Orks

No race has proved a greater menace to humanity than the Orks, deemed by some as the ‘masters of war’. Though brief periods of uneasy peace have existed, the war between Humans and Orks is viewed as one of the few things which is ‘eternal’ in the world. Every Ork knows, however, that this war will not last forever; it is not a pointless excuse for an unending battle. It will meet a satisfactory end when every human is dead or enslaved. For untold centuries, civilized Orks have remained under the rule of one order, the Khalag Empire. Such consistent order to unify their cause has allowed them to excel beyond their once tribal, savage nature, and develop what is unarguably a very unique ‘culture’, bound by strict traditions and honoring heroes of a well recorded past. They have lived largely in isolation, an attitude of elitism causing them to impose strict borders with death to any one of any race that trespasses upon them.

The Empire of Khalag has only recently exited a long and bloody civil war; traditionalists stand king, while the old Barachians are exiled and shamed - but not yet gone. Orkish PCs can hail as either imperial loyalists, Barachian spies, or simply exiles.

History

The heavy emphasis of tradition within Orkish society has lead to a detailed account of the world through Orkish eyes, many of the events they’ve witnessed previously unknown to the Humanity and many of the other races. The passage of times through the eyes of the Orks is accounted for in the Grûld Tome.

Pre-History

Ancient Orks in many ways resemble the savages of modern Orkish society – nomadic wanderers who banded together in tribes for protection. In this respect, they are not overly different from humans; however, the naturally greater strength and survival skills of the Orks allowed them to avoid subjugation beneath the Vampires or Therians, and for decades until the rebellion of humanity, they were forced to bear the brunt of both Therian and Vampire aggression.

Pre-Zeal

In the ages that followed the Orks continued to survive, separated into crude tribes that each dominated part of the Highlands claimed in the earlier centuries. It was Humanity that banded together and began to form the foundations of an Empire. Wary of trusting the Humans, the Orks remained in the Highlands where they defended their territory against all those that dare enter, giving rise to the apprehension between the Humans and Orks. Fractures and infighting amongst the Orkish tribes left the state of their control and knowledge in disarray; while the Humans progressed, discovering new weaponry and magicks, the Orks were tied down. And so it was the Zealan Empire that was first to rise to dominance and lay claim to the Orkish Highlands.

Foundations of the Khalag Empire

In the Age of Zeal, the Orks nearly fell into subjugation by the Human Empire. Armed with magicks and the weapons of an Empire the Humans ranged into the Orkish Highlands meeting the resistance of the Orkish tribes head on. As the Orks staggered to respond to their superior foe their control over the ancestral Highlands waned and fears rose of becoming enslaved by the Zealan Empire.

It was in their darkest era that an Ork with little repute, Khalag dûr Ulkhâi, rose to power and began what would ultimately result in the unifications of the Orkish tribes against a common foe. Though sheer might, Khalag managed to assemble together a hoard of loyal Orks to defend against their Zealan aggressors. Over the next decade, Orks would consistently surprise the Human forces with hundreds of guerrilla raids on encampments, beginning a long struggle in which the Orks reclaimed their homeland. However, it was not unification alone that would lead the Orks on their path to the gates of the City of Zeal.

Years of civil war within the Empire of Zeal had lead Humanity into decline, and like a festering wound, the Orks picked at the holes the Zealans had bleed themselves from. With the shreds of the Empire hanging in the balance, the Orks struck into the lands of the Zealan Empire determined to press forward and extract revenge, to crush the society that had sought to extinguish the Orks.

Gathering his forces, Khalag directed a bloody incursion and marched straight for the almost mythical seat of the Humans’ power – the City of Zeal. With many of the noble houses still in disarray from the Immortal Wars and no voice to rally the Zealan armies together, the Orks swept a bloody tide across the northern reaches of Zeal. Within the year of fighting a bloody battle that saw countless casualties on both sides, the Orks reached the walls of the City of Zeal.

