Orcs

## Who Are They?

The Orcs, or *corrupted elves* as their elven cousins would call them, were once elves. Corrupted by the celestial god of Death - Xavius - the Orcs proffer a strong physical body, capable of causing much of what their original deity demanded of them. Orcs can range from the stubby and gruntish, to being quite tall and buff. There is no harsh upper or lower limit to orc stature. Somewhere between 4 feet (about 1.22 meters) and 6.5 feet (about 1.98 meters) should work. Skin colors can range from gray, brown and green, as can hair and eyes. Although, more chromatic eye colors are not unheard of.

Most orcs are native to Darais. They have had a population on the planet for *thousands* of years before the players arrived. However, like their elven kin the Orcs hail from the planet Ossium, where they were originally corrupted. Orcs receive the racial bonuses of **+1** to **Strength** and **Defense.** Class-wise they lean twords boisterous, heavy close quarters combat, but shamanic casters also exist. Playing an orc grants you the languages *Orcish Common,* *War Tribe Orcish* or *Shamanic Orcish*, and the option of *Wilds Common.* Wilds common is a common language formed on Darais for races living off of the lands, but to know this language you must align yourself with *The Wild Ones* coalition.

## What Is Their History?

Planet Ossium:

Long ago, when the Elven race had but recently arisen, the god Xavius looked upon them and was appalled. These creatures, existing within the bonds of mortality but stretching their lives to such great extremes, were an affront to the god of death. Xavius took a portion of the elven stock and twisted them, molded them into savage, brutal, short-lived beings that served his desires and balanced the longevity of the elves from which they were spawned. Xavius then took his new creations to the harshest corners of Ossium, where only they could eke out a living so that only the strongest would survive. However, already inhabiting these crevaces and niches were a number of Lycaon tribes. It was Xavius's first command unto the Orcs to carelessly slaughter the beastmen.

The orcs soon divided into tribes as the strongest asserted power over those below them. Warbands formed, and began raiding whatever settlements they could find for food and supplies, which only served to make their tribes more powerful. Eventually the Orcs claimed the eastern territories of Ossium's central continent, the lands known as *Esalond.* Within Esalond they formed three main encampments or tribes.

* Kalaj - A large encampment, or a small town, with the sole purpose of capturing escaping slaves, and sending them back to slavery.
* Okvarlin - A strong fortress of the Orcs. It is where many of the Orcs were trained and indoctrinated into the arts of war and death. This is the main warbase of the Orcs on Ossium and where much of their equipment is forged.
* Tulyk - A port city on the east coast of Esalond. The orcs do not have a very large navy, and are certainly not at the level of transcontinental oceanic travel. Much of their watercraft consists of rough rafts and small ocean-safe canoes meant to sail up and down the coast, or to very near by islands. Invasion for the orcs is primarily held on land, and seafare for them is simply a means to gather food.

They worshipped Xavius as both creator and provider, for in the death their tribesmen there were resources for the taking, and in death of others there were even more still. In their search for greater power and glory some orcs began to turn away from simple looting and pillaging. The elves were weak, but they had something strong. Magic. Orcish elders, those past their prime and approaching wizened ages, began to search for magic of their own. They conducted rituals by firelight, hidden from the warchieftains of their tribes, and after a time found success. They contacted the divine elementals, who could give them the power they sought, but refused. The Orcs, being of Xavius and his deathly powers, implied that they would do nothing but disrespect the balance of nature. So. The Divine Elementals gave a new offer to the orcs: serve them and gain power, but instead of raiding others they would focus their aggression inwards; They would abandon their death god and align themselves with nature. This is where we see the first major cultural divide among the Orcish warbands.

Orcs were called from across their lands in secret to hear the proclamation of the elements. The warchieftains, secure in their brutish power, caught wind and began a purge of those who spoke to the elementals. What these shamans sought undermined the power of the death tribes and jeopardized the word of Xavius. Shamans were hunted and hated above all others as traitors and heretics. Once again the divine elementals made their offer to those orcs caught in the violence and to those sympathetic to their cause. Cast out, shamed, and facing slaughter, many accepted the call. These orcs began to learn under the elementals, training in the ways of magic and shamanism. The elements were wise beings, and saw fit to impart some of their wisdom to all they taught, leading to powerful and wise shamans rising within the newly forming exile tribes. At first these tribes had to fight to survive, as even with magic they were greatly outnumbered, but they soon multiplied and began to think and act differently. Magic allowed for longer lifespans and greater wisdom, and their culture grew to reflect that, ceasing to worship Xavius and becoming devout of the elementals, with some tribes picking a single element and others worshipping all. Instead of war and death, these orcs served nature and the elemental balance, becoming honorable warriors rather than brutish savages.

All the while, those in service of Xavius continued to grow, matching magical prowess with superior numbers as they sought to eradicate any who turned against their creator. To this day, though Xavius's orcs raid any and all they can, and shamanic orcs fight to protect the balance, their greatest, most hated nemeses are each other.

