Ork

###  Overview

The Oroktolleans (commonly known on the mainland as 'Orks'), are humanoids with powerful frame and stature, notable for their greenish skin tone and prominent tusks. They are inhabit the island nation of Oroktol, whilst on the mainland they are predominantly found in the eastern deserts. They are considered to be barbarian people by most other races in mainland Aeglion, with western writings describing them as a "brutish, aggressive, repulsive and generally malevolent species".

### Appearance

Orks average around 6 to 7 feet tall, with a heavily muscular frame and greenish or grayish skin. They are notable for their protruding tusks, which may sometimes be adorned. Males are significantly larger than females, who appear fairer and have smaller tusks.

### Personality

Born without a natural affinity toward magic, the Orcs have developed a strong warrior culture that makes them highly adept in all forms of combat. They often excel as adventurers, fighters or raiders, although their culture is sometimes thought of as overly aggressive and zealous when it comes to affairs of warfare. They are prone to flying into rages in the heat of combat, often inflicting major damage while caring little for defense. They consider scars a mark of distinction and frequently use them as a form of body art. Despite their barbaric, tribal nature, they have unquestionably fierce tribal loyalties and clear equality of rank and respect among the genders. They are also noted for their meticulously self-crafted heavy armor.

Orcs are suspicious and tend not to mingle with other races. However, they admire brute strength and prowess above all things, and members of enemy races can sometimes win an ork's grudging respect or at least tolerance by if they were able to best an ork in combat.

### History

The Orks were native inhabitants of the harsh desert island of Oroktol, rich in natural resources but nought else. In ancient times, Oroktol was merely a holding colony for the elves of Terraland who conquered and attempted colonization. The land was being used to mine resources for the elves, which would be shipped north to Vendevir. Some strife existed between the elves and men of Aranesia during this period as to the ownership of the island. Indeed King Dovatel I launched several campaigns against the Elves in Oroktol, managing to gain a foothold in the western shores. During all these, the primitive orkish tribes were divided and warring amongs themselves. Those who did not live the tribal life were either recruited as laborers or simply enslaved by the elves. The elves actively bred discontent among the different orkish tribes to prolong their infighting, so that they would maintain overall supremacy. Separated by greed, a need for vengeance, and thoughts of cultural superiority, the divided tribes would never have been able to muster the collective strength needed to build an empire, or even subdue the foreign nations stealing resources from their lands.

Then came Gratul, a common Ork with extraordinary vision, who forged a united Ork nation from the numerous nomadic tribes dwelling on the Oroktollean steppe. With an ability to break any fetters placed upon him by cultural norms or expectations, despite intense and even military opposition, possessing intelligence to innovate and adapt to the most pragmatic solution, and also benefiting from some amazingly well-timed coincidences, Gratul launched raids against the imperialist elves, winning several key victories against their unsuspecting foe. Inspired by this upstart's stunning courage, eloquence and determination, the other tribes took notice. When young Gratul and his band completely destroyed the Aranesian port causing them to flee, a decision was made. At the headwaters of the Onon river, a tribal council called a *khuriltai* met to officially recognize their young ruler, Gratul, as the master of all "the people of the felt walls". For the first time in recorded history, all the tribes of the Oroktollean steppe were united under a solitary leader, as they gathered under Gratul's banner. The elders gave Gratul the deserved fashion of 'the Uniter'.

The elvish troops were completely overthrown and routed, their mining apparatus smashed. Gratul founded the first Orkish city Rugdred, and it was here the basis of orkish civilization and culture began. Orkish scholars note that Rugdred was always a peaceful land whose inhabitants made their way by simple agriculture and commerce. The united Orks gave Gratul the numbers, strength, and organizational structure needed to launch his military crusades and expand his rule from the Oroktollean steppe. Through a series of successful conquests and naval battles, the Orks settled on the south of Terraland, forming the first Ork fortress there, the port settlement of Zognaz. From this secure point, the Orcs were able to raid Port Minna and travellers along what is now called the Gold Road, in addition to blockading and controlling all trade routes on the Blood Sea.

This Golden Age in Orkish history saw much prosperity and establishment of new orkish colonies and fortresses. In time, due to the constant bombardment by the Vendeviran forces and the limitations of expanding in the desert, the third Ork Khan made peace with the elves of Terraland and men of Aranesia, encouraging free trade and travel between their territories. This brought an end to most of the interracial strife in this region.

Despite this, numerous ork raiding parties exist in the eastern deserts, mainly parties who are too accustomed to the life of adventure and the lure of plunder

### Tribes/Clans

* The Kotu Orks: Mainland orks who reside primarily in the Kotu Badlands. They still maintain a raiding lifestyle, primarily striking the Gold Road and Terralandean settlements. They are most notable for using sand-lions as mounts and raise these lions in their fortresses. It is believed that the ork raiders who rode these beasts into battle tamed them by providing them with a steady source of food. These riding lions often had a close connection with the desert orks since they were cubs, and young orks were often paired with a cub before adolescence, so that the pair may form a lifelong bond. Despite their domestication by the orks, the sand-lions prove ferocious in combat, often outfitted with armor by their riders, and capable of tearing apart other mounts or their rider's opponents.
* Rugdred Orks: *These city orks live a peaceful life, sustaining themselves on commerce. These orks live under the rule of a high ork chieftain called the Khan*
* Forest Orks
* Free ranging Oroktollean tribes: While the mainland orks are more tolerant of other races, the nomadic trueborn Oroktol tribes are aggressive, callous, and domineering. While these tribal orks similarly respect strength and power as the highest virtues, they are notable for taking slaves from other races and abuse the weak on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. These orks cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.