The Orks would never enter. Well aware of the looming threat the Orks posed against the City of Zeal, Humanity was not yet ready to see its Empire collapse. With fear of death as a motivation, the Humans once again turned to their destructive magicks that had brought the Empire to its knees in the Immortal Wars, unleashing a creature of unknown origins upon the Orks. In the short months following, the demon fought alongside the Zealan Empire, crushing all those opposed and repelling the Orkish invasion back into the Highlands.

The victory of Zeal was short-lived, the creature of their very summoning turning against the Empire. For all the surviving Orks to see, the city of Zeal was consumed in an indescribable darkness. Never again to be seen. And from the shadows poured forth a multitude of demons beyond description that consumed the lands of Zeal and the Orkish Highlands. And from the Great Shadow’s will were the lands of Zeal torn apart, the Highlands and the northern half of the Human Empire pulled from those of the south. The Breaking of the World.

The Breaking of the World

As the Orkish and Human armies lay in waste and the Great Shadow stretching over the Highlands, the Orks fled the shores (once where Zeal stood) to the comparative safety in their ancestral homes. But from the Shadow there was no safety, the strange and violent beasts of darkness flowing into the Highlands and the sky burning in eternal darkness. Oceans away from the disposed Human Empire, the Orks’ strength and will to survive would be tested once more.

The Orkish Exiles

Under the stress of the Great Shadow the Orkish tribes unified into a single Empire named in honor of the tribal leader that had relinquished them of Human control. Over the course of near a year of fighting teeth and nail for their lives and on the brink of destruction, the Shadow that had consumed the lands of Khalag vanished inexplicably. Yet, what took its place was no kinder; for as the shadow receded, many Orks that had once offered their lives in service of Khalag had ‘Strayed’. Becoming as if animals, they lost all but how to live by their instinct and travel in packs about the ruins of Khalag, assaulting any who dare go into their domain. The Empire first tried to reason with its fallen brethren, but no peace could be achieved. For the ‘Savage’ Orks were without language, lacking all skills but breeding, hunting, and killing. As the Empire slowly came to terms that there was no hope to deal with these abominations, the tribes once again rallied together to face their ugly foe.

The existence of constant fighting pitting the remaining tribes against the savages put a greater emphasis on combat than ever before in Khalag. The result was the construction of the Citadel, an imposing fortress lying in the very heart of the Empire. It was here that the Orkish tribes came together and trained as brothers of an Empire one again united against a common foe. Of the multitude of battle heritages that existed amongst the Orks, two rose to dominance: the stoic, learned, and proud Bâhkrul as opposed to the aggressive and hotheaded Zâgamrânth. Yet, despite their organization, the vast numbers of the ‘Savage’ Orks seemed insurmountable.

It was in this dark time of exile that worship strayed from the traditional praise of ones ancestors to the malignant deity now known as Barach. It was Barach that offered strength to those who would follow him, a mighty fist to break the back of the ‘Savage’ Orks. Of the two existing clans, the Zâgamrânth were those quickest to adopt Barach as their savior and make use of the gifts he offered. Bound by tradition, the Bâhkrul remained hesitant to turn to Barach for support, fearing to defeat one menace while letting another become their master. In the battles that continued to rage, the Zâgamrânth proved the superior against the ‘Savage’ Orks. And so time drew a distinction between the Orkish peoples; the Imperial Orks, those of Khalag who devoted themselves to the Empire, and those ‘Savage’ Orks that had been reduced to a state of animalism. After two generations of war amongst their brethren, the Imperial Orks finally began constructing their mighty Empire, the memories of Zeal and their Human aggressors returning once more.

Lothrim and the Gargun

Near a century later the Orkish Empire of Khalag had risen to a power unseen ever before in Orkish history. To keep the Empire safe, the Citadel became mandatory for all Orkish males to attend at the age of six. It was also during this era of control that a third clan came to dominance, naming themselves the Blûd Raîker. Along with the other two clans, the Orkish tribes were trained relentlessly in the arts of war and war craft. Having triumphed over the Shadow and their savage kin, the Orks looked to expand their Empire and put to use the Orkish armies now well versed in battle.

