Orcs

The Orcs are creatures of the Blades of Light and Shadow series.

History
According to orcish legend, they hail from a land far to the east, a continent known as K'ell Dhana. 'The World That Was'. There, they once had a massive civilization, an empire that puts the Kingdom of Morella to shame. After K'ell Dhana was destroyed in a great volcanic eruption, the orcs who survived took to the seas and vowed to always keep moving, never settle, and never grow beyond their means. In the past, the twelve orcish fleets acted independently, even in conflict. But ten years ago, they were united under the leadership of Ventra Tal Kaelen, who formed an alliance and established a capital, the floating city of Flotilla.

Culture
Orcs are a nomadic species. 'We Lay No Roots' is a foundational principle of orcish culture, and one held deeply by all Clans. Travel, adventure, and the thrill of conquest. These are the values orcs hold dear. Orcs are a seafaring race. They are divided into twelve fleets, each made up of several hundred members. Orcs do not worship Gods like the humans or elves. Rather, they worship elements of nature: The Ocean, the Sky, the Stars and the Moon.

Although victims of their raids may call them "menacing raiders", Orcs actually follow a strict honor code.

Characteristics
Orcs are the largest and strongest of the sentient species of Morella. The average orc stands six and half feet tall, and has the muscle mass of the most well-built of humans. Orcs possess tremendous physical strength. Their strongest can bend steel with their bare hands and withstand extreme heat and cold. Female orcs are stronger than males, which, given the emphasis on physical prowess in their culture, means most orcish fleets are matriarchal. Magic use in orcs is extremely rare. Less than 1 in 10000 orcs are capable of magic.

Appearance
Most orcs have green skin, two horns on their heads, and golden eyes. They also have two front sharp teeth portruding from their mouths.

Politics
For most of recorded history, orcish society was divided into twelve competing, even warring, orcish fleets. Each maintained their own distinct power structure and culture. The Marlenos Clan determines their leader through a contest of strength. The Redfashti leave it to the elements, hurling dozens of leaves to the sea and seeing which returns first. The Kintari hold no leader, operating as an absolute democracy. Ten years ago, this all changed. Ventra Tal Kaelen of the dominant Minurva fleet set out on a mission to unify all the Clans into a single society. Impressively, she passed each fleet's leadership test (though there are whispers of cheating). Now, she rules all the orcs from her throne in Flotilla. A council of twelve leaders, one from each fleet, advise her though her power is ultimately absolute.

Romantic Customs
Orcs deeply value the notion of individuality. Their culture does not have a concept of marriage, and many orcs remain single, or with multiple partners, for their entire lives. This is not to say they do not have romance; Orcs romance and love and even sometimes form long-term partnerships. But these relationships are not formally defined, and tend to be quite fluid. Both male and female orcs can become pregnant. Each child is believed to belong solely to the parent who births them, and the majority of the orcs are raised by a single parent.

Marriage
The closest comparable custom to "marriage" is the ritual known as The Joining of One, where two orcs bind their souls together. Although it can be undertaken by romantic partners, it can also occur between close friends or siblings. It is meant to ensure a lifelong bond that transcends Clan or self.

The ritual involves the two orcs living on a remote island for three days. There, they consume a sacred red anemone known to induce a spiritual hallucinogenic journey and partake in a great hunt for mammoth sharks. The ritual is considered extremely intense and the two orcs will emerge with an unbreakable union or die in the process.

Religion
Unlike the faiths of humans and the elves, orcish religion is not centered on deities. Rather, orcs worship aspects of nature: The Skies, the Winds, the Ocean, and the Moon. As such, their religion is entirely decentralized. There is no central church, no priests, no organized structure. The duty of piety falls squarely on the individual. Orcs believe that giving back to nature is vital for good luck and prosperity. Offerings are frequently made to the elements, and transgressions against nature are harshly punished.

Combat
Orcish combat is focused on brute force and strength. Many orcs -including all Tal Kaelen orcs- practice Kaytar, a martial art form that is unmatched in precision and devastation. Kaytar has various forms, such as Zephyr (intangible as the wind) and Boulder (smash with force).

Pets
Orcs have been known to adopt dolphins, bristlecrabs, and hawkstriders. Some have even been known to domesticate sharks.

Other orcs

 * Your Character (Blades of Light and Shadow) (Determinant)
 * Vantissa
 * Kraglin
 * Skullcrusher
 * Flotilla Guard
 * Arrazi orc Clan
 * Redfashti Clan