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[[Category:Greenskins]]
[[Category:Greenskins]]
[[Category:Areas]]
[[Category:Zones]]

Latest revision as of 08:41, 3 August 2020

Orcs are human-like, somewhat intelligent creatures almost extinct in Auseka thanks to the Orc Wars. However, pockets of them remain both underground and in especially impenetrable parts of the world.

The typical orc is slightly larger than a human and muscular. They have thin or no hair on the head, but body-hair over most of their dark-green skinned figure. Like all greenskins, Orcs have two rows of sharp, pointy teeth.


Orc Warrior
Melee +2
Weapon Type cutting, heavy
Hitpoints 12
Damage d12 / 2
Armour 4


Orc Leader
Melee +4 / 1 HD
Weapon Type cutting, heavy
Hitpoints 15
Damage d12 / 2
Armour 10


Orcs are intelligent enough to both use and manufacture weapons and armour. Orcish weapons, tools and armour are typically crudely made and from low-quality metal. It will do the job but bends and dulls easily. Orcs also seem to favour rusty blades for the extra pain and blood poisoning.

There seems to be a primitive culture within orcs and a language that while primitive allows for communication and strategy. Orcs are fearsome enemies because they are brutal, not easily scared and are as smart as most humans when it comes to battle.

Orc society is brutal and unforgiving and only the most vicious and battle-hardened rise to the top.


Tribes and Settlements

Orcs are organized into tribes, which can be nomadic or stationary. Typically, the strong and powerful tribes are the ones to settle down. If a tribe has a permanent settlement, it means it has the surrounding area under its control, it can reliable feed and supply itself, and it is not overly concerned about attacks from rival tribes. Weaker tribes typically stay on the move so they can react to shifts in the local power structure and can evade attacks by being elsewhere.

Orc settlements are primitive structures. They consist of huts made from branches, leaves and mud, thrown up in whatever fashion was quick to do. There is not much woodworking going into these structures, logs and branches are mostly used as-is, maybe a few parts cut or broken off, but nothing that would deserve the name carpentry.


Areas with Orc Activity

There are several areas where orcs appear to be somewhat common. All of these are in the north, as the menace has been largely eradicated in the south. It is mostly in the hard to access mountain areas, though not on the high peaks. Orcs are not mountain creatures, they have simply been driven to the edges of civilization.

There are four main pockets of Orc activity. In these so-called Orc Lands, there can be tribes and even settlements of Orcs in the wilderness.

The largest is in the northern parts of the Njorun mountain range, covering parts of Vericum, Ebronland, Grasalia and even a corner of the elven realm of Afarwaha. Many provinces are affected, but those which are entirely or almost entirely within the Orc Lands and have dangerous levels of Orc activity are Tidia and Aldockia in Ebronland, Neskaria and Oskifla in Grasalia and the imperial provinces of Pichetleia, Selderland, Sordikia, Rautogia, Hudatro County and Genepargia. The city of Hudatro is also the only major settlement within the Orc Lands.

The second area is north of that, in central Grasalia, covering parts of the provinces of Stasvolve, Mostadland and Valsoyria.

The eastern mountains are not free of Orcs, either. One pocket is on the border triangle between Vericum, Fonticia and Biesen, with the Biesen provinces of Sutimonia, Caneltonia, Tudia and the southern parts of Basco being the most affected.

A second border triangle is the retreat of the fourth Orc Lands, that between Alheimia, Biesen and Schap. Here, the main provinces affected are the dwarven Bilerzar region, the Biesen province of Birlerhar and the Schap province of Shliler.


 ProvinceRealm
BascoBiesen
HudatroHudatro CountyVericum
Hudatro CountyVericum