It was during this period of expansionism that the Orks began to question the fate of their Human foes. Had they survived their own massacre? Did the Shadow still dwell on their lands? A fear existed, that should the Shadow return, it would spell the death of the Ork. Yet pushed on by Barach and a bloodlust for revenge for the subjugation Humans had enforced upon them, the Orks took to the seas in search of new lands to conquer in the Fire Gods name.

It was a stroke of misfortune (for the humans), when the Orkish scoutships fell upon the lands of Leanantla and not that of old Zeal. Here the names of the Orks had long been forgotten, a shadowy legend akin to of Zeal. Hungry for revenge, the Ork warships made landing at Delphani within the fledging Kingdom of Avaria, laying waste to the countryside and murdering the city’s inhabitants. Aware of the expanses of the Kingdom, the Orks continued north destroying all that stood in their path until finally the capital of Avary was burnt to the ground. Slow to respond, the remaining Human Kingdoms made no move to save those of Avaria as they fled onto the mainland of Leanantla.

The Orkish Aggression continued across the sea into the lands of Andal and the tribes of Leanantla. It was in the battles that ensued that set for centuries the hatred between the Kingdom of Mercia and the Khalag Empire, pitting Laranian knights against the Barachian Orks. And as the Orks continued to seize territory after territory, desperation became apparent in the Human Kingdoms. It was during laying siege the gates of Mercia that the Orks were met with what history now calls the Foulspawn, the abomination of Human magicks again brought as a tool to prevent destruction. As the Foulspawn continued to breed and flood over the lands of Mercia under control of Lothrim, the Orks quickly decided upon retreat to Burl-Daur (a fortress they had constructed in the years of laying waste to the Human countryside), suffering great casualties as they made way for the mountain pass.

Not content with simply beating back the Orks, Lothrim followed the Orkish armies into the mountains, driven by rumor that the Orks carried with them a relic of Earthmaster decent. While the Orkish armies had spread through the mountains in look of food to fair the winter, Lothrim fell upon the fortress of Burl-Daur and murdered all those within, claming the supposed Earthmaster relic. Thinking he had destroyed the Orkish armies, Lothrim began his march back to his capital of Url-Kelduld. As he weaved through the mountain passes, the Orkish forces that had dispersed through the mountains laid waste to his armies and forced Lothrim to flee south to the small city of Hurndar. It is here that history becomes muddled. What is known is that the Gargu managed to break free of their mental controls, turning on their Human allies and destroying Hurndar. As the Gargu continued to spread through the mountains and with more of Lothrim’s armies close behind, the Orks saw no other choice but to retreat back to Khalag.

The Orks’ second defeat was yet another blow to their pride, the grudge against the Human’s become a passion fueled by Barach’s hatred of Larani. But with their armies largely crippled, the Orks were forced to bide their time in isolation.

Rebuilding the Empire

The losses in the war against the Humans and the Gargu had put a significant dent into the Orkish population, and it became obvious to the Emperor that his people would need time to lick their wounds and rebuild.

During this period, the final two Imperial clans arose – a master metal smith and warrior from the Bâhkrul, irritated at his clans’ old-fashioned ideals of warfare, left his clan to form the Umrik Blâd; while a few months later, a Zâgamrânth master would go on to form the troubled Îre-Khâluz clan (before he himself would be devoured by Savage Orks in an ambush). Over several decades the aggression between Mercia and Khalag would lay dormant; the Orks not yet prepared to siege Mercia once more, and Mercia tied down with the new threat of the Gargu making it impossible to go in search of Khalag.

