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Orics Summary

Kalentire :: Lore :: Races :: Orics

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Orics Summary Empty Orics Summary

Post by ByTheBurnside Tue Feb 06, 2018 6:19 pm

Summary

Orics are the race originally created by the god of war, honour, and justice, Palidah Farr. Palidah created the Orics from what he determined to be the best and greatest of the Human race. The original Oric race was thus very similar to humans, in fact they were nearly indistinguishable from large, athletic humans. The only surefire difference was their inability to lie. However, over the next few centuries the Orics were put through a set of particularly arduous trials, which warped them into the somewhat monstrous seeming creatures we know them as today.

History
     Orics were created roughly 1500 BAOM, by the god of War, Justice, and Honour, Palidah Farr. Palidah created the Orics from what he determined to be the best and greatest of the Human race, intending them to be a master race like cast of warrior elites, the embodiment of everything Palidah deemed good.  The original Oric race was thus very similar to humans, in fact they were nearly indistinguishable from large, athletic humans. The only surefire difference was their inability to lie, and their near robotic subservience to the law and their own personal versions of honour.

In the early stages of their existence, the Orics hit snags almost immediately. Palidah’s society was based heavily around justice and merit; thus many were enraged to be replaced by a group of people who had not earned their positions. Orics immediately met social resistance, slowly cutting them off from society and dehumanizing them as monstrous warriors, whose only purpose was to kill. These differences were exemplified and exaggerated during the start of the Age of Chaos, with them being the first soldiers to bear arms against the other gods and their servants. They would later become recognized as heroes toward the end of this age, but not until the majority of their race was killed off.

At the beginning of the Age Of Man, Palidah’s capital city fortress of Hikaral was captured by servants of the Daemon Lord S’Lira K’Lar. This split the remnants of the Wargod’s servants into two factions, both of whom banished the Orics as a potential threat. The Orics would go on to create a small nation state, however even this would be blasted to ruin in the near future. As Alth Riunda began to fracture into several landmasses after the destructions the gods and the Dark one wracked, a covenant of powerful mages set out to create a new continent called Kalentire, safe from the horrors of the rest of the world.  Every race at the time was represented in this endeavor at some point or another, but the Orics saw this act as cowardly, and the largest mass of them stayed behind. A small chunk of their population was separated from the main Riundan landmass, ruling over a small part of modern Oathoral as the only independent Oric kingdom still standing today. The main portion of them remained behind to rule the kingdom of Huulan on Riunda. For the first few centuries of the Age Of Man, this seemed like a blessing, however the kingdom would later be destroyed in the Boarmouth
Plague and the Mudra invasion. The remnants of this kingdom were scattered across Riunda, where they cling stubbornly to life in the form of warring tribes.

When the First Covenant set out to create the new lands of Kalentire, only a select handful of Orics were invited. The original council voted to only allow a hundred, believing them to be too warlike and hoping for them to die off. However, the three Great Mages who created Kalentire secretly blessed the hundred with immense strength and adaptability. The hundred orics would live on through all of the trials Kalentire had to throw at them, even after they were warped by the Boarmouth Plague, and nearly dying off in the Mudra invasion.



Anatomy

In their natural state, Orics are actually quite similar to Humans. Their muscle patterns are nearly identical, though they contain far thicker skin and dense, sponge like bones.
However, after the advents of the Boarmouth Plague, the Oric race was twisted. The disfigurations afflicting the race were uncountable, but the most noticeable one would be the warping of bone growth patterns.

The Orics were caused by this disease to produce far more bone matter than their body needed. This is in some cases a benign effect, as it allows them to regrow boned much quicker, and has further calloused their already quite thick skin. However, this bone matter does develop in unwanted ways, causing Orics to eventually develop unwanted growths, such as tusks, horns, hooves, ect. Eventually, Orics will develop a film around their brain, which will eventually kill them. This is known as Boarmouth Atrophy, and is not entirely unheard of in other races, particularly the dwarves. Unlike other races, the Orics seem to be universally afflicted by this effect. However, there does seem to be one work around for this eventuality. For some reason, constant activation of certain brain chemicals causes these effects to lessen. The variance of these brain chemicals has caused the Oric race to develop into three main breeds, or castes if you will; Ogrins, Orcs, and Goblins.

