• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Morandia
  2. Lore

Orc Horde Overview

Capital

Lok’Tal

 

Flag and National Colors

National Symbol: No known national symbol, Clans are instead represented by their own banners and livery.

National Colors: Red and Black

 

Population / Races

65% Orc

35% Goblin

 

Religion

100% Shamanistic

 

Government

(Feudal Clans System of Government) The Orcish Horde is a collection of tribal Clans that each occupies their own territory. Each clan is unique in how they govern their territory and they are fiercely protective of it. Orc laws and order are all based around strength and might makes right, so the stronger and more powerful the Clan, the more influence it has over the others but that also leads to a light of infighting between the Clans themselves. When widespread orc territories are threatened, they set aside any differences and band together under a Warchief. When the Horde is fully assembled it is a terrifying wave of aggression and destruction that will sweep through an area laying waste to everything in its path until the war fervor subsides. The lands they occupy are also shared with large goblin colonies, however because of their diminutive size, Goblins are somewhat of a second-class citizen, that end up handling a lot of support, trade, and engineering efforts.

 

Diplomacy/Foreign Relations

Badlands: Friendly

Cenovia: Hostile

Commonwealth of Dail: Hostile

Eldarian Union: Hostile

Elven Triumvirate: Hostile

Empire of Grundar: Hostile

Golden Dwarves: Hostile

Grand Duchy of Montia: Hostile

Granelian Protectorate: Hostile

Hassarian Oligarchy: Hostile

Highlands: Hostile

Ichi Shogunate: Hostile

Idelan Republic: Hostile

Iron Dwarves: Hostile

Kingdom of Aldania: Hostile

Naga’s Landing: Neutral

Sahalan Sultanate: Hostile

Shaneier Elves: Hostile

Steel Dwarves: Hostile

Taisan Khanate: Hostile

The Dark Covenant: Friendly

Theocracy of Vespa: Hostile

Undying Lands: Friendly

Wolven Marches: Friendly

 

Economy

Currency is minted with a War Axe icon on it

Gold (gp) is used to buy luxury goods and high-end services

Silver (sp) is used to buy common quality goods and skilled labor

Copper (cp) is used to buy basic supplies goods and food

Average costs

Basic Food items: 1-3 copper

Luxury Food items: 10-15 copper

Basic Drinks: 1-3 copper

Luxury Drinks: 5-10 copper

Basic clothing: 25-50 copper

Average clothing: 25-50 silver

Luxury/High End clothing: 10-15 gold

Basic Lodging (Common Inn): 5-10 silver per night

Comfortable Lodging (High End Inn): 20-25 silver per night

Luxury Lodging (Private room with bath): 50-100 silver per night

Opulent/Noble Lodging (Private suite with multiple rooms): 10-15 gold per night

Transportation (Rented wagon/carriage): 10-15 silver per km

Weapons and Armor: Use Item costs

 

Architecture

Orc architecture is best described as a mix of Native American tribal, and stone masonry. A lot of the structures are decorated with bone or spikes and are circular hut in style. Orc fortifications are more rare, but when built they can become towering monuments to defensive warfare. Towns and villages heavily use wood, stone, and bone for materials and are built to either be incredibly mobile, or incredibly immovable, there is no in-between for them. The goblins that also share the territories with them tend to be a lot more advanced in their constructions, able to introduce carpentry, wooden structures, and functional buildings into the mix.

 

Clothing

Orc clothing is tribal in nature and styled with a lot of bone, hides, and bird feathers. Animal furs and leather are the most favored materials to use. The more influential orcs will almost always have some form of Clan livery on, worn traditionally as a cloak or cape. The goblins they share lands with are far more sophisticated and have actual tailors, capable of making basic linen and leather clothing.

 

Food

Typical Orc cuisine includes a lot of meat. Livestock is cultivated to feed a majority of the population, and their proximity to the sea also allows for a lot of seafood. The most popular dishes all revolve around salted pork. Drinks are usually fruit or dairy based, and alcohol tends to be sugarcane based such as rum or gins from the southern jungle areas.

 

Culture

Music: Orcish music is heavily based on drums. Heavy heart thumping beats speak to their warrior culture and almost all forms of music involve a drum beat. Orcs and goblins also enjoy singing, albeit in rowdy drunken environments when that happens.

Literature: Orcs do not readily produce paper so literature is sparse. However because of the shamanistic culture they do record things in writing, mostly on leather or hide vellum. Orcish literature is almost always based on some sort of spiritual guidance. The goblins they share lands with, however, are very fond of schematics and books, and are quite literate. Keeping libraries and archives of their own with such books and scrolls.

Entertainment/Theater: Orcs love to fight, it is their primary form of entertainment. Brawling is considered great fun. Orcs are also very entertained by gladiatorial combat. Either against each other until yielding or pitted against dangerous creatures and wildlife. Outside of fighting, orcs also like to gamble to which the goblins they share lands with tend to almost always win at. Prostitution is also an acceptable form of entertainment amongst the orcs.

 

Technology and Magic

Technology is split amongst the two dominant races in the area. The Orcs have no desire or use for technology and prefer brute force to solving problems. Goblins on the other hand are highly inventive and crafty, and their technology is steampunk in nature. Magic is prevalent amongst both Orcs and Goblins, primarily centered around elemental magics and his highly ritualistic. Magic is also tied into their shamanistic religious beliefs so magic users are also considered religious figures in Orcish society.

 

History

 Orcs and goblins have always occupied the southwestern region of the continent, and likely always will. Two ancient races that are often forgotten about, they are an even older race than the elves and dwarves, and are part of the primordial ecosystem that existed at the formation of the continent. Because of the harsh ever changing primal landscape conditions, constant threat of survival, and other such problems that stem from early planetary formations both races have adapted to eons of evolution. Taking on green skin to better camouflage in the heavily vegetation of the continent, both branches evolved to meet different needs. Orcs adapted to become abnormally large and strong, serving as hunters and brutish warriors that primal survival requires. Goblins developed into small, highly crafty species, useful in claustrophobic environments and tool making. This symbiotic relationship remains even to this day. However due to their more savage and aggressive tendencies when the High Elves rose to prominence, both races were hunted to near extinction. In the aftermath of the war between the elves and dwarves, the High Elves were no longer able to maintain their genocidal attempts to remove the orcs and goblins. This allowed both reliant races to make a slow comeback, carving out a large kingdom of their own in the southwest again. Because of their earlier persecutions, in general the Orcs and Goblins are extremely xenophobic and racial, to anything that doesn’t have green skin. Which is why they get along with Naga and Lizard folk. When the Dark Elves and Undead rose in the west, they allied with them in exchange for promises that they would one day share in the domination of the planet. This appealed to many of the orc chieftains who see taking over the continent as the only true means to ensure their survival. In recent history the orcs and goblins organize themselves into regional tribes and clans, that for the most part act independently. Because of tribal nature, some of the clans do not get along with each other, and feud amongst themselves just as much as they do the outside world. Except in times of war where their nation is threatened and they have to go on the defensive. In those times they band together behind a Warchief, usually the biggest and most powerful orc at the time and launch massive retaliatory campaigns of destruction. This has led to other nations preferring to take a containment approach to the orcs and simply keep them penned into the southwest as best they can. The Orc Horde as it stands today is a savage tribal nation, that values survival of the strongest or smartest.