Orc military tactics and arsenal. Description of the race Orcs Orcs in different countries

  • 01.12.2021
ATTENTION! THE INFORMATION IS PARTLY DEPRECATED. USE WITH CARE!

Orcs are a warlike people who value physical strength above all else. A person must have a copper-faced physique in order to earn the respect of the Orc tribe. Orcs are not friendly with the mysterious science of magic and most often treat magicians with suspicion and hostility. But at the same time, religious cults are widespread among them. Orcs are considered by some to be half human - half beast. This rather offensive description still has some justification. From a human point of view, the appearance of an orc is really quite ugly, although their ancestors are copper-faced orcs and were very beautiful, one might even say a wonderful people ...

We apologize for the fact that the history of the orcs does not correspond to reality a little, as described in the text about the Copperface Orcs. This is due to the fact that this race has undergone minor changes before finally emerging. This misunderstanding will be corrected shortly.

Character

Orcs are a warlike people who value physical strength above all else. A person must have the physique of Hercules in order to earn the respect of the Orc tribe. Orcs are not friendly with the mysterious science of magic and most often treat magicians with suspicion and hostility. But at the same time, religious cults are widespread among them. Orcs prefer fun and exuberant fun. The refined arts and sciences are not to their liking, but the art of war, or rather, almost naked, unbridled strength and dexterity combined with reckless courage, on the contrary, is in great esteem. Anyone can find in an orc an ingenuous, cheerful, sometimes violent and cocky, but generally loyal friend, or a dangerous, fierce and ruthless blood enemy. The fact is that in Min Akron, orcs are very different, however, the same can be said about any other people, right? Orcs have quite a few special abilities, other than the ability to bend horseshoes with their hands. Perhaps the most remarkable and useful is darkvision. Like their ancient rivals, the dwarves, orcs can see in complete darkness up to 60 feet away, though they are color blind. In addition, orcs are very hardy and tolerate both very high and very low temperatures, and are not susceptible to disease. There were cases when a whole village of people died out from fever, and only the orc survived, who had been ill with it for a couple of days with a high temperature.

Appearance description

Orcs are considered by some to be half human - half beast. This rather offensive description still has some justification. From a human point of view, the appearance of an orc is really quite ugly. However, it must be borne in mind that in many regions of Laom, orcs are found quite often and they are already accustomed to their appearance and perceived quite normally. The first thing that catches your eye is the imposing physique of the orc. The average height of the representatives of this people reaches about 180 - 190 cm, but quite often there are truly goliaths - two meters and above. Moreover, even the most ordinary representative of the race has a very developed musculature, which makes the orcs look like a walking closet. Their facial features have their own characteristics. The almost absent nose reveals two powerful nostrils that draw in air like a pump. The number of teeth in the mouth exceeds that of humans. Orcs usually do not have a wisdom tooth, but at the end of the dentition there are cutting teeth like dogs. In addition, they have rather developed fangs and in some orcs they are visible even when the mouth is closed. The beard and mustache on the square face of the orcs are absent and are occasionally found only in half-orcs. The hair grows quite thickly on the head and many young orcs have a chic mane, which they like to comb into a variety of pointedly aggressive-looking hairstyles. However, with age, orcs' hair thinns rapidly. Most orcs of middle age, that is, starting somewhere from 35-40 years old, already have an almost naked crown and only on the temples and the back of the head are thin strands visible. If the orc has preserved hair until old age and even turned gray, it becomes a great pride for him. Oddly enough, orcs almost never have hair on the rest of their bodies. If someone talks about creepy hairy orcs, they probably mean half-orcs, who inherited a large number of hair-producing genes from their human parents (add to this the enormous vitality of an orc and you get a hairy bear). Skin color varies, as do most other races. The Saga Desert, for example, is home to very dark brown orcs, the eastern swampy regions are home to gray-skinned orcs, and the southern orcs, who are considered the most beautiful of the race, have copper-colored skin. The most unpleasant are the underground orcs, whose skin color resembles the gray-green color of a stale corpse. Orcs have a slightly shorter lifespan than humans, but they retain excellent physical shape for a surprisingly long time, spending only the last years of their lives in feeble old age.

Relations with other races

In general, orcs' relations with other peoples are rather complicated. Historically, the orcs stand on one side of the barricades, and all other peoples on the other. However, it's not all bad. While most people generally speak with contempt of orcs, this does not prevent individuals from forming close friendships with individual orcs. The same applies to members of other races. Likewise, often the inhabitants of a region believe that "our" orcs are good, but all the other orcs are savages and beasts in general. Therefore, the orcs have to prove themselves anew in each new society, otherwise they are treated rather coolly, although this again depends on the specific region.

