Orc

Orcs, or ‘Green-Skins’ as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a human is, but generally stronger and more disciplined.

Language: Turkish

Life Expectancy: 30 to 40 years

Child 1 – 5
Teenager 6 – 10
Young Adult 11 – 15
Mature 16 – 20
Middle Age 21 – 23
Old 24 +
Orc
  • Originally Posted: March 16, 2019
  • Last Updated: March 30, 2023

Contents

History

As with most ‘Greenskins’, Orcish history is difficult to track due to their tribal nature and the lack of a common recorded history. Orcs, like most Goblinoids, usually form tribes with other ‘Greenskins’: Goblins, Ogres, and Kobolds.

There are far too many clans of Orc to count, making Orcs and their ‘Greenskin’ allies the most numerous species in the known world. Thankfully, it is rare they band together in great numbers outside of war. There are only two known instances of Orc clans uniting on a global scale: the former Clan Sprawn and their successor, the Sons of Sprawn. The first massive Goblinoid clan grew too large in the eyes of Berphaunt, and were systematically massacred for that attempt. The Sons of Sprawn have taken up their cause.

Orcs typically form groups of three or four interbreeding families. Each family usually numbers between 20 and 30 adults with a similar number of children. These bands, as they are called, typically contain upwards of 150 individuals of various ages. Each band is headed by a Chieftain, who is usually the strongest and most skilled warrior of the group. A Shaman or Witch Doctor is also appointed, whose role provides some degree of reason and logic to balance out the aggression of most band Chiefs. They are often spell-casters or mystics, and are seen as the spiritual guide for the Chieftain.

A warlike race, Orcs do not usually build cities of their own. Instead they capture the cities and towns of other races. Improvement is often through fortification, usually through the use of captured slave labor. Smaller tribes usually operate out of camps set in defensible locations, or inside natural caves.

Although a simple (and widely regarded as stupid) people, Orcs understand and utilize basic metalworking and stonemasonry. Although crude and inferior to the craftsmanship of other races, it is nonetheless effective. They are talented and powerful warriors, usually following the simple principle of “bigger hits harder”.

Geography

Known Groups

Clan Sprawn

By far the largest of the Orcish clans, Clan Sprawn was relatively peaceful by Orcish standards. While training for war was still prevalent, the Chieftain of Clan Sprawn seemed to understand the need for community and kinship. Because Sprawn was situated close to Berphauntian lands in the east, the Kingdom decided to wage war against the perceived interlopers. Berphaunt did not anticipate the strength of the united clan. Once over 100,000 strong and lead by Warlord Master Broduex, Clan Sprawn pushed the Kingdom’s troops back to their walled city with savage precision. It was then that the Conclave utilized a magical Orb of Power called Seti to imprison the entirety of Sprawn. All 100,000 of the clan were trapped inside a dimensional prison, until the forces of Berphaunt committed genocide upon them. While the specific methods they used are unknown, every man, woman and child was slaughtered within the imprisoning dome of magic. The last remaining member of Clan Sprawn was dispatched personally by Emperor Louis Berphaunt, of the newly formed Berphauntian Empire. During a peace Summit of Nations called by the Emperor between the 10th and 12th days of July, in the year 2257, Thaytok, Last Son of Sprawn arrived unannounced to the gathering. While he begged for peace, he was denied by Louis and cut down by the Emperor’s blade. This ended the direct line of Clan Sprawn Orcs.

Clan Drench

A clan of Orcs from the coastal regions south of Jormunger. Clan Drench are fervent followers of Pandora, Goddess of Pain, and make war in her name. Their faces and upper bodies are covered in what they call ‘blood tattoos’ and seem to be created by excessive cuts to the forehead. The resulting streams of blood that run down their face stain their skin a mottled red. Their ritualistic commitment to pain is seen as perverse by the Ice Elves of Jormunger, who see Pandora as their Goddess and not for the filthy ‘Greenskins’. The tribe was the second largest on record at over 3250 strong until the Sons of Sprawn launched an attack that all be wiped them out.