The Third Orkish Offensive

A third Orkish offensive into the human continent Leanantla (and to a much smaller degree to the lost continent of Eridan, towards the small human settlement Denshy) was set into motion as the product of a vicious internal power struggle amongst the heirs to the Khalag Empire. Burlog dûr Khalag, the power hungry thirty-second child to the current Emperor, usurped power through the assassination of all his brothers, and finally, his own father. With no choice of other heirs, the Empire was forced to accept Burlog as their new Emperor as has always been the tradition of Khalag.

However, what was the fear of many Orks was soon to be revealed as truth. The position of Emperor in Khalag required much more than a title - indomitable will and massive physical strength were required to withstand the slew of would-be usurpers. Burlog dûr Khalag possessed none of these skills in any quantity. Shortly after taking his position as Emperor, Burlog dûr Khalag was forced into unequivocally following Barach through blackmail and threats orchestrated by an extremist Barachian cult in Khalag. The now puppet Emperor would soon become a pawn for Barachian power games.

In his weakness, the Emperor made several poor military decisions. The Orkish fleet, still recovering from a large skirmish with Scarlet Skull pirates, was ordered to set sail and form a blockade between the Colony of Denshy and Mercia. Then, all warriors of Khalag were ordered to mobilize for war against the Kingdom of Mercia – not for the glory of the Empire, but for the glory of Barach. It seemed that the goal of the war was not to defeat the Mercia, but to simply cause as many casualties on both sides as possible.

When the clans learned of their new Emperor’s decisions and rumor of his puppetry, a bitter division formed between those who supported the Emperor and those who saw him a failure. Within the Zâgamrânth, the clan members saw no error in the Emperor’s ways; largely supporters of Barach, the Zâgamrânth were prepared for war and the bloodshed to follow. However, the traditionalists of the Bâhkrul and Umrik Blâd utterly refused to follow a leader who would submit to being controlled by fear. Of the remaining two clans, the Blûd Raîker offered but a fifth of their armies as a sign of respect for the Emperor (but saw the plans largely as folly) while the Îre-Khâluz were quick to try and prove their loyalty and purpose to the other clans, contributing many of its members to the Emperor’s goal.

Though enraged at the lack of support for his plans, the Emperor had little hope of swaying those of the clans that remained in Khalag, for in truth their forces outnumbered all those that had come to the Emperor’s side for war. Instead, the Emperor decided on an even more controversial decision. To deal with the weaker Human territories, the Emperor recruited hundreds of Felkin, believing the failed warriors would perhaps be enough to overrun the Human forces. With no semblance or strategy and the clans still bitterly divided, the Emperor gave word for his armies to set sail upon the Human lands.

The results were disastrous. Animosity reigned between the warriors trained by the clans and those of the Felkin who had been expelled from the Citadel even before their training had been completed. Poorly armed, those Felkin that remained loyal were easily defeated against the numerically similar, but better equipped, militia and army of Denshy; a scene repeated in many parts of Mercia as well. Within three years, the losses of Felkin tolling into the thousands and the support of even the Zâgamrânth reaching minimal levels, the Emperor was forced to retreat from the Kingdom of Mercia. Facing disgrace, the Emperor committed suicide in an attempt to save any shred of honor tied to his name. With the Empire left without an Emperor for the first time, it was a Barachian Felkin by the name of Roth Gal who claimed the throne. The reign of the Khalag bloodline was at an end. The reign Barach had just begun.

The Tyranny of Roth Gal

In an act of absolute tyranny, Roth Gal saw to the exile of all those that refused to bend knee to the Emperor of Flame, the threat of death by fire holding back those Orks that would challenge him. With only the voice of the Emperor of Flame as his advisor, the Felkin High Priest saw the passions of his allies again emboldened and the war drums of the Citadel beating once more. Over the short years of his rule, Roth Gal rallied together the Zâgamrânth and the other Barachian Orks and prepared for war against the lands of Eridan; but more importantly, the cathedral known as Larani’s Blessing. The unfolding of events that followed is largely not understood. Why Roth Gal set sail for Eridan leaving no supporters behind, or why he amassed an army simply for a suicide mission against the Blessing remains unknown. But no Ork amongst Khalag saw the Felkin High Priest as a fool. With Khalag emptied of all Roth Gal’s supporters the city was seized by the traditionalist clans and when word returned of Roth Gal’s defeat, murmurs rose of who could claim the tyrants throne...