Orcs
Orcs are by and large the most common and iconic of the Oric race (As their name may suggest). They are on average slightly larger than your typical Human, and bypass
Boarmour Atrophy through releasing of Adrenaline, and in some males, Testosterone. Orcs typically stand at about 6’5, and 260-300 Lbs, but can be of wildly varying builds, and are the main warrior and worker caste of Orics. Orcs have been known to live up to 300 years, although it is rare for them to live past 60, due to their condition. The only old Orc is one who is remarkably good in combat. Orcs typically grow at least two pairs of tusks, and can grow up to five. Particularly large or old Orcs have been known to grow horns, and are very rarely but sometimes born with hooves. Orcs are fairly intelligent, although they are sometimes slow witted, and have a hard time understanding more advanced social subtleties, such as sarcasm. Orc skin color typically comes in shades of green, red, brown, and very rarely black. Black Orcs are very very rare, but unlike the other colours are bound to bloodlines. Black Orcs are by and large infamous for being remarkably powerful, even by Orcish standards. There are well recorded instances of Black Orcs defeating even Ogrins in feats of strength, and of arrows simply bouncing off of Black Orc’s skin.

Goblins
Ocar, known more widely as Goblins, are the main social breed amongst the Orics. Ocar are on average slightly smaller than Humans, and bypass Boarmouth Atrophy through the release of Serotonin and other ‘Social’ chemicals. Ocar typically stand around 5’7, and about 150-200 LBS. Ocar can live for up to perhaps 200 years, and rarely die young as they tend to avoid combat and have healthy constitutions. Goblins are most renowned in their ability to tinker and invent new and unlikely machines. Most of this is exaggerated, but Goblins are most definitely the craftsman and inventor class amongst the Orics. Ocar are particularly unique in their ability to digest more or less anything that is or ever was once alive. To put it simply, a hungry Goblin is a stupid or squeamish one. Goblin skin color typically comes in shades of blue, green, and occasionally red. There have been recorded instances of Goblins with black skin, however they seem to be incredibly rare and not tied to bloodlines or genetics in any way.

Ogrins
Ogrins are less common amongst Oricish society. Ogrins, known also as Ologs, Ogres, and W’Tahri in the orcish tongue, are the result of constant and repetitive inbreeding. They are almost always beset by birth defects, but a properly healthy Ogrin can live for several hundred years, perhaps even a thousand. Your typical Ogrin stands about 7’6 to 10 feet tall, and can weight between 400 and 1000 LBS. Ogrins are often quite dimwitted, especially due to their inbred nature, and even a healthy Ogrin would find it remarkably different to learn more than the core of even their own language. Once, Ogrins were the main warrior caste amongst Oricish society, but have since nearly died off, and are held as somewhat sacred. Despite their lack of conventional intelligence, Ogrins often have a very deep understanding of philosophical and spiritual being, and are most often found as shamans or spiritual advisors. In smaller tribes, Ogrins can be found often as warchiefs and commanders, but larger tribes shy away from using Ogrins in battle. Ogrins are also the Oric breed that seems to be most likely to be born with natural arcane talent, and are naturally curious, which often draws them to study and learn the supernatural. Ogrins mostly come in shades of green, grey, and brown, but this may vary. There have been no reliably recorded cases of black or blue Ogrins, however it is not impossible for this to occur.

Culture
Despite being scattered around the world as they are, Orics all cling to a similar culture and the same core set of ideals. By and large, Orics see all others of their race as brothers, and members of the Huuthal. In the Age Of Legends, the Huuthal was the purpose the Orics were created for; a council of advisors on war, honour, and justice, with which Palidah surrounded himself. This council was primarily made up of Orics, but a select few of other races were accepted in their numbers. In the modern day, the Orics have translated this into a sort of ideal or kingdom, of which they see all Orics a part. As in the Age Of Legends, some outsiders may be accepted as ‘Honorary Orics’, although anyone who knew much about Oric society would avoid the term, as they despise it. Oric society tends to be highly individualistic, and outside of positions of ruling, tend to simply refer to any member of their society as an equal, a ‘Brother’. Thus, the idea that one is only an ‘Honorary’ member of their society is found to be quite insulting to that person, and any Oric may see fit to defend their honour.

