Post by BetaWolf on Jan 1, 2015 7:38:25 GMT
A Map of the Eastern Plains.
The Orcs of Eyrion.
History: The Orcish peoples of Eyrion started as most species, pelt wearing cave dwellers with stone tools and weapons. They fought amongst themselves mostly as they slowly developed their technology and cultural identity, becoming know for their naturally aggressive nature. This nature however did not stop them from creating a fully fledged empire in the Eastern Plains. They developed a dictatorship ruled over by an Emperor, erecting grand cities across the Plains with many trade routes springing up between the various strongholds made and the newfound civilization centers.
This empire lasted for five thousand years, the line of Emperors never being broken in this time, though the governing council was deposed at least a dozen times. The Empire was in all honesty, a cruel and brutal way of life, though decadent and without wanting for those of higher birth. The coliseum was the favored source of public entertainment, the blood letting satisfying the general populace’s craving for violence. In this time of Imperial ruling, three distinct Clans were brought from the various corners of the Eastern Plains for “Evolvement”. The Velar Clan were stealthy and slender pygmies from the rainforests, making excellent scouts and archers. The Zanosh Clan were sturdy common folk from the Deserts well suited for labor and grunt soldiering. The Bolag were large berserkers from the Savannahs at the foot of the Mountains.
As the Empire grew, so did the lasting effects of the three groups physical uniqueness. The Bolag were the dominant of the three developed subspecies and the line of Emperors started and ended(presumably) with them, while the Zanosh made up the general populace and the labor force, the Velar were relegated to messengers and hunters. All subspecies could be seen in the arena though, the one place that their social status fell on deaf ears. In fact, the Bolag Nobles were actually quite fond of watching Bolag Gladiators as they found their own kind to be superior warriors. This constant tension of class separation caused several uprisings when the Governance council would pass ridiculously biased laws, the Emperor usually backing up the commoners to preserve the safety of the royal lineage and make the line look fair and just.
Eventually this extreme class division lead to a massive internal conflict leading to the utter destruction of the Orcish Empire as it was known. The cities were sacked and torn down, the trade routes dissolved, the technological edge dropped back into basic stone working and the tribes were reformed. The three subspecies warred constantly, the Zanosh and the Velar imposing a constant attrition upon the Bolag whom they resented so fiercely. The Bolag were still fearsome in their own right, and without their pampered lifestyle quickly reverted to the savage berserkers they were known to be in the past. This Orcish conflict lasted for three centuries before the reasoning for the fighting was forgotten and a new council was formed by all three subspecies, the council of Elders. Revered and respected, they became the governing body that prevented the extinction of the Orcish peoples and made rulings in such things as Clan disputes over hunting rights and territorial boundaries.
After the end of this conflict and the forming of the Elder council the Orcs made their first serious contact with their neighbors, the Ti’burren. The two groups got on well, and the alliance they formed helped to stabilize the current Orcish society. The Ti’burren helped the Orcs to relearn their more advanced smithing, which helped them to be able to make their own weapons and armor once more. Eventually the tension in Orcish society had rebuilt and was on the brink of becoming another civil war, when suddenly a serious threat settled upon their shores. A previously alien race of beings made landfall on the Western coast of the Eastern Plains, the initial contact between the Orcish peoples and the new species always ended in bloodshed and has lead to Orcs raiding the coastal settlements for much needed supplies. The hostilities between the Orcs and the “Humans” are dangerously close to beginning a conflict that would set into motion a chain of events that would ultimately weaken the peoples of Eyrion, making way for the invasion by the dreaded Chaos God known simply as “Catalyst”. If the war begins in earnest, who will stand to defend their world?
The Orcish Peoples: What is not commonly known, is that there are actually three distinct subspecies of Orc. Most assume there is just that much physical diversity within one species and each individual is assigned to a fitting job based on physical capabilities and talents. This is somewhat true, though each subspecies generally has certain tasks they are better suited for than others. A lithe Velar Orc wouldn’t be of much use as part of a Catapult crew, and a bulky Bolag Orc wouldn’t be particularly stealthy in the bushes outside of an enemy camp.
Bolag:
Average Male dimensions: 6' 6" to 7' 3" in height, 226lbs to 347lbs.
Average Female dimensions: 6' 4" to 7' in height, 165lbs to 235lbs.
