InGurLand

## History

Orcs have inhabited Brumgull's Steppe for what feels like millenia, with more than a hundred clans being present at once, each one commanding their own fiefdoms and waging war with one another. Brumgull's Steppe has seen invasions migrations of orcs from many different parts of southern Giantstep; such as the area that constitutes the Golden Skulls Knightlands, the Maneater Isles and the Trolltooth Peninsula.

The first of these migrations, known as "The Great Migration", happened between 1700 and 1500 years ago, and was caused by turmoil and tensions that boiled over in the Knightlands between the local orcs -known as the Sakhim- and the Trolls living there. The Sakhim, not being able to best the hardy Trolls, were droven out of there and settled in Brumgull's Steppe, although not without any tensions between them and the local Brumgull orcs. The Sakhim word for "The North", Begazia, would become what the orcs would refer to the area of Ingurland for more than a millenium to come. Over the following two hundred years of this migration, many of these tribes consolidated under the banners of stronger warchiefs, which led to the creation of the first large states in Brumgull.

The second of these migrations was the "Great Reckoning", which occured no less than 1200 years ago, where a race of seafaring, barbaric Orcs from the Maneater Isles - known as the Varong - landed on the shores of the Knightlands. Repelled by the Trolls living there, they set out their eyes to the North, towards Brumgull's Steppe. After a series of wars and hundreds of battles, the Varong carved out many different realms in the region, with the Brumgull and Sakhim orcs being left weakened as a result.

The third and final invasion did not come from the South, as the previous two did, but from the west, 800 years ago. A great Orcish warchief, Ingur Ironleg, native of one of the many different orcish clans in Lorient, led a band of expertly trained Orcs, which were serving under the Lorientois army as mercenaries. Being dismissed from their service, Ingur saw the various Sakhalim, Varong and Brumgull chiefdoms fighting, and set his eyes to the east.

Using divide and conquer tactics, Ingur managed to ally himself with several clans against each other, and carved out a large piece of land for himself and his army in western Brumgull. From then onwards, he would lead a series of raids against Lorient, Limontais, as well as other orcish realms. The eastern lands of Lorient often got overrun with orcs, and the humans began to tire of the constant raids, and started to muster mercenary soldiers and adventuring knights to end the orcish threat, wishing to expel them from the lands.

Facing off a full scale invasion never seen before in Brumgull, and his kingdom being in the frontlines, Ingur saw no way out of this precarious situation but to unite the remaining realms of Brumgull, and face the human threat. Ingur devised of a game, where teams would compete by kicking a pig leather ball into a net, the one with the most "goals" being crowned as the victor. This form of competition led to the amount of orcish casualties through infighting lessening dramatically, and Ingur used this newfound sport as a way to raise his status amongst his fellow Orcs. Being seen as both the best warrior, leader and sportsman of the entire land, he was crowned as the first Grand Uruk (meaning King) of the Orcs, and he built the House of the Shouting, a circular building made out of stone, where every year, Orcs from all over could voice out their displeasures and complaints (most of which being reserved for the sport of kickball) to the King.

Repelling the Lorientois invasion, Ingur proved his worth even further, and from then onwards, the orcish nation that he founded came to be known as "Ingurland" in his honour. In the later years of his life, Ingur led even more raids into Lorient, although he was unable to grasp any land in conquest.

After Ingur's death, his dynasty would come to rule Ingurland for another hundred years, with the conquest of the Lorientois Duchy of Gasquinais being the high point of their rule, before being wiped out by disease. The wipeout of the House of Ingur threw Ingurland into disarray, with many previously subordinate clans now eyeing up the throne.

Centuries of civil wars, rogue chieftains and weak grand uruks led to Ingurland's modern situation of being threatened by being constantly threatened by their human neighbors, as well as their southern incursions into the Knightlands coming to a halt with the arrival of the mercenary bands there.

## Geography

Much of Ingurland's terrain is dominated by the Brumgull Steppe, a vast, semi-humind grassland where numerous Orcish towns can be found. Elsewhere, to the west, one can spot many treacherous bogs, murks and marshes, while the east is dominated by rolling hills and forests. Both the south and the north are dominated by the Little and Great Morgulls, two mountain ranges which house many different orcish clans, and act as a barrier between Ingurland and their neighbors.

## Economy

For most of their history, these Orcs have been relying on primitive agriculture, husbandry and hunting in order to survive, with a good chunk of their resources and wealth coming from raiding neighboring lands, particularly Lorient.

More than a millenium since the Great Migration, Orc society has progressed somewhat, with larger towns sprouting, thanks to the centralization efforts done by Ingur Ironleg, but the rural way of life still dominates in Ingurland, with some clans relying on fishing and hunting, just like the old days.

