Post by Dia on Aug 30, 2010 1:20:19 GMT -5
Orcs as they are known on Aynnor are of very different origins than those who arrived in Faerun long ago. Orcs of Aynnor are a twisted bastardization of Elven-kind created by Myrtorc. Yet beside their dark origin, the Orcs of Aynnor are ultimately not so different than those in Faerun. They carry the posture of a man, while having a body proportioned more to that of a gorilla. They are horrendously ugly, and typically stand over six feet tall, with shoulders that are disproportionately broad even for their heights, and huge muscles. A typical orc is extremely unintelligent, and while this is commonly conceived as a racial trait, it is in fact not the case. A select few orcs are chosen at birth to be educated. These select few later go on to either take the path of being a shaman in worship of the tribe's deity, or to study the arts of magic. In either case, these orcs guide their clans spiritually, as well as strategically. Yet no shaman or mage will ever lead an orc clan. Their job outside of spiritual leadership is to guide the clan's chief, as well as select and train young orcs that will replace them. The orcs intentionally breed the vast majority of their numbers to be grunts in the belief that focusing all their efforts on physical strength, and not wasting their time on mental strength, allows them to create the perfect soldiers. These grunts are taught to be obedient, and unquestioning of orders given to them. The more naturally intelligent of these grunts are taught a trade, such as carpentry, or blacksmithing. All other grunts have the single purpose of being sent out to kill, be it for food, plunder, or nothing more than a random act of destruction - which the orcs consider a favorite pass-time. Each clan has a single chief that rules, who is selected out of these grunts. The shamans and mages of the clan select the chief based upon which grunt shows the most strength and natural affinity for strategy within the clan. Though this is never revealed to the other grunts, who would surely attempt to overthrow the chief if they knew his only reason to rule was strength. Rather, the shamans and mages tell the clan that their deity has marked the chieftan, and he rules by divine right. A female can never be chieftan of an orc clan, however, they may serve as grunts for combat, if they do not wish to be breeders.
The orcish clans of Aynnor are split amongst two religions. The primary religion of the orcs is that of Myrtorc, whom they depict as a great dragon. Their fealty is due vastly to the fact they acknowledge Myrtorc as their father who cured them of their elven ways in ages past. The second religion is far newer, having only risen in the past century, and is seen only within a few select clans of orcs living in the Winter Tear Mountains, or Vartarfell as they are known by some. Little is known of this faith, save that those who follow it erect statues of what seems to be a human male, cloaked and robed, and holding a staff in both hands. Given the natural orcish hatred toward humans, discoveries of these statues have confused those who come across them, and no explanation has ever been offered.
The orcs are among the most dangerous threats in Aynnor to human, elf, and dwarf kind, being far stronger and better equipped than the hobgoblins whose numbers are the only ones to rival their own. Orcs can live in nearly any climate, and within caverns, settlements in open plains, as well as camps within forests. As such, orcs can come into acquiring nearly any resource on Aynnor via trade between the clans. The strength of each individual clan however can vary greatly. A clan can consist of as few as thirty members, and as many as 25,000. Though on rare occasion, clans have been united to be of even greater size. Any time two clans unite, the chieftains from each clan must fight one another. The winner of the fight leads the combined clan, while the loser dies in combat. Should both be mortally wounded, the shamans of both clans wait for one to die, and then heal the survivor to full health to take leadership.
The orcish clans of Aynnor are split amongst two religions. The primary religion of the orcs is that of Myrtorc, whom they depict as a great dragon. Their fealty is due vastly to the fact they acknowledge Myrtorc as their father who cured them of their elven ways in ages past. The second religion is far newer, having only risen in the past century, and is seen only within a few select clans of orcs living in the Winter Tear Mountains, or Vartarfell as they are known by some. Little is known of this faith, save that those who follow it erect statues of what seems to be a human male, cloaked and robed, and holding a staff in both hands. Given the natural orcish hatred toward humans, discoveries of these statues have confused those who come across them, and no explanation has ever been offered.
The orcs are among the most dangerous threats in Aynnor to human, elf, and dwarf kind, being far stronger and better equipped than the hobgoblins whose numbers are the only ones to rival their own. Orcs can live in nearly any climate, and within caverns, settlements in open plains, as well as camps within forests. As such, orcs can come into acquiring nearly any resource on Aynnor via trade between the clans. The strength of each individual clan however can vary greatly. A clan can consist of as few as thirty members, and as many as 25,000. Though on rare occasion, clans have been united to be of even greater size. Any time two clans unite, the chieftains from each clan must fight one another. The winner of the fight leads the combined clan, while the loser dies in combat. Should both be mortally wounded, the shamans of both clans wait for one to die, and then heal the survivor to full health to take leadership.