Sons of Sprawn

Rising from the ashes of Sprawn, a group of ‘Greenskins’ calling themselves the Sons of Sprawn have emerged in force. The Sons of Sprawn first made themselves known at the Summit of Nations of 2257 upon the isle of Day’ten where they began attacking those in attendance when they were barred from attending the Summit. Bearing tattoos or face paint of the white handprint of Sprawn upon their faces, they have begun terrorizing the mainland in organized and terrifying war-bands. They view humanity as a hated foe, a backstabber that has continually mistreated and destroyed their way of life to the point of near eradication. To every member of the Sons of Sprawn, all ‘Pinkskins’ are at fault whether they are of Berphauntian lineage or not. Their leaders are unknown, as none seem to be able to pinpoint their current Chieftain. Despite this they display the terrifying potential to be even more powerful and gigantic than the original Clan Sprawn. The stronghold’s location is not known, but they have been seen gathering across the entire continent, the sound of their marching armies compared to thunder. The Sons of Sprawn is an alliance of eight major Orcish tribes: the Harbingers of Baaagh, the Bar’Ghul, the Stormborn, the Vendetta Concordat, Clan Blackthorn, the Redshred Clan, the Razor-Vine Clan and the Scortchmaw.

Steelpike

A clan of Orcs in the forest between Tiefanue and Teris. Their territory is marked with hundreds of wooden and steel pikes sticking out of the ground. Each pike bears the skull of various creatures in a gruesome display of dominance. Orcs of this tribe also bear great wooden pikes strapped to their back, speared with the skulls of their fallen ancestors. They believe that the mind is where each battle is first won, and so carry the skulls to empower them with the strength of past warriors. The Orcs actively fight against necromancers, as raising a dead tribesman as an Undead is seen as disrespectful to their last battle. The neighboring nations of Tiefanue and Teris have both sent ambassadors to make peace with the tribe, the Church of Light even sending a Paladin of Kael to inquire about an alliance against Styphon. None have ever returned. The numbers of the Steelpike have also recently taken a downturn as a tribe of Ogrish necromancers, the Bar’Ghul, took a violent interest in them.

Culture

Fighting and War

Traditional Orcish culture is extremely competitive, with war being considered the best way to prove one’s strength and dominance over their fellow ‘Greenskin’. To most Orcs war is a means of survival, as one must destroy all potential enemies and control as many resources as possible to succeed. This, unsurprisingly, often puts them at odds with other races, and often even themselves. For an Orc, to fight is to test your worth against another. If you fail, you were not worthy of bothering that individual, and they are your better. If you succeed, you are stronger, and therefore better, than they.

While Orcs employ various brutal tactics in war, they will generally fight with honor in matters of one-on-one duels. They see the act as one they would wish to win by their own muscle and wit, rather than ‘fighting dirty’.

Strength-Based Society

Orcish society is dominated by the concept of might. Societies do not lean towards patriarchal or matriarchal leaders, but instead focus on physical strength. Might makes right in Orcish society and those that bear the greatest might have the greatest right to rule, regardless of sex. Orcs believe that combat is the glorious calling of each member of the community, and that a weak leader shows nothing but cowardice and ineptitude to the enemy.

Breeding

Orcish breeding practices are often a violent affair, usually resulting in what is referred to as a ‘breeding pit’. Numerous adult males attempt to conceive with relatively few females, while weaker or more immature Orcs are tossed around on the outskirts. Orcs gestate very quickly, and usually a child will be born in about 3 months’ time. Unwanted children, runts, or Orcs with deformities are discarded and usually die on their own. It is not unheard of for other races to adopt these discarded Orcish children and raise them as their own.

Death and Funeral Rites

When an Orc dies they are taken to the clan’s Shaman. The Shaman prepares the body so that even in death, the Orc may continue to fight. The body is blessed and prayers are offered, usually to Baaagh the Bloodletter, while the body is taken apart piece by piece. Bones are given to weapon smiths who craft them into clubs, spears, and arrowheads. Being gifted with such a weapon is a great honor, as it is believed the spirit and strength of the deceased lives on in the weapon. The hair and flesh are gathered together in large cauldrons and left to putrefy. These remains are fed to the trained animals of the clan so that they may be empowered by the fighting spirit of the fallen Orc. Infants and outcasts are not afforded this funerary rite, instead being left where they fell, or dragged into the forest to be devoured by scavengers.