The largest kind of Orc, these heavily muscled brutes are incredibly ferocious and tactically minded. They tend to dominate their smaller cousins and often take command of their military forces, though Zanosh and Velar commanders are still heard of. They commonly look down upon their cousins as lesser, though whether this is in a derisive manner or a protective one varies from individual to individual.
Zanosh:
Average Male dimensions: 5' 4" to 6' 2" in height, 130lbs to 200lbs.
Average Female dimensions: 5' 4" to 6' 2" in height, 112lbs to 167lbs.
The medium sized Orcs, the Zanosh fill the laborers role, they are the “average ones” to the other two subspecies. This association with averages and normality causes much difficulty for the Zanosh on the social ladder, as they are not expected to go far or be exceptional at anything. This also causes conflict with their cousins, who are constantly doubting their abilities.
Velar:
Average Male dimensions: 3' 6" to 5' 2" in height, 80lbs to 130lbs.
Average Female dimensions: 3' 8" to 5' 4" in height, 90lbs to 140lbs.
The smallest kind of Orc, the Velar are swift, nimble and stealthy. Known for their quiet passage and short stature they are often used as scouts for Orcish forces and their skill with the bow is not to be doubted. Though not as strong as their cousins they still pull their weight in other ways, hunting and foraging in the forests and jungles where the Zanosh and Bolag are ineffective amongst the branches and dense foliage.
Dre'thal:
Average Male Dimensions: 6'8" to 7'5", and 345lbs to 366lbs
Average Female Dimensions: 6'6" to 7'3", and 284lbs to 305lbs
"The Kill"
This a knack associated practically solely with the Orcs. Orcs refer to it simply as "the kill", while others more commonly refer to it as the "kill move" or "killing blow". It is when an Orc knows the way to victory, through a short series of moves or a single blow. It is part instinct and part martial prowess, but renowned none the less.
It is often daring and unexpected, and can be seen in many different forms. For example, an Orc may leap one opponent, just to get the kill on another enemy. Pinning the weapon of an enemy followed by a backhand is also common, disarming the foe and leaving them open for a deathblow.
Orcish Clans and Tribes:
Orcs gather into tribal communities for safety and social interaction, often separating into different groups based upon variety, Bolag, Zanosh and Velar. While the basic concept of a Tribe is fairly universal, the societal differences and traditions are far from similar amongst the Orcs.
Clan Brogal: One of the few Orcish Clans to sport all three subspecies of Orc, this Clan is lead by the Bolag Chieftain Urig ap Brogal. They are prone to domesticating the beasts of the Eastern Plains, riding the dire wolves into battle traditionally with the scimitar as their trademark weapon. They fly red banners with a white wolf head depicted on them.
Clan Vurock: A Clan based around the arts of stealth, they are renowned for slipping past enemy defenses and wreaking havoc before anyone knows what is happening. They traditionally wield glaives and tame the fearsome saber toothed felines of the continent. They fly green banners with a trio of yellow claw marks upon them.
Clan Maloch: often referred to as the “Great Hammerers” or simply the “Hammerers”, they as one might imagine specialize with hammers. They are great smiths amongst the Orcs, forging mighty warhammers and maces for crushing their foes into pulp. They use no beasts for war. They fly yellow banners with a black hammer upon them.
The Fevari Tribe: A tribe of Velar, they inhabit one of the steaming jungles on the fringes of the Eastern Plains. They are excellent bowmen and are known to use the predatory jungle birds as hunting companions. They fly blue banners with a white falcon upon them.
The Duroc Tribe: A tribe of Bolag that inhabit the foothills of the mountains, they are incredibly resilient and have a kinship with the cave bears that reside there as well. They paint themselves grey like the stones, and usually wield cleavers. They fly banners of grey with a red crystal fixed to the cloth.
The Burrat Tribe: A tribe of Zanosh, they make their living in the deserts of the Eastern Plains. They paint stripes of red upon themselves and wield axes. They bring hyenas with them on raids and into the field of battle. They fly a white banner with two crossed axes in orange.
The Bloodied: A sorcerer tribe based around the practice of gruesome blood magic, they are generally avoided and unwelcome by the other Orcish groups. They are the only currently known Cannibal tribe, and adorn themselves in the bones of other Orcs and use blood as war paint. They fly black banners with no symbol, only skulls hung upon the cloth.