Planet Darais:

Eventually many of the orcs would meet their ends, giving into the plans of Xavius whether they knew it or not. The devout of his perishing willingly in battle and the traitors falling either to age or the blade. Through the spiritual realm souls were guided to the resurgant goddess, *Dara*. Each orc was offered a second chance at life. Many took this as a blessing! The previous faithful of Xavius believing that this new land would offer new opportunities to spread death and destruction in honor of their god. The followers of the elements saw Dara for what she was, a celestial being. Celestials, inherently, are entities that serve to progress the cycles and balances of nature. These shamanistic orcs accepted Dara's offer of second life with open arms, and once they entered her world would serve either her or the new elemental gods that made up the world.

## What Are They Like?

Personalities:

Orcs are typically quite blunt, both in speech, thinking, and stature. Orcs are not especially *stupid*, or unintelligent, but are also not particularly book smart. Studious orcs are very rare, not because they are incapable of studies, but because their culture persuades them to remain in tribal communities and focus on acts of strength and tactic, rather than acts of whit. Orc intelligence is typically based around battle tactics, hunting and gathering knowledge, taming the wilds, and the wisdom of their elders.

The temperament of an orc depends on the player. Being blunter in their mannerisms means orcs are typically quick to speak what they are thinking; They either do not care much about what the other person thinks, *or* the orc did not stop to consider what consequences their words might bring. That said orcs are not exactly *mean*, but many people may find their conversations offensive. Wiser orcs, aligned with druids of nature, or shamans of the elements, are typically slower to speak their mind. These orcs take pride in formatting their speech and mannerisms to reflect a reserved, more conservative mind.

Jobs:

 Common jobs held by Orcs include ones in which they get to show off some type of skill. With Orcs being a beefier race, they prefer jobs of strength and endurance. Typical jobs for Orcs could include The Military, Harsh labor, Smithies, Lumber jacking, Hunting, Gathering, Wholistic Medicine, Entertainer Fighters, Athletes, Explorers, Bounty Hunters. Orcs do not typically work refined jobs, or jobs that involve more sedentary life styles. Only the most Elderly of orcs take roles that involve sitting down and generally doing nothing physical. Finer crafting such as artistry and fine carpentry is typically not what Orcs enjoy, given their large meaty hands and brutish mannerisms. However, this is up to the player. Jobs that Orcs generally do not partake in include Gemcrafting, Jewelry Smithing, Fishing, Farming, Library Work, Desk Jobs, Research, and other jobs that require keen focus and small handed dexterity.

Politics

 Within Orcish society there are two major ethnicities. Shamanic Tribes and War Tribes. On their home world these two tribes were at a constant war. As stated above, Xavius - the God of Death - corrupted a handful of Elves on Ossium. These were then known as the Orcs, and served Death for blood and glory! Then some of the Orcs split. As the orcish population grew, Xavius's influence began to dilute. This caused some of the Orcish tribes to somewhat awaken and realize that this way of life - of killing and slaughtering - was no good. Their wake through the lands ravaged the earth and poisoned the air and streams. And so the Shamanic Tribes formed. In Playing an Orc you are granted the language *Orcish Common.*

 The Shamanic tribes lean deeply towards freedom of thought, through guidance of wisdom, and nurturing of nature and the elements. Their tribes are structured by age, with the oldest of elders elected to lead the clans. Young Orcs are sheltered by their parents until adolescence, where the Orc is then allowed to make whatever life decisions they wish. Most Orcs stay with the clans, and simply choose new jobs and roles separate from their birth family. However, some Orcs end up leaving the tribe in pursuit of a better or different life. Most Orcs who leave, and make mistakes, end up traveling back to their home village. There is no dishonor in this, in the eyes of the Shamanic Tribes. It teaches individuals the value of experience, and mistakes. Choosing to play as a Shamanic Orc grants you the *Shamanic Orcish* language. You do not understand *War Tribe Orcish.*

 The War Tribes lean deeply towards militant structure and hierarchy. There is one War chief, whom decides how each individual village is run. Typically a Warchief will have a *small* group of Elders, which are more or less forced to advise the Warchief. However, these Elders are there for *just* that: Advise. If the Warchief disagrees with the Elders, he has no obligation to follow them; The Elders have no rule over a tribe and, in fact, are often times killed, imprisoned, or exiled if they openly disagree with their War chief. Playing as a War Tribe Orc grants you the *War Tribe Orcish* language. You do not understand *Shamanic Orcish*.

*On Darais,* These two tribes are much more diffused, as there are few enough Orcs that any who wish to travel into the wilds and form clans on their own must do so in co-operation with Orcs that they may not agree with. The Orcish villages found across the Northwest coast of Asquala (The Outer Lands), as well as the current day continent of Evos (The Ancient Lands), exist in a combined coalition of other racial tribes. Together this coalition is known simply as *The Wild Ones,* or *The Wildlings*. Lone-living frontiersmen and trailblazers, Ug'ha tribes, Lycaon caravans, and any who follow the ways of Druidry or Shamanism are part of this coalition by default. As players, if you choose to align yourself with this coalition, you will obtain the *Wilds Common* language. A language in which only ones of the wild understand and involves hand signs, guttural noises, few words and occasionally art.