### Society

Prior to the unification of Gratul, Orcs lived amid squalor and constant mayhem, with intimidation and brutal violence being the glue that held tribes together. The free ranging tribal orks settled disputes by making increasingly grisly threats until, when a rival failed to back down, the conflict escalates into actual bloodshed. Tribal orks who won these ferocious brawls were not only feel free to take whatever they wanted from the loser, but also frequently indulged in humiliating physical violation, casual mutilation, and even outright murder. These nomadic orks rarely spent much time improving their homes or belongings since doing so merely encourages a stronger ork to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other races.

The vast majority of orks, though, colloquially known as the Followers of Gratul, live in Ork Fortresses and Cities with a well established code of civilization, far removed from the brutish ways of free ranging Orks

#### Ork Fortress

Orc Fortresses are scattered throughout Oroktol and Terraland. The Orcs have lived for centuries in tribal communities based around Ork Fortresses. Ork Fortresses are governed by a rigid class system. Every Orc has a specific job and is obligated to perform it. Every man, woman, and child in the fort is also trained from birth to defend it. Traditionally, all Ork mothers would teach their child how to smith from a young age. Within ork tribes, orks find themselves constantly striving to prove their worth in battle and with feats of strength. Orks raised within ork tribes are more likely to file their tusks and cover themselves in tribal tattoos. The Ork Fortresses are led by a chief, who killed the previous chief to prove his strength. Orcs in Ork Fortresses follow their own law called the Code of Zu, the God of Iron. The will of the three Ork Gods is clarified by the Ork Fortress's resident shaman. The rules of the Code center around avoiding theft and murder. Orks do not have jails; instead, offenders are brought before the chief and his governing council where he or she will be tasked with completing a quest to redeem honor. The severity of said quest varies depending on the gravity of the crime. Individuals that aren't Orcs are normally viewed as untrustworthy and are turned away from the Ork Fortresses. Orcs usually leave their tribes only after losing out in a power struggle. Facing humiliation or even death at the hands of their own kind, they opt instead to live and work with members of other races, which is viewed as a great disgrace. Ork Fortresses are heavily defended and can withstand minor sieges.

#### Ork Cities

*These city orks live a peaceful life, sustaining themselves on commerce. These orks live under the rule of a high ork chieftain called the Khan*

### Relations

Despite their name 'Ork' being short-form denoting their origin from the nation of Oroktol, various elvish references suggest the translation of their name as 'animal people', hinting at their role as social outcasts. Due to their bestial appearance, orks are often the subject of racial discrimination. Many cultures view them as little more than monsters. Even on the best of terms, orks in civilized societies are not exactly accepted, and tend to be valued only for their physical abilities. A lifetime of persecution leaves the average ork wary and quick to anger, yet people who break through his savage exterior might find a well-hidden core of empathy. Human villages with few ork problems tend to be the most accommodating, and orks dwelling there can often find work as mercenaries. In more unruly cities, orks were even sold as slaves. Even in places where there is a general tolerance for orks, however, many humans mistreat them when they can get away with it. In cities, they often are unable even to get normal work, and are pressed into service in the military or sold into fighting pits. Underground societies are often the most welcoming place, and many orks wind up serving as enforcers for thieves guilds or other types of organized crime.

Elves tend to be the least accepting of orks, seeing in them too great a resemblance to their racial enemies. Similarly, Orks regard elves with contempt. They never miss a chance to torment an elf who falls into their clutches. Free ranging orks view humans as race of sheep, and freely kill or oppress humans too weak to fend them off.

Of all the other races, orks are most sympathetic with dwarves, who often have an equally rough lot in life. Orks respect the dwarf's love of crafting, their ability to make armor and weapons, their prowess in battle and a similar system of belief.

### Alignment

From their bitter, violent, and reclusive historic roots, one would assume evil comes easily to them, but they are not evil by nature—rather, most orks are chaotic. Concepts such as honor or loyalty are cultivated since a young age in Ork Fortresses. Free-ranging orks however, are a violent and deadly lot.

### Lands and Population

Orks primarily inhabit the isle of Oroktol and its capitol Rugdred. They inhabit scattered Ork Fortresses on the mainland, almost all of which are in Terraland. There was one Fortress in eastern Aranesia, however this was destroyed in the early wars and is now a ruin.

### Religion

Orks raised in ork tribes find themselves most drawn to the gods of blood, fire, and iron—depending more on what god the tribe worships rather than the orks' personal preference. Most orks hold Zu the God of Iron as their chief deity, as he is believed to be involved in the creation of the race. As such, most orks uphold the "Code of Zu", which is a religious doctrine as well as a code of law used in the Ork Fortresses.

Orks have been known to worship ancient Aeglionic gods venerated in the area where they were raised. Those who live alongside humans most often worship the Deities of war and death. Free-ranging tribal orks tend to be contrary about religion, either ignoring it entirely, or getting deeply involved in it and trying to find meaning in a life filled with hate and misunderstanding.

### Languages

Orks speak Orkish, a harsh-sounding guttural language that crudely expresses their intent. Mainland Orks speak the common tongue in addition, usually as a means of defense or intimidation.

### Notable Figures

* Gratul the Uniter, first Khan of the Orks