Sunderers: Orcs trained by a secret society and distributed by the Council of Elders, clad in twisted and spiked black armor. One Sunderer can be found with each Tribe and Clan, there to keep the peace within and defend the Orcs from outward threats. The most fearsome and skilled of all Orcs, to face one in battle is suicide. They hold no self honor, and fight to win, no matter how dirty or unfair that victory might be. They are covered in ritualistic Scarrification and tattoos.
The Dre'thal: The Dre'thal are a breed all their own, the product of Human mages abducting Bolag Orcs and genetically altering them in an attempt to subjugate the other Orcs, or wipe them out if their fighting spirit was too strong. However, this attempt failed horribly when the unruly and aggressive Dre'thal turned on their masters, taking over their fortress most commonly called "The Citadel" which is in the Northern Mountains. Due to their alteration they all posses jet black skin, red eyes, and white hair, possibly due to them being in an arctic environment. They are known to use red warpaint, and are fanatical about keeping their bloodlines pure, going so far as to hunt down any Dre'thal hybrids and slaughter their kindred(This has made them a somewhat unpopular Orcish Clan.)
After they freed themselves from being glorified weapons, they conquered the Mountain Trolls of the area and(ironically) subjugated them. They are used to transport the more advanced siege weapons of the Dre'thal, and haul battlewagons full of Dre'thal warriors.
Orcish Traditions/Celebrations:
The Gorrag-Tol: The right of passage endured by countless generations of Orcs destined to be Chieftains, it is harsh and often times lethal. A Chieftain is no real Chieftain without a ferocious beast by their side, and so anyone on the path to Chieftainship must find such a beast and tame it. Usually(it varies from group to group) the would-be Chieftain would take a small party of their most trusted friends and family to scour the land for a beast worthy of a Chieftain and capture it.
The beast is then to be dragged back to the village or stronghold and dumped into a pit, then the Chieftain to be would be thrown in as well. The Orc would either establish dominance, die horribly, or come to a mutual understanding with the beast and go from there. Once tamed, the beast would accompany the Chieftain nearly always.
Celebration of Strength: Strength is one of the most valued aspects of the Orcs and something they take great pride in. Be it physical, mental or of craftsmanship. The Celebration takes place twice every year and gathers all the Orcs together(save for the Cannibals) to the deep caverns beneath the sanctum of the Council of Elders. It occurs once in the summer and once in the winter and is considered a holy event.
Spring, the season of breeding: The Orcs choose the Springtime to court one another, for several reasons. Firstly, having tribe members become useless in the winter due to procreation is not an option. Secondly, if they do not breed they will not be a growing tribe and many will die in the Eastern Plains due to the harsh environment and terrifying wildlife. This time is planned so that the youth of the tribe will pair off and contribute to the survival of the tribe, and so that the tribes can have blood ties to one another to help maintain the peace. The young Orcs are usually sent out for this cycle of life once they reach sixteen summers of age.
The teenage Orcs are sent out across the Eastern Plains into the caverns where the Celebration of Strength is held, down into the hot springs to mingle and survive together, and to decide whom they wish to be bonded with. After a weeks time the youth leave with their mates to return whichever tribe the duo decides on(generally one of the Tribes from which the two came from originally, though sometimes they will go to a new Tribe which neither of them are from.)
The Traditions of the Dre'thal:
Trial of Age, otherwise known as, "The Birthright" - When a Dre'thal is coming of age, preparations are made for them to be given the Trial of Age. However, the preparation takes time, and involves the Dre'thal getting prepared itself. It trains and trains until the day the Trial is set, and within this downtime, it is referred to as a young adult, rather than a child. On the day of the Trial, they set out into the wild with their weapon of choice, and are given enough rations to last for two days. The rest they have to hunt for. This is a test to see if the young adult is self-sufficient and worthy. Scouts will track the Dre'thal's progress.
Once the week is over, and the young adult has survived, the Scouts escort the Dre'thal back to The Citadel, where a week celebration is held to honor the now fully fledged adult. The celebration isn't Fortress-wide, but rather it's held by the family and friends of the Dre'thal.