## Who Do They Worship?

Religions of The Past:

On their home world of Ossium Orcs worshiped either The God of Death, or The Elements. These two faiths were in regular conflict with one another.

On Darais War Tribe Orcs choose from a hand full of the deities available. Some still praising their god of death, most others however hailing to either the Fire Elemental in non shamanic ways, or to Lavina. The War Tribe orcs that worship Lavina do so because she is the direct descendant of the Death God, and will occasionally grant them terrifying boons.

Shaman Tribe Orcs still remain in touch with the Elements. Some have found a place in following Daraism or by worshiping Dara's celestials in Deism. Since each of them govern different aspects of the natural world, here on Darais, they fit right at home in the Shaman Tribe Orc's beliefs.

## Common Classes

Racial Stats:

Orcs receive a **+1** to **Strength** and a **+1** to **Defense.** Strength is the stat used for most melee attacks, as well as breaking out of restraints or grapples. Defense is used for reducing the damage of oncoming attacks. With both of these combined, Orcs tend to lean towards strong attacking classes, or defensive tank classes.

Strong & Hearty:

Most orcs prefer the close quarters types of combat, as their eyesight is not particularly keen at far ranges. Of the *Titan* class, an orc might choose the subclasses ***Bulwark*** and ***Guardian**,* as they offer a **+3** to **Defense** which mixes well with their racial stat of +1 to defense. Of the class *Fighter* an orc may choose the subclass ***Berserker***, *f*or its **+3** bonus to **Strength**, which mixes well with the orc racial stat of +1 to Strength. These three classes are the most common for brutish upfront orcs.

Wicked and Stealthy:

For orcs who may present themselves as more agile and stealthy, an orc may prefer these classes. Note, though, that much of Orc society values upfront battles where opponents can clearly see one another and each opponent has an equal opportunity in combat. To begin battles with information gained through subterfuge, or to use sly tricks such as poisons or ranged weaponry, defeats the competition of testing a foe's skills. Of the class *Hunter* an orc might become a ***Scout**,*with its boost to Dexterity and a +3 in perception. Scouts are necessary in wartime tribal battles for creating maps. Of the class *Rogue* an orc might choose the class ***Assassin***, for its ability to meld with the shadows and sleuth unseen. Rogue offers a +3 to dexterity.

Mystics & The Wise:

Even less common, but far more honorable in Orcish society than Assassins and Scouts, are those who expend their time studying the ways of nature and the elements. Magical subclasses that an orc Shaman may take up in the *Mage* class may include ***Summoner*** and ***Caster***. Only the most elderly of orcs are very *rarely* Wizards. Of the class *Hunter*, orcs may take up the class ***Seeker*** for its *Call of The Wild* ability. Lesser still, some orcs might take up the magical subclasses of ***Paladin*** and ***Enhancer***, of the *Titan* and *Fighter* classes respectively. Paladin and Enhancer are prime examples of up-front magic casters who use the will of their elements in their swings.

Types of Magic

*Most* orcs align with the *Shamanic* magical alignment. This means that they worship their magical type, and commune deeply with what their magic influences. Lesser seen are Orcs who side with the *Mantic* magical alignment. Practitioners of whom would enslave and betray nature's spirits. Mantic orc casters typically side with the vicious wartribe ethnicities, and are seen as a disgrace amongst their own people for dishonorable use of magic. Few orcs align with the *Magi* magical alignment, but some exist. These would be casters who find magic through their own wizardous studies.

In peaceful tribes Shamans are honored, Magi are viewed neutrally, and Mantic Orc casters are viewed as vile. In deathly war tribes Shamans are spat on for their betrayal, Magi are laughed at as weak, and Mancers are typically abused for their skills

As for elements, the most common element used by both Shamanic and Magi Orcs is Earth magic. Seconded by Water and occasionally Shock magic. Most orcs do not use Celestial, Light, Fire or Air magic. Mantic orcs, who seek to force nature to their will typically use Eclipsal, Shadow and Fire magic.

## Trivia

* Orcs get a +1 to Strength and a +1 to Defense
* Shamanic Tribe Orc leaders are called Chieftains or Elders, and War Tribe Orc leaders are called Warlords or War Chiefs.
* The current leader of The Coalition of The Wilds is an Orc known as *The Hunter.*
* Orcs are not inspired by any real world ethnicities. The war tribe and shaman tribes are distinct from eachother but share no major relations to OOC civilizations.
* Shamanic Tribe Orcs are heavily inspired by orcs seen in popular Blizzard games such as World of Warcraft, Warcraft, Hearthstone, and Heroes of The Storm.
* War Tribe Orcs are heavily inspired by orcs seen in the popular games and media of Lord of The Rings, Warhammer, Orcs & Elves, and Skyrim.