There is nothing worse an Oric can be than a traitor or an oathbreaker. Throughout most of Oric society, no crime, even murder, is deemed worthy of hanging. Most crimes are met with a fine or left between the perpetrator and the victim to work out, and even harsh crimes such as murder are met with banishment at worst. But oathbreakers are to be hanged, regardless of how small the oath. The Orics follow a system of honour and debt known as Jahfen Tahl. In this system, Orics are expected to make amends on their own, and usually do. Committing even the smallest of insults, intentional or not, will leave an Oric with Tahl, debt. Upon bringing themselves Tahl, an oric must find some way to make amends and rebalance their Jahf, honour. Many instances of this, particularly the loss of a battle, will result in the offending Oric offering themselves as Zlath, a slave bound to their master by their own honour, for a duration determined by their Tahl. Orics follow this system as law, and almost as second nature, but outsiders find this system to be unpredictable at the absolute best of times. Fortunately for most outsiders, Orics try to be forgiving and apply Jahfen Tahl only loosely to outsiders, but it is not unheard of for Orics in foreign cities to cause trouble by demanding an outsider become a Zlath over seemingly minor offenses.

By and large, Orics see outsiders to their society as fleeting allies at best. The other races tend to have a much shorter memory than the Orics, but they have not forgotten the numerous times they were abandoned, discriminated against, and outright backstabbed. They often hold a grudging respect for the high elves, who for the longest time have been their good natured rival. The elves are also renowned for their own honour system, which is in many ways quite similar to Jahfen Tahl. This has often become less good natured, however, whenever one of the two insults the other’s honours; Quennar tend to hold long grudges, and rarely understand the blood feuds prevalent in Oric society. Generally, Orics find Liign elves confusing, and generally avoid the forest folk. There is rarely anywhere in the world where Orics and dwarves do not fight constantly for territory. More than anything, though, the Orics despise the undead and other unnatural creatures. On Riunda, their once homeland kingdom of Huulan is now a waste, twisted by the unnatural daemon spawned plague. Their once brothers are now twisted and bound to the will of the Dark One. The Unthafell, as they know them, are by far their most despised enemy.


Government
Oricish government can vary wildly from one kingdom to another, but most hold closely to the clan system. In oricish government, each Oric is born into a clan. They are not bound infinitely to this clan, though few orics would ever even consider leaving their clan. There is a total of nine major clans (See Clans page for more info), each of which holds closely to a certain ideology and set of traditions. Clans are not strictly permitted to own territory, but most tribes are primarily one clan or another. Tribes are the primary loyalty of most orics; each tribe is a fraction of their individual kingdom ruled over by a Warchief or some variation of. Tribes war quite often, but are fiercely united against outsiders. Tribes are often permitted to own territory, but most orics would be willing to abandon their tribe to follow the wishes of their clan. For example, Tribe Utroth is mostly made up of Clan Makrash and Clan Fakal. In the case that Clan Makrash declares blood feud against their rival, Clan Fakal, nothing Tribe Utroth could say would keep the two against each other's throats. However, blood feuds are quite rare amongst orics, and even feuding clans may be willing to work together for a time to repel an outside threat.


Language
The Oricish language, the Kruu’Mahr, is one of their most shining accomplishments. In the age of legends, there were two main languages; High Izeri, and Low Izeri. High Izeri is incredibly complex and not very flexible, and Low Izeri is fairly adaptable, making it a good thing to base new languages off of. The first group to make their own language from it were the Chjians, a kingdom of humans once known as the Falvk. The scholar who created this language, Rufens Atukel, later went on to help the Orics form their own language, after their affliction left them nearly incapable of speaking other languages. Keeping in mind that this was a time when very very few would go within a thousand miles of the Oric Kingdom, this naturally left the Orics and the Falvk as close friends. This alliance continues on Riunda with the modern Chjians, despite most nations seeing the Orics as little more than warring tribals. The Kruu’Mahr is based closely off of Low Izeri, which would later be adapted into the modern language known simply as Common. Thus, many might say the Orics speak a bastardized version of Common, but the inverse hits more close to the truth.