Trial of Ordeal - This Trial is held for would-be Warchieftains. Like the Trial of Age, they are sent out into the wild, alone, and have to establish dominance over a "worthy" animal, that is to become their companion for the rest of their life. Before they set out for the trial, the would-be Warchieftain is to craft a unique Weapon, rather than a conventional weapon. They don't get any rations, either. They may not return until they establish dominance over a worthy animal.
If they can't, then they will perish in the wild, unable to return. Once they return alive, with their new pet/companion, they are granted the title Warchieftain and are seen as a worthy leader, instantly earning the respect of most, if not all, of the Dre'thal. Most Warchieftains do not emerge out of their Trial of Ordeal without a lot of fresh scars.
The Gorrag-Tol - Traditionally, individual Chieftains are chosen to lead Villages, Outposts, and etc. rather than having the Warchieftain rule them all. However, the Chieftains are still under the direct control of the Warchieftain, so no settlement has true independence. Chieftains are chosen by taming a beast out in the wild. Unlike the Warchieftain's Trial of Ordeal, it doesn't have to be a beast of high status. It could be a simple hunting partner, rather than a mount or such.
Usually(it varies from group to group) the would-be Chieftain would take a small party of their most trusted friends and family to scour the land for a beast worthy of a Chieftain.
Unlike the traditional Gorrag-Tol, however, the Chieftain tames the beast out in the wild rather than capturing it and putting it in a pit to tame it. The party will simply standby and watch the Chieftain, and defend the Chieftain from any other animals that attempt to intervene.
Celebration of Strength - Strength is a very glorified aspect of Dre'thal society, and something they take great pride in, if not worship. Be it physical, mental or craftsmanship. The Dre'thal attend the Celebration twice each year, as it happens twice. It gathers all Orcs together, excluding the Cannibals, to the deep caverns beneath the sanctum of the Council of Elders. It occurs once in the summer and once in the winter and is considered a holy event by all Orcs, especially the Dre'thal.
Spring, Mating Season - During the Spring, members from the Capital and all other settlements migrate to the Sacred Grove, and place for the courting of Dre'thal members. Usually, those who recently claimed their birthright are sent here to have an early family, and increase the Dre'thal population. However, it is not uncommon for more mature Dre'thal to come to court.
Many Dre'thal want early families, right after their birthright, however, some just want families when they think they're old enough, such as 21-25 summers of age. Or even higher than that. After the newly made couple courts, they either migrate to the Capital, or one of the other settlements under Dre'thal control. There they will start there family, and continue their bloodline.
The reason the Dre'thal come to the Sacred Grove, rather than join the rest of the Orcs at Caverns from the Celebration of Strength, is because the Dre'thal want to keep their bloodlines and the subspecies as a whole "pure". Hybrids that are born from a Dre'thal mingling with another Orc subspecies are usually hunted down and executed, and their families slaughtered, in an effort to keep the Dre'thal pure.
Celebration of War - Held in the mid-summer is the Celebration of War. Here is a glorified time for fighting. Dre'thal will fight with each other, however, they won't kill, it's just simple horseplay. Killing isn't legal, unless it's in the gladiatorial arenas. Fights are brawled out in the streets commonly, and it's considered a sign of good fortune to get into a fight. You're considered to be extraordinarily lucky if you win a fight, further bolstering your good fortune.
Gladiatorial fights are commonly held in arenas specific built for them. Dre'thal will go one on one with each other, usually with their weapons of choice, and the victor earns a prize, from money to a brand new weapon, or a brand new armour set. The failure is awarded an honorable death. A Tournament is also held in the War Chieftain's name. Famous Gladiatorial Arenas are given the privilege of hosting a tournament match. Each tournament match takes place at a different arena, and the final match takes place at the War Chieftain's personal arena. The War Chieftain only views the final match in the Tournaments, and bestows the Victor personally with a grand prize. It is considered an astonishing honor in Dre'thal society to win a Tournament.
Note: Rarely, a "Grand Tournament" is held. A Grand Tournament is only held upon the War Chieftain's request. The final opponent in the Grand Tournament is the War Chieftain himself. If the challenger manages to defeat the War Chieftain, then the grand prize is becoming War Chieftain himself. However, he still has to perform the Trial of Ordeal. The Grand Tournament has only been held three times, with only one being won. The current War Chieftain, Vral Ap Dre'thal, was the victor of the last Grand Tournament, which is how he became the War Chieftain.