The Flame of Barach Falters

Argument rose immediately between the remaining clans of who should lead the capital, quickly turning bloody; not in organized warfare, but simple brawling and individual duels. It is believed that it was this initial disorganization - their success in seizing the capital had been a surprise to the traditionalists, and they were ill-prepared for any aftermath - that allowed their control of the city to falter to the returning, shattered hordes of Roth Gal’s supporters. The Barachian High Priest had died in his fight, but many of his defeated men sailed back north on their ships to their homeland, and when they found it no longer in their own hands, full scale warfare broke out in the streets of the city. For six years, the traditionalists and the Barachians fought at street corners to control portions of the city, with the Barachians holding the bulk - and the storied Citadel itself, until one among the traditionalists rose to power and prominence.

Blûd Raîker, Emperor

The Ork Kai’thus of clan Blûd Raîker had been virtually unknown before the rise of Roth Gal: a fresh graduate of the citadel, he stood with older orks who would not let the old ways and codes simply die for a felkin emperor. His meteoric rise to prominence were due to an incredibly sharp mind, and the easy air he carried with him even when taking on the most impossible assignments. It was thanks to him that, in the initial disarray of the Barachian counter-siege, that the orks were not cast entirely out of Khalag; he still had a naval foothold on the surrounding territory via a stronghold at Anchorfall that the Barachians could not break, and he used it as a wedge to distract the flame-worshippers while he led men to retake the city piece by piece.

Finally, in a daring plan, Kai’thus challenged the Barachian false Emperor to single combat in sight of most of the orks of Khalag and - in spite of dirty tactics, poison, and a number of barachian interlopers in their ‘private’ duel - slew him before leading a charge that culminated in the taking of the Khalagi Citadel itself. None opposed him when he set the crown on his own head - indeed, many of the remaining clansmen had already proclaimed him their Emperor by this point. Their momentum seemingly insurmountable, the new Emperor Kai’thus led a quickly-solidifying traditionalist army against Barachian forces and drove them out of the capital entirely into scattered holdings throughout the mountains of the Seared Plains.

Now, he has taken a more diplomatic role, applying his tactician’s mind to talking peace with the other nations of Eridan.

...At least, until the proud Orkish Empire has rebuilt itself to its former glory and power.

The Orkish Tribes

Bâhkrul

Clan Colors: Yellow-Orange and Green

The Bâhkrul draws its mastery heritage back long before the appearance of Barach and the fall of Zeal. They are a clan that bind themselves to the strictest of Warrior Codes and a belief in tradition. The Bâhkrul is a collection of the more resourceful and disciplined warriors of Khalag, its members more intelligent and, often, stoic fighters who control their primal rage and emotions and channel them into battle rather than let it overtake them in life. While the Bâhkrul is one of the smaller clans, their status in the Empire is unchallenged. Thus arrogance hangs over its members and many of the other clans look at the Bâhkrul with anger and distrust.

Bâhkrul training is a closely guarded secret, the principles revolving around the concepts of patience, concentration, and fueling ones rage to attain victory. Those clan members that survive earn a temperament and adaptive skill that allows a warrior to prevail in situations most others would break under. The most awe-inspiring ability of the Bâhkrul warriors is their ability to unflinchingly withstand otherwise excruciating tortures, a show of their great mental discipline to disassociate pain from their body and mind.

The Bâhkrul warrior is a creation of centuries of passed down secrets, but also traditions. The Warrior’s Code is strongest amongst the Bâhkrul, wavering from it seen as an affront to the clan and its masters. The burden is immense and the many of the “Clanless” Ork come from the Bâhkrul attributing to the belief of the clans arrogance.