Politics

Orcish politics are a fluid and ever changing subject. Internally, the strongest Orc is always the Chief, and any Orc who believes themselves to be stronger may challenge the Chief. Defeating the Chief means that the Orc takes his position, as he has proven himself to be the strongest. Shamans and Witch Doctors also hold a tenuous position in Orcish society. Despite the fact that they are appointed to provide reason and temper a Chieftain’s aggression, a Shaman who does so too often may find themselves replaced with one less likely to stand between the Chief and his objectives.

Alliances among the Orcish tribes are common, as tribes of equal strength will often ally with one another to face a common enemy. However, these alliances rarely last in peace time, leading to once strong alliances rapidly degrading and falling apart without a foe to fight. As such, the Orcish political map is in a constant state of flux.

Military

Orcs are greatly feared as enemies on the battlefield, and with good reason. From childhood, Orcs live a violent existence centered on war and bloodshed. Only those who survive to adulthood, and survive those early conflicts are allowed to take the battlefield against a true enemy. Whether motivated by discipline, bravery, or stupidity, a charging Orc is a terrifying thing. They often lack any sense of self-preservation and have the pain tolerance to back up such a wanton race into combat. Orcs delight in seeing fear in their enemies, seeing it as a weakness they lack.

Orcs don’t usually take prisoners. However, when they do they often engage in a ritualistic devouring referred to as ‘the eating game’. The ‘Game’ usually takes place within view of any fellow prisoners, so they can watch. The Orcs will bite or cut off parts of the victim while they still live, and eat them. The last Orc to eat the flesh of the victim before their body dissipates is considered the victor. If the body does not dissipate, trophies are taken for use as tribute or decoration. This activity is meant to boost the morale of the Orcish horde, while absolutely driving down the willpower of any prisoners they may still have.

Common Personalities & Views

Generally Orcs have poor temperaments. They are extremely short tempered, easily offended, and impatient. They are quick to jump to violence as a means of conflict resolution. In fact, a violent solution is usually the only solution an Orc will consider, rarely looking at alternate ways to resolve an issue. In spite of this, many Orcs are excellent at getting results by being creatures of decisive action rather than endless thought and debate.

Orcs are also a generally stupid people, with even the smartest Orcs being less intelligent than an average human. This is at the same time one of their greatest strengths and weaknesses, as many Orcs are far too stupid to recognize danger. Thus, even by magical means, they cannot be made to feel fear. This intense bravery can also make an Orc a steadfast friend should you gain his/her respect. However, this mental ineptitude makes them far easier to charm and manipulate.

As with any race, there are exceptions. Stories continue to circulate of Orcish leaders capable of rational decision making, charismatic leadership, and organization.

Views on Other Races

Humans: “Pinkies! Too soft to fight the might of Orcs!”

Goblins: “Puny and crafty creatures. Good for potions, not much else.”

Kobold: “Send them in and blow them up! Or eat them. Crunchy.”

Ogres: “Respect their strength.”

Trolls: “Very strong, but Orc smarter. Work well.”

Grey Elves: “They spurned Sprawn, but they are strong. Wary of them, wherever they are.”

Other Elves: “Pointy-ears cannot stand against Orc! Far too weak!”

Einher: “A pinky that is strong as Orc.”

Hobling: “Tiny pinky child, go away. You get hurt.”

Orcs often believe themselves to be superior fighters, seeing other races as weak. Goblins are seen as especially low by most ‘Greenskins’, who view the physically small and weak race as second class citizens. However, most Orcs are smart enough to recognize when a race may be stronger than them, and will form alliances of necessity. Once the alliance is no longer needed, such as the defeat of an enemy, most Orcs will seek to set out on their own again.

Roleplaying Tips

The most important thing to remember when playing an Orc is to keep it simple. You are likely lacking in intelligence, and make up for it with brute strength and determination. Complex plans are beyond you, and the simplest solution will usually be the best one in your opinion. You are a creature of war and strife; act the part.

Another important thing to consider is your clan, or tribe. Were they destroyed in fighting? Were you cast out as a child and raised by another race? What is your relation to your clan now? Choose a tribal theme that fits how your Orc conducts him/herself.

The final thing to remember is that most Orcs have an extremely short temper. Are you the kind of Orc who will brook no insult and respond to even the smallest of slights with extreme violence, or have you learned to control your anger?