Worldview

It is a mistake to think that all orcs are evil. Although this idea, whose roots go back millennia, is still quite strong among other peoples, those who know this people better will hardly agree with this. Orcs who live among other peoples and in civilized lands, most often have a tendency towards a neutral and chaotic alignment. Many orcs, with a legacy of history in mind, adhere to the laws of honor and have a strong commitment to order. At the same time, orcs living in wild lands far from other peoples often have an evil outlook.

Habitat

The orc race does not have a single social structure. Most of the people are divided into tribes, which in turn are divided into separate clans. Such tribes tend to be nomadic, whether in the northern desert, in the eastern swamps or in the mountains. However, some orcs have retained their historical legacy and have shown a penchant for strict organization. Such orcs often settle on human lands, in particular in Laoma, or even build their states on the outskirts of civilized lands.

Religion

Depending on the region and tribe, orcs can worship different gods, but the cult of ancestral spirits and totemism are especially popular. This cult is followed by almost all nomadic barbarian tribes of orcs. It should be noted that a theocracy operates in such tribes. That is, tribes and clans are ruled by shamans. But each clan necessarily has its own commander - the best fighter of the tribe, who, as a rule, is second only to the chief shaman in influence. Clans most often choose totems of predatory animals, whose patron spirits they worship (these are the younger gods of the third degree and spirits). Among the more civilized orcs, who abandoned totemism, cults of various gods are common. The patron god of the Orcs is considered to be Kormakk - the younger god of war. But many orcs worship Krolm, Holus, and even Lightblade.

Language

Since Orc society is rather disorganized, most of them use the language of the country in which they live. Orcs living far from civilized lands speak their own language, which has a great variety of dialects of different tribes. This language is a rather severely degraded form of the ancient language of fetters from the time of the Empire. During the time of the Empire, this language was very developed, literature was written and science was based on it, but the current Orcish is only a pale reflection of this ancient language. Now the Orcish language uses a universal alphabet that came into use almost throughout the Min Akron as far back as the Arkanid era, although there is no specific grammar for this language, and a "literate" Orc can write a note in such a way that not everyone can decipher it. It is worth noting that although the Orcish language of the time of the Empire is considered dead and is not used anywhere in everyday speech, you can still find texts from thousands of years ago, and many sages study it.

Adventurers

Orcs often take the path of adventure, they are rather restless and full of energy. In addition, many orcs find it difficult to find their place in the society of other peoples and they seek the company of adventurers, who are often also outcasts and loners. That is why many orcs try to prove themselves in adventures in order to show everyone that they are no worse than the rest. How it is expressed - by brute force or a deliberate desire to do good is another matter.

A Brief History of the Orcs on Min Akron

The history of the Orcish People is the history of countless wars, glorious victories and bitter defeats, dizzying ups and downs. Like other sentient races now inhabiting this world, the orcs came here from other worlds. However, their path led on a different side than dwarves, elves and humans. They went through the second gate. This allowed them to gain a foothold on their territory without hindrance, build cities and create the foundation of a new state. Soon they became cramped on their lands and they began to develop nearby ones. At one time everything went like clockwork, but finally the inevitable happened - the orcs faced other intelligent races. The elves were the first to meet, but they lived in the forests and did not particularly disturb the orcs. The real trouble started when meeting the dwarves. Both peoples were intractable and war broke out. It was without a doubt the bloodiest war of that millennium, for both peoples were wonderful wars. The Orcs had already created an organized state at that time and had a well-trained and disciplined army. However, the dwarves knew the secrets of making the best weapons and used military techniques successfully. The war went on for years and the scales tipped one way or the other. But in the end, the orc warlord Garibald, nicknamed the Great, managed to negotiate a secret truce with the dwarves, who provided magical support for the dwarven forces. Having lost their best mages, the dwarves lost their advantage and their resistance was broken. An army of orcs swept triumphantly across the lands for thousands of miles, conquering everything in their path. This was the beginning of the Great Empire, which was rumored to occupy a quarter of the planet's land mass. The Orc people have become fabulously rich. Borrowing the culture and secrets of the craftsmanship of the conquered peoples, the orcs created their own unique culture. Science and literature flourished in the empire, beautiful cities were built, but special attention was always paid to military affairs. Most of the male half of the people served in the army, and spent years in continuous training. The science of military technology made a great leap forward in development. This was largely facilitated by the gnomes, who were the only ones who were considered allies of the orcs. But the age of the empire was not endless. Centuries passed and civilization began to fade. The empire was mired in corruption, slavery reached unprecedented proportions. By tradition, soldiers were forbidden to have a