Copyrighted to Jake Bentley January 1st 2015.
The Orcs of Eyrion.
History: The Orcish peoples of Eyrion started as most species, pelt wearing cave dwellers with stone tools and weapons. They fought amongst themselves mostly as they slowly developed their technology and cultural identity, becoming know for their naturally aggressive nature. This nature however did not stop them from creating a fully fledged empire in the Eastern Plains. They developed a dictatorship ruled over by an Emperor, erecting grand cities across the Plains with many trade routes springing up between the various strongholds made and the newfound civilization centers.
This empire lasted for five thousand years, the line of Emperors never being broken in this time, though the governing council was deposed at least a dozen times. The Empire was in all honesty, a cruel and brutal way of life, though decadent and without wanting for those of higher birth. The coliseum was the favored source of public entertainment, the blood letting satisfying the general populace’s craving for violence. In this time of Imperial ruling, three distinct Clans were brought from the various corners of the Eastern Plains for “Evolvement”. The Velar Clan were stealthy and slender pygmies from the rainforests, making excellent scouts and archers. The Zanosh Clan were sturdy common folk from the Deserts well suited for labor and grunt soldiering. The Bolag were large berserkers from the Savannahs at the foot of the Mountains.
As the Empire grew, so did the lasting effects of the three groups physical uniqueness. The Bolag were the dominant of the three developed subspecies and the line of Emperors started and ended(presumably) with them, while the Zanosh made up the general populace and the labor force, the Velar were relegated to messengers and hunters. All subspecies could be seen in the arena though, the one place that their social status fell on deaf ears. In fact, the Bolag Nobles were actually quite fond of watching Bolag Gladiators as they found their own kind to be superior warriors. This constant tension of class separation caused several uprisings when the Governance council would pass ridiculously biased laws, the Emperor usually backing up the commoners to preserve the safety of the royal lineage and make the line look fair and just.
Eventually this extreme class division lead to a massive internal conflict leading to the utter destruction of the Orcish Empire as it was known. The cities were sacked and torn down, the trade routes dissolved, the technological edge dropped back into basic stone working and the tribes were reformed. The three subspecies warred constantly, the Zanosh and the Velar imposing a constant attrition upon the Bolag whom they resented so fiercely. The Bolag were still fearsome in their own right, and without their pampered lifestyle quickly reverted to the savage berserkers they were known to be in the past. This Orcish conflict lasted for three centuries before the reasoning for the fighting was forgotten and a new council was formed by all three subspecies, the council of Elders. Revered and respected, they became the governing body that prevented the extinction of the Orcish peoples and made rulings in such things as Clan disputes over hunting rights and territorial boundaries.
After the end of this conflict and the forming of the Elder council the Orcs made their first serious contact with their neighbors, the Ti’burren. The two groups got on well, and the alliance they formed helped to stabilize the current Orcish society. The Ti’burren helped the Orcs to relearn their more advanced smithing, which helped them to be able to make their own weapons and armor once more. Eventually the tension in Orcish society had rebuilt and was on the brink of becoming another civil war, when suddenly a serious threat settled upon their shores. A previously alien race of beings made landfall on the Western coast of the Eastern Plains, the initial contact between the Orcish peoples and the new species always ended in bloodshed and has lead to Orcs raiding the coastal settlements for much needed supplies. The hostilities between the Orcs and the “Humans” are dangerously close to beginning a conflict that would set into motion a chain of events that would ultimately weaken the peoples of Eyrion, making way for the invasion by the dreaded Chaos God known simply as “Catalyst”. If the war begins in earnest, who will stand to defend their world?
The Orcish Peoples: What is not commonly known, is that there are actually three distinct subspecies of Orc. Most assume there is just that much physical diversity within one species and each individual is assigned to a fitting job based on physical capabilities and talents. This is somewhat true, though each subspecies generally has certain tasks they are better suited for than others. A lithe Velar Orc wouldn’t be of much use as part of a Catapult crew, and a bulky Bolag Orc wouldn’t be particularly stealthy in the bushes outside of an enemy camp.
Bolag:
Average Male dimensions: 6' 6" to 7' 3" in height, 226lbs to 347lbs.
Average Female dimensions: 6' 4" to 7' in height, 165lbs to 235lbs.