Trade with the outside world is relatively rare, since Ingurland is often in war with their neighbors, and one of the only ways that orcs interact with the outside world is through employment as mercenaries or blacksmiths, often in Furlaniya or Azan.

One of the biggest industries in Ingurland is silver and iron mining, with the land being ripe with ore veins all over, which has led to the advanced weapon and blacksmithing the orcs of Ingurland are famous of.

## Religion

The religion of Ingurland is very similar to the religion of their orckin in Orc'Eire. They worship a pantheon of different gods and goddesses, each associated with a different aspect of nature and daily life. Most of these deities have common or similar names with the ones in Orc'Eire, although the orcs of Ingurland place bigger emphasis on war-like gods, due to their more violent history and lifestyle.

The most important of these gods is Aurocoth. According to their faith, he is the allfather of all Orcs, the one who gave birth to their race, as well as all the other gods that serve him. It's said that Orcs who live a honorful life and treat fairly their fellow kinsmen, are destined to serve under Aurocoth in afterlife, feasting and hunting with him tirelessly.

Aurocoth is often depicted as a crimson-eyed Orc with giant proportions, who weirds a black halberd. In Orc'Eire, he is merely a lesser god, and is not considered as important.

## Society and Culture

After more than a millenium of invasions and migrations, these orcs have developed a shared culture, which includes a language known simply as "Orcish", derived from all the different tongues of Ingurland. Unique customs, language and religious rites can now only be found in the most isolated clans of the mountains and the bogs, which stray off from the large mainland population centers.

Traces of Varong, Sakhim, Normong (the name given to the Ingur's invading orcs from Lorient) and the original Brumgull orcs' culture is pretty much gone, with the exception of last names and some distinctive phenotypes of each one of those orcish races being found in the modern populace of Ingurland. Apart from that, Ingurland has developed its own, homogenized culture. The orcs of Ingurland believe them to be the leaders of all orcs throughout the world, and there are some that claim descent from the first Bromgull chieftains, whom they consider the birthing place of their species.

Kickball dominates the culture and society of the orcs, with each year holding a competition, known as the Annual Ingurland Kickball League, that features most of the important clans. Although kickball competitions haven't replaced war between the orcs altogether, the amount of casualties has certainly fallen, although the sport can be bloody and violent by itself, with many wars and riots starting in account of wrong refereeing decisions.

Some of the notable Ingurland clans that are also dominant in kickball include the Crimson Devils of the Great Morgulls, the White Seagulls, the Black Wolves of Menhander, the White Hands of Donne and the Pheasants of Spursham.

## Government

Ingurland is a kingdom, ruled by Grand Uruk Monemvai of House Plantamoon. However, the Uruk's rule has far less of a reach than his predecessors had, and most of the realm, with the exception of the capital city of Orcunorakham ("The Motherland of All Orcs"). As a result, the rest of the nation is subject to the mercy of each local chieftain, with many clans waging war with one another despite the king's disapproval.

## Demographics

Orcs make up the overwhelming majority of Ingurland, and are traditionally labelled under geographical or historical distinctions such as Highland, Mountain, Bog, Marsh, Steppe, Varong, Sakhim and Normong Orcs, although only a few clans that are usually isolated from the rest are truly unique when it comes to culture.

The only non-orcish population can be found to the far east, where a group of Trolls reside, although that number has decreased recently, due to many of them fleeing to the Civilized Trolls' realm.

## Foreign Relations

### Lorient and Limontais

Orcs have always been seen by these humans as dumb and barbaric. The Orcs have been raiding them for millenia, something which didn't stop with the founding of Ingurland by Ingur Ironleg. Dozens -if not more- wars have been fought between them, and the Lorientois are always eyeing up for an opportunity to snatch back their lost territories. No effective diplomacy between them exists, and the humans heavily guard their borders.

### Changrila

The orcs are wary against the expansionism of Changrila, and are worried for their sovereignety shall the civilized trolls be incorporated into the God Emperor's realm. The Grand Uruk is seeking allies against them, although with little success, as they are surrounded by hostile neighbors

### Golden Skulls Knightlands

Orcish incursions into the Knightlands have become rarer as a result of the society's and the mercenaries' arrival. Τhe Golden Skulls care little about engaging in diplomacy, and the Orcs see them as a threat, following their campaign against the Trolls of the Knightlands.

### Civilized Trolls

Just like with the Knightlands before the arrival of the scholars, the Orcs of Ingurland used to raid this region of trolls, but outright conquest had proven time after time near impossible, thanks to the trolls' foolhardiness. Raiding has now become more difficult than ever thanks to the larger concentration of trolls.