Bâhkrul Warrior Code

  1. Loyalty to the clan above all else.
  2. Respect of the masters and the traditions that have created you.
  3. Courage in the face of death.
  4. Death before dishonor.
  5. Mercy where mercy was shown, death to those undeserving of mercy.
  6. Honor in battle.

The Bâhkrul Warrior Code forbids surrender in combat and binds all clan members to fight with honor and die with honor to carry on the prestige of the clan. The use of traps, poison, and other ‘cowardly’ methods rather than true strength and cunning are forbidden.

Religion

Strict adherence to tradition also makes Barachism a rarity amongst the Bâhkrul. Instead, ancestor worship is far more prevalent. The Bâhkrul look down upon worship of Barach even if the Orks are members of other clans.

Zâgamrânth

Clan Color: Brown

The Zâgamrânth are the most varied and largest of the Orkish clans consisting of the more average Orks that have little chance or desire of being accepted into one of the more traditional (prestigious) clans. This is not to say that warriors of the Zâgamrânth are lesser fighters compared to the other clans - in fact, some of the strongest retainers of all the Houses come from the Zâgamrânth, and the Zâgamrânth produce the most Emperor’s Guards of all the clans. But the Warriors Code that the Zâgamrânth follow is far less strict than that of the Bâhkrul making the clan attractive to those who have no desires for strict traditionalism.

The training and fighting style of the Zâgamrânth tends to be the general human perception of Orks; bold, brash, fearless, and frenzied in combat. The Zâgamrânth are the most primal of Orkish clans, remorseless in the battlefield and fastest to anger. The result of this brutish lifestyle of violence and self-destruction is that members of the Zâgamrânth tend to be the shortest-lived of all the clans. Yet the bloodlust of the Zâgamrânth is what fuels the Empire’s continued expansion and earns the Orks their legendary status as brutal warriors.

Zâgamrânth Warrior Code

  1. Kill or be killed.
  2. Mercy is for the weak, spare none that lays down their weapon.
  3. Brothers in arms protect their brothers.
  4. Show no lack of strength or courage.
  5. Prove your worth in battle.

The Zâgamrânth Warrior Code puts little restriction on the behavior of the clan members, but resorting to unusual methods of killing ones enemies such as poison or traps is seen as cowardly and just a sign the warrior lacks the strength to defeat his enemies in real combat.

Religion

The Zâgamrânth are the most prominent followers of Barach, his drum beat of constant war and pillaging fitting easily into the Zâgamrânth Warrior Code. More blood, more battles, more victory to prove your worth and honor.

Umrik Blâd

Clan Colors: Yellow and Tan

The Umrik Blâd is a relatively new clan created by a disgruntled master of the Bâhkrul. The master, a skilled tactician and military strategist brought with him much of the metalworking and mechanical knowledge of the Bâhkrul along with their closely guarded training secrets. Having survived numerous attempts on his life, the master’s Umrik Blâd has established itself as a new and quickly growing clan.

The training of the Umrik Blâd draws much of its heritage from the Bâhkrul, but attempts to dispense of the arrogance that clutches the Bâhkrul and its masters. In recent time, the Umrik Blâd had come to be synonymous with skilled metal smiths and siege engineers; the clan members’ skills dominated by tactics rather than sheer might and combat training. As a result, the Umrik Blâd have become a necessary component to siege warfare against the large stone keeps and castles of mankind.

The Umrik Blâd holds to the traditions of the Orks in the same way, but lack much of the refinement that the Bâhkrul have achieved over centuries of heritage and study. Still, the Umrik Blâd members adhere to a strict Warrior’s Code and pride themselves on Orkish history and their ancestors.

As the Umrik Blâd uses the (stolen) secrets of the Bâhkrul there is a level of animosity between the two clans. Some masters of the Bâhkrul feel the founder of the Umrik Blâd was a traitor to the clan and should be stripped of any honor, while others give credence to his cause and see his actions as justified. In truth, the members of both clans share a form of brotherly bond - the two share their superior knowledge of tactics and battle amongst each other. It is simply an age-old feud that prevents the two from truly working together.