The largest kind of Orc, these heavily muscled brutes are incredibly ferocious and tactically minded. They tend to dominate their smaller cousins and often take command of their military forces, though Zanosh and Velar commanders are still heard of. They commonly look down upon their cousins as lesser, though whether this is in a derisive manner or a protective one varies from individual to individual.
Zanosh:
Average Male dimensions: 5' 4" to 6' 2" in height, 130lbs to 200lbs.
Average Female dimensions: 5' 4" to 6' 2" in height, 112lbs to 167lbs.
The medium sized Orcs, the Zanosh fill the laborers role, they are the “average ones” to the other two subspecies. This association with averages and normality causes much difficulty for the Zanosh on the social ladder, as they are not expected to go far or be exceptional at anything. This also causes conflict with their cousins, who are constantly doubting their abilities.
Velar:
Average Male dimensions: 3' 6" to 5' 2" in height, 80lbs to 130lbs.
Average Female dimensions: 3' 8" to 5' 4" in height, 90lbs to 140lbs.
The smallest kind of Orc, the Velar are swift, nimble and stealthy. Known for their quiet passage and short stature they are often used as scouts for Orcish forces and their skill with the bow is not to be doubted. Though not as strong as their cousins they still pull their weight in other ways, hunting and foraging in the forests and jungles where the Zanosh and Bolag are ineffective amongst the branches and dense foliage.
Dre'thal:
Average Male Dimensions: 6'8" to 7'5", and 345lbs to 366lbs
Average Female Dimensions: 6'6" to 7'3", and 284lbs to 305lbs
"The Kill"
This a knack associated practically solely with the Orcs. Orcs refer to it simply as "the kill", while others more commonly refer to it as the "kill move" or "killing blow". It is when an Orc knows the way to victory, through a short series of moves or a single blow. It is part instinct and part martial prowess, but renowned none the less.
It is often daring and unexpected, and can be seen in many different forms. For example, an Orc may leap one opponent, just to get the kill on another enemy. Pinning the weapon of an enemy followed by a backhand is also common, disarming the foe and leaving them open for a deathblow.
Orcish Clans and Tribes:
Orcs gather into tribal communities for safety and social interaction, often separating into different groups based upon variety, Bolag, Zanosh and Velar. While the basic concept of a Tribe is fairly universal, the societal differences and traditions are far from similar amongst the Orcs.
Clan Brogal: One of the few Orcish Clans to sport all three subspecies of Orc, this Clan is lead by the Bolag Chieftain Urig ap Brogal. They are prone to domesticating the beasts of the Eastern Plains, riding the dire wolves into battle traditionally with the scimitar as their trademark weapon. They fly red banners with a white wolf head depicted on them.
Clan Vurock: A Clan based around the arts of stealth, they are renowned for slipping past enemy defenses and wreaking havoc before anyone knows what is happening. They traditionally wield glaives and tame the fearsome saber toothed felines of the continent. They fly green banners with a trio of yellow claw marks upon them.
Clan Maloch: often referred to as the “Great Hammerers” or simply the “Hammerers”, they as one might imagine specialize with hammers. They are great smiths amongst the Orcs, forging mighty warhammers and maces for crushing their foes into pulp. They use no beasts for war. They fly yellow banners with a black hammer upon them.
The Fevari Tribe: A tribe of Velar, they inhabit one of the steaming jungles on the fringes of the Eastern Plains. They are excellent bowmen and are known to use the predatory jungle birds as hunting companions. They fly blue banners with a white falcon upon them.
The Duroc Tribe: A tribe of Bolag that inhabit the foothills of the mountains, they are incredibly resilient and have a kinship with the cave bears that reside there as well. They paint themselves grey like the stones, and usually wield cleavers. They fly banners of grey with a red crystal fixed to the cloth.
The Burrat Tribe: A tribe of Zanosh, they make their living in the deserts of the Eastern Plains. They paint stripes of red upon themselves and wield axes. They bring hyenas with them on raids and into the field of battle. They fly a white banner with two crossed axes in orange.
The Bloodied: A sorcerer tribe based around the practice of gruesome blood magic, they are generally avoided and unwelcome by the other Orcish groups. They are the only currently known Cannibal tribe, and adorn themselves in the bones of other Orcs and use blood as war paint. They fly black banners with no symbol, only skulls hung upon the cloth.
