be huge and strong enough to not get bothered by any specific orc in a test of strength or challenge to power, but the rules for orc warfare are different, and a band of orcs can still fell a single giant. As such, giants tend to keep to themselves unless there's a big battle coming, wherein they might choose sides just to avoid getting dogpiled.Banestorm, p.167
==References==
*Classic Fantasy: The Magical World of Yrth p.110-111
*GURPS Banestorm p.163-166