Orc Tribes
Faction Identity
The United Clans of the Bloodstone Mountains, known to their enemies as the Orc Tribes, the Green Tide, or simply the Horde, are a confederation of warlike clans united under the banner of conquest. Unlike the other factions, the Orcs maintain no fixed capital, their warchiefs rule from massive mobile encampments that follow the armies, entire cities of hide tents and war-forges that can be packed and moved within days. Their military doctrine is brutally simple yet devastatingly effective: overwhelming aggression delivered through shock tactics and berserker charges that rely on their superior strength, fearsome endurance, and complete disregard for casualties. Where human armies maneuver and Elven forces strike with precision, the Orcs simply attack with such ferocity and numbers that enemy lines break under the psychological weight alone, their war drums thundering across battlefields as thousands of green-skinned warriors surge forward in an unstoppable tide of axes and rage.
Historical Overview
The Orcs were not always monsters. Once, they were the Ur'khai, proud mountain clans who traded with humanity and kept to themselves. The Sundering changed them.
When reality tore, raw magical energy flooded the Bloodstone Mountains. It mutated the Ur'khai making them larger, stronger, more aggressive. Their skin turned green, their fangs grew, their minds filled with rage. Within a generation, they had transformed into something new: the Orcs.
Driven by hunger and fury, the tribes descended from their mountains 150 years ago. What followed was the War of the Green Tide, 20 years of relentless Orc invasions that nearly destroyed humanity. Only the desperate alliance of the Duchies and the Elven Realms pushed them back.
But the Orcs adapted. They learned human tactics, salvaged human weapons, and united under powerful warchiefs. Now they don't just raid, they conquer. They build. They plan.
The second Green Tide is coming, and this time, they will not be stopped.
Culture and Society
Might Makes Right: Orc society is brutally meritocratic. The strongest lead. Weakness is death. Warchiefs rise through combat, any warrior can challenge for leadership. Most challenges end with one combatant dead.
Clan Loyalty: Orcs are fiercely loyal to their clans. Betraying one's clan is the ultimate sin, punished by torture and exile. Inter-clan conflicts are common, but when a Great Warchief unites the tribes, the entire Horde marches as one.
Spirituality: Orcs worship Gorthak the Blood God, a deity of war, strength, and fury. They believe death in battle earns a place in Gorthak's endless warband. Dying of old age or disease is shameful, better to seek honorable death in combat.
No Slaves: Unlike humans or elves, Orcs do not enslave defeated enemies. They either recruit warriors who impress them or kill everyone else. Mercy is seen as weakness.
Current Status
Rising. Under Warchief Gruumsh Skull-Splitter, the tribes have united for the first time in a century. They've learned to forge iron, build siege weapons, and coordinate armies. They're no longer mindless raiders, they're a nation at war.
The Orcs hold the entire northern frontier, pressing against human and elven borders. Their numbers grow daily as more clans join the Horde. Gruumsh has declared the War of Final Conquest, total domination of Ashenfell.
The Green Tide rises. The weak will drown.
Units
Archers
Role: Core
Points: 70
Size: 10-40
Orc bowmen using massive bows that fire armor-piercing arrows like javelins.
Battering Ram
Role: Rare
Points: 120
Size: 1-1
Mobile iron-shod log carried by Orc teams, designed to smash through gates and walls.
Berserkers
Role: Core
Points: 80
Size: 10-40
Battle-frenzied Orcs who feel no pain, charging recklessly into enemy lines until death.
Feral Wargs
Role: Special
Points: 100
Size: 5-20
Untamed dire wolves released as living weapons, attacking anything in their path.
Mammoths
Role: Rare
Points: 200
Size: 1-1
Massive prehistoric beasts serving as living siege engines and mobile archer platforms.
Shaman
Role: Hero
Points: 65
Size: 1-1
Tribal spellcasters channeling Gorthak's fury into destructive elemental magic.
Siege Breakers
Role: Special
Points: 150
Size: 10-30
Enormous Orcs wielding massive mauls, specialized in demolishing fortifications.
War Drummer
Role: Hero
Points: 65
Size: 1-1
Shamanic drummers whose thundering rhythms drive the Horde into greater frenzy.
Warchief
Role: Lord
Points: 80
Size: 1-1
Powerful clan leaders who rule through strength and inspire through personal valor.
Warg Riders
Role: Special
Points: 70
Size: 5-20
Orcs mounted on giant dire wolves, fast-moving raiders who strike and vanish.
Warriors
Role: Core
Points: 60
Size: 10-40
Massive Orc infantry wielding crude axes and cleavers, tough and savage in close combat.