Sunderers: Orcs trained by a secret society and distributed by the Council of Elders, clad in twisted and spiked black armor. One Sunderer can be found with each Tribe and Clan, there to keep the peace within and defend the Orcs from outward threats. The most fearsome and skilled of all Orcs, to face one in battle is suicide. They hold no self honor, and fight to win, no matter how dirty or unfair that victory might be. They are covered in ritualistic Scarrification and tattoos.
The Dre'thal: The Dre'thal are a breed all their own, the product of Human mages abducting Bolag Orcs and genetically altering them in an attempt to subjugate the other Orcs, or wipe them out if their fighting spirit was too strong. However, this attempt failed horribly when the unruly and aggressive Dre'thal turned on their masters, taking over their fortress most commonly called "The Citadel" which is in the Northern Mountains. Due to their alteration they all posses jet black skin, red eyes, and white hair, possibly due to them being in an arctic environment. They are known to use red warpaint, and are fanatical about keeping their bloodlines pure, going so far as to hunt down any Dre'thal hybrids and slaughter their kindred(This has made them a somewhat unpopular Orcish Clan.)
After they freed themselves from being glorified weapons, they conquered the Mountain Trolls of the area and(ironically) subjugated them. They are used to transport the more advanced siege weapons of the Dre'thal, and haul battlewagons full of Dre'thal warriors.
Orcish Traditions/Celebrations:
The Gorrag-Tol: The right of passage endured by countless generations of Orcs destined to be Chieftains, it is harsh and often times lethal. A Chieftain is no real Chieftain without a ferocious beast by their side, and so anyone on the path to Chieftainship must find such a beast and tame it. Usually(it varies from group to group) the would-be Chieftain would take a small party of their most trusted friends and family to scour the land for a beast worthy of a Chieftain and capture it.
The beast is then to be dragged back to the village or stronghold and dumped into a pit, then the Chieftain to be would be thrown in as well. The Orc would either establish dominance, die horribly, or come to a mutual understanding with the beast and go from there. Once tamed, the beast would accompany the Chieftain nearly always.
Celebration of Strength: Strength is one of the most valued aspects of the Orcs and something they take great pride in. Be it physical, mental or of craftsmanship. The Celebration takes place twice every year and gathers all the Orcs together(save for the Cannibals) to the deep caverns beneath the sanctum of the Council of Elders. It occurs once in the summer and once in the winter and is considered a holy event.
Spring, the season of breeding: The Orcs choose the Springtime to court one another, for several reasons. Firstly, having tribe members become useless in the winter due to procreation is not an option. Secondly, if they do not breed they will not be a growing tribe and many will die in the Eastern Plains due to the harsh environment and terrifying wildlife. This time is planned so that the youth of the tribe will pair off and contribute to the survival of the tribe, and so that the tribes can have blood ties to one another to help maintain the peace. The young Orcs are usually sent out for this cycle of life once they reach sixteen summers of age.
The teenage Orcs are sent out across the Eastern Plains into the caverns where the Celebration of Strength is held, down into the hot springs to mingle and survive together, and to decide whom they wish to be bonded with. After a weeks time the youth leave with their mates to return whichever tribe the duo decides on(generally one of the Tribes from which the two came from originally, though sometimes they will go to a new Tribe which neither of them are from.)
The Traditions of the Dre'thal:
Trial of Age, otherwise known as, "The Birthright" - When a Dre'thal is coming of age, preparations are made for them to be given the Trial of Age. However, the preparation takes time, and involves the Dre'thal getting prepared itself. It trains and trains until the day the Trial is set, and within this downtime, it is referred to as a young adult, rather than a child. On the day of the Trial, they set out into the wild with their weapon of choice, and are given enough rations to last for two days. The rest they have to hunt for. This is a test to see if the young adult is self-sufficient and worthy. Scouts will track the Dre'thal's progress.
Once the week is over, and the young adult has survived, the Scouts escort the Dre'thal back to The Citadel, where a week celebration is held to honor the now fully fledged adult. The celebration isn't Fortress-wide, but rather it's held by the family and friends of the Dre'thal.