Umrik Blâd Warrior Code

  1. Loyalty to the clan above all else.
  2. Respect of the masters and the traditions that have created you.
  3. The mind is the ultimate weapon.
  4. Courage in the face of death, and death before dishonor.
  5. Mercy where mercy was shown, death to those undeserving of mercy.
  6. Honor in battle.
  7. Show no failure in battle.

The Umrik Blâd Warrior Code shuns defeat and praises plans of military tactics over sheer numbers or power. When in battle, members of the Umrik Blâd should fight with courage and not resort to using cheap tricks such as traps or poison, but when it comes to siege warfare, traps can be widely employed.

Religion

Barachism is a rarity amongst the Umrik Blâd as a result of their cherishment of tradition and Orkish history. While the Umrik Blâd will afford some respect to those who follow Barach, most look upon his followers as being mislead.

Îre-Khâluz

Color: Blue

The Îre-Khâluz are notoriously ill-behaved and generally distrusted by the other Clans of Khalag for it’s often underhanded practices and non-traditional fighting styles; once a master of the Bâhkrul even accused to the Îre-Khâluz clan of being nothing more than a collection of gutter-feeding scum who seek power past their station. The Îre-Khâluz of course responded the Bâhkrul would hold onto a diaper a master was born into because it was ‘traditional’. Despite their ill reputation, the Îre-Khâluz continues to grow.

Most members of the Îre-Khâluz are actually less irresponsible than the other clans have painted them. The history of the Îre-Khâluz has been one of struggle. When savage Orks killed the original master (and the master having no heir), the clan was thrown into a power struggle that threatened to destroy the Îre-Khâluz and has ever since been cursed with its bad reputation and behavior unbefitting of an Imperial clan.

The Îre-Khâluz is made up of the most untraditional of the Orks – those that simply don’t fit into the ideals of the other clans or those that don’t have what it takes to enter them. Despite the fact, the Îre-Khâluz has managed to establish themselves as an actual clan and not just a “second Zâgamrânth”. For all their reputation and reviling amongst other clans, however, the Îre-Khâluz’s loyalty is, ironically, the most unquestioned of any of the clans, and they will willingly use their own, unique methods to achieve the Emperor’s Goals. While unwanted by many, the Iron Heels nonetheless fill a niche in the Empire; perhaps one that it would be lost without.

Îre-Khâluz Warrior Code

  1. Loyalty above all else.
  2. Victory before honor.
  3. Courage in the face of death.
  4. Death for failure.

The loose Warrior Code of the Îre-Khâluz puts loyalty to the Empire and success in battle above all other goals. Poison, traps, and other ‘cowardly’ methods as seen by the other clans are readily employed by the Îre-Khâluz. When it comes to winning, nothing is out of the question.

Religion

Both worship of Barach and ones ancestors is popular amongst the Îre-Khâluz. The Îre-Khâluz certainly does not share the same bloodlust as the Zâgamrânth, but its members don’t shy at the opportunities Barach offers to prove oneself in battle.

Blûd Raîker

Color: Red and Red-Orange

The smallest of the clans, the Blûd Raîker is the closest equivilant the Orkish Empire has to a knightly order. Members of the clan are well respected amongst the Empire, their status appearing in the comfortable lifestyle that is afforded to them. Yet, true to Orkish concepts, there is little time to enjoy these comforts as battles and an increasingly competitive nature between clan members for greater notoriety sees the Blûd Raîker always to be in action. With the greater responsibility of the Blûd Raîker, great discipline, akin to that of the Bâhkrul, is expected amongst all clan members.

The training of the Blûd Raîker surrounds itself around the ostard, setting it apart from all the other fighting styles of the clans. The traditions of training and breeding ostards for war are secrets kept within the Blûd Raîker. Amongst the Blûd Raîker’s training as mounted soldiers, they are also taught loyalty to the Emperor, giving rise to the reason for their increased status in Khalag. In the forefront of any battle, it will be the Blûd Raîker leading a charge.