Architecture
Oricish architecture is often quite simplistic, but brilliantly designed. Ogrins are often used in construction, allowing them to create structures at a scale which is rarely seen. Despite being simplistic, oricish architecture is designed with stability and tactics in mind. Orics tend to build compartmented cities, with multiple layers of walls, which slowly lead up to the main keep of the town, usually set on a hill or into a mountain. The most important buildings, such as food stores and armories, are placed in the center, while the more residential buildings are placed in the outer layers. Roofs are typically slanted at an off angle, with the steeper side facing outwards so that archers may take cover behind them. Orics tend to favor large pillars of stone, with the only wood being on the inside or roofs. Strong archways are often used, and streets are almost always paved in cobblestone or lead. However, it has been centuries since large scale cities have been built by orics, and only a few hallowed cities exist, most taken by other races and nations. Famous Kalenti cities include: Shinel, Turoth Mahal, Feliet Shar. Famous Riundan Cities involve: Khaz Dae’Emon, Kyre, Khaz Huulan, and Morot Larz. Khaz Huulan lay in ruin, and only Morot Larz is still occupied by Orics. Oathorallan Oric cities include: Dreth, Khaz Murtha, and Oroth Tu’Or.

Smithing and Jewelry
Much like their architecture, Oricish smithing and jewelry tends to be quite simplistic, yet beautiful. Oric steel is considered among the best in the world, and is often wrought into jewelry. An oricish steel necklace is often considered worth more than gold. In jewelry, orics tend to focus on natural sources of power; lightning, fire, beasts, ect. Each piece of jewelry and oric makes is made custom for another oric, usually as a form of title or status, and is thus meant to represent that oric. When an oric dies, each piece of jewelry they wore is buried with them, except one for each of their offspring.

Oricish weaponry and armour is above all practical. Orics tend to favor narrow headed axes and hooked swords, much like khopeshes. Blade edges are often made of a very hard if brittle steel, while the body of the blade is made of a more flexible type; this allows the blade to be sharper, without risking the entire blade breaking on a rough strike. This, on top of the quality of oricish steel allows their weaponry to be incredibly durable. Thus, most orics are quite bonded to their weaponry. Every weapons is sure to take many months if not years to create, and great care is taken to preserve the quality of each piece. Almost every weapon and most armour is inscribed with runes, often naming the weapon or telling the titles of its wielder. Orics tend to wear fairly little armour, as their skin is tough enough to deflect most lighter blows, but Warchiefs and other important people are typically going to keep themselves fairly well protected. However, orics almost always leave their upper chest, back, and neck unarmoured. Not doing so is a sign of great distrust to ones enemy, and a great insult to their honor. Thus, while armoured belts, grieves, gauntlets, and helmets are common, breastplates and pauldrons are almost only ever seen when a clan has determined their enemy to be beyond honour, something rare even in blood feuds. The only real exception to this would be the case of shamans, who are considered to important to be allowed into combat unprotected.

Blacksmiths are considered sacred amongst Orics. Their methods are kept very secret, rituals known widely only amongst the Creed, the Oricish church. In oricish culture, striking a blacksmith or causing any harm to them is considered one of the greatest crimes committable, worse than rape or even oath breaking.


War and Tactics
Despite rumours and myths about them, orics are actually quite tame when it comes to combat. While they possess a high capacity for tactics, they almost always refuse to do anything dishonourable or disrespectful to their enemy. Rape, slaughter, pillaging, and the other atrocities normally guaranteed in war are all but unheard of in the oricish ranks. The only major exception to this would be when the orics determine their enemy to be beyond honour. In this case, the Orics determine that the only way to help redeem their enemy’s honour is to fight them on their own terms. When this happens, no limits are put upon what orics would do; in fact, it would be seen as an insult for an oric not to rape, pillage, murder or commit other such atrocities. This act is only committed not as an insult, but as a way of justifying an enemy’s lack of honour, thus at the conclusion of such a war, an enemy’s honour may remain in tact. While another nation may see this as horrible, it is seen as selfless amongst orics, as the clan in question would be risking their own honour for the sake of an enemy.
ByTheBurnside
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