Trial of Ordeal - This Trial is held for would-be Warchieftains. Like the Trial of Age, they are sent out into the wild, alone, and have to establish dominance over a "worthy" animal, that is to become their companion for the rest of their life. Before they set out for the trial, the would-be Warchieftain is to craft a unique Weapon, rather than a conventional weapon. They don't get any rations, either. They may not return until they establish dominance over a worthy animal.
If they can't, then they will perish in the wild, unable to return. Once they return alive, with their new pet/companion, they are granted the title Warchieftain and are seen as a worthy leader, instantly earning the respect of most, if not all, of the Dre'thal. Most Warchieftains do not emerge out of their Trial of Ordeal without a lot of fresh scars.
The Gorrag-Tol - Traditionally, individual Chieftains are chosen to lead Villages, Outposts, and etc. rather than having the Warchieftain rule them all. However, the Chieftains are still under the direct control of the Warchieftain, so no settlement has true independence. Chieftains are chosen by taming a beast out in the wild. Unlike the Warchieftain's Trial of Ordeal, it doesn't have to be a beast of high status. It could be a simple hunting partner, rather than a mount or such.
Usually(it varies from group to group) the would-be Chieftain would take a small party of their most trusted friends and family to scour the land for a beast worthy of a Chieftain.
Unlike the traditional Gorrag-Tol, however, the Chieftain tames the beast out in the wild rather than capturing it and putting it in a pit to tame it. The party will simply standby and watch the Chieftain, and defend the Chieftain from any other animals that attempt to intervene.
Celebration of Strength - Strength is a very glorified aspect of Dre'thal society, and something they take great pride in, if not worship. Be it physical, mental or craftsmanship. The Dre'thal attend the Celebration twice each year, as it happens twice. It gathers all Orcs together, excluding the Cannibals, to the deep caverns beneath the sanctum of the Council of Elders. It occurs once in the summer and once in the winter and is considered a holy event by all Orcs, especially the Dre'thal.
Spring, Mating Season - During the Spring, members from the Capital and all other settlements migrate to the Sacred Grove, and place for the courting of Dre'thal members. Usually, those who recently claimed their birthright are sent here to have an early family, and increase the Dre'thal population. However, it is not uncommon for more mature Dre'thal to come to court.
Many Dre'thal want early families, right after their birthright, however, some just want families when they think they're old enough, such as 21-25 summers of age. Or even higher than that. After the newly made couple courts, they either migrate to the Capital, or one of the other settlements under Dre'thal control. There they will start there family, and continue their bloodline.
The reason the Dre'thal come to the Sacred Grove, rather than join the rest of the Orcs at Caverns from the Celebration of Strength, is because the Dre'thal want to keep their bloodlines and the subspecies as a whole "pure". Hybrids that are born from a Dre'thal mingling with another Orc subspecies are usually hunted down and executed, and their families slaughtered, in an effort to keep the Dre'thal pure.
Celebration of War - Held in the mid-summer is the Celebration of War. Here is a glorified time for fighting. Dre'thal will fight with each other, however, they won't kill, it's just simple horseplay. Killing isn't legal, unless it's in the gladiatorial arenas. Fights are brawled out in the streets commonly, and it's considered a sign of good fortune to get into a fight. You're considered to be extraordinarily lucky if you win a fight, further bolstering your good fortune.
Gladiatorial fights are commonly held in arenas specific built for them. Dre'thal will go one on one with each other, usually with their weapons of choice, and the victor earns a prize, from money to a brand new weapon, or a brand new armour set. The failure is awarded an honorable death. A Tournament is also held in the War Chieftain's name. Famous Gladiatorial Arenas are given the privilege of hosting a tournament match. Each tournament match takes place at a different arena, and the final match takes place at the War Chieftain's personal arena. The War Chieftain only views the final match in the Tournaments, and bestows the Victor personally with a grand prize. It is considered an astonishing honor in Dre'thal society to win a Tournament.
Note: Rarely, a "Grand Tournament" is held. A Grand Tournament is only held upon the War Chieftain's request. The final opponent in the Grand Tournament is the War Chieftain himself. If the challenger manages to defeat the War Chieftain, then the grand prize is becoming War Chieftain himself. However, he still has to perform the Trial of Ordeal. The Grand Tournament has only been held three times, with only one being won. The current War Chieftain, Vral Ap Dre'thal, was the victor of the last Grand Tournament, which is how he became the War Chieftain.
Copyrighted to Jake Bentley January 1st 2015.