Blûd Raîker Warrior Code

  1. Loyalty to the Empire and the Blûd Raîker.
  2. Death before dishonor.
  3. Courage in the face of death.
  4. Never fail the Empire.

The Warrior Code of the Blûd Raîker demands obedience to the ideals of the Empire. Likewise, discipline is expected amongst all members and no dishonor should ever come down upon the clan. Thus, dishonorable fighting techniques are strictly forbidden.

Religion

Both worship of Barach and ones ancestors is popular amongst the Blûd Raîker. The ideals of following the Emperor and the Empire make religion dependent on the current views of Barachism and ancestoral worship; whichever is favored by the Emperor, is likely favored by the Blûd Raîker.

Physical Attributes

A male Ork will grow to maturity at the age of 16, towering at approximately 7 feet tall and weighing about 200 pounds. Their teeth are sharp in front but rounded in back and number 17 in total save when removed by tavern-brawl surgery. Their finger and toenails are normally tough, hooked, and sharp, though any imperial Ork will have the nails shaved to a single pointy edge at the end of their finger. Their hair comes in traditional human colors with the exception of blonde, which is replaced by dirty silver. Dyes on the face and hair are not considered unacceptable, so long as they serve religious or battle purposes, and are not for disguise or fashion. Female Orks grow to maturity at the age of 14, are about 6 feet tall, and normally weigh 100 pounds before childbirth and between 250 and 350 pounds after childbirth. Regardless of age their legs are much pudgier than human females. Ork and human sexual anatomy is completely incompatible.

Personalities

Hatred of humans and pride of orkish kind are the most distinguishing traits of the average Ork. An unquestioning loyalty to the Khalag Empire is the result of a perfectly honed upbringing, and attempt to inspire betrayal within an Ork would likely be met with failure. Physical strength and battle capability is respected, and though it will go unspoken, worthy opponents will be given small honors: Their family may be killed without pain instead of enslaved, tortured, and then killed, for example. Orks are ever suspicious, not just of other races but occasionally of their own kind. In their ferver to better serve the empire, there exists a certain amount of pride and desire for their accomplishments to be recognized to distinguish them from the other warriors. It is frequent practice, when failure is met, to blame it upon the deceased rather than take responsibility for it themselves. Because of this, a certain amount of corruption exists within the ranks of Orks. The Orks who have been victims of such betrayal, yet somehow managed to keep their lives, may become disillusioned with the empire. It is these Orks who have enlisted in the Great Doom Fleet or become wanderers amongst humans (begrudgingly accepted, usually). A player Ork would most likely be one of these Orks. Most Male Orks have a bad temper. If they are ‘pushed over the edge’, a rage is induced where reason is replaced with strength, and self-control replaced with rage.

The Citidel

At Age 6, male Orks are by law enlisted in the Citadel. They are trained to be capable warriors and worthy members of society over the next ten years. Part of the training requires complete separation of family: Their only parents are their teachers, and their teachers are cruel masters who demand obedience, competence, and physical ability. This training is fatal for many Orks, as much as 25% will die before dropping out or graduating. Other Orks, in shame, will leave the Citadel to pursue the ridiculed life of a thief, fisherork, or shaman.

Women in Orkish Society

Women are completely objectified. Only graduates of The Citadel are allowed to have one. A female Ork that has already given child is considered worthless, and will not be accepted by another male. Once regulated to a specific Ork, a female will become a type of housewife, responsible for handling the more mundane tasks of the male’s life, as well as raising the children until they old enough to go to the Citadel or be given to males themselves. The first female Ork and every other female Ork raised by a society are property of the Khalag Empire at maturity, to be rewarded to the most contributing members of society. The second female Ork and every other female Ork after that are for the Male Ork to do with as he pleases, which will often result in some kind of monetary trade.

 
world/races/ork.txt · Last modified: 2008/03/27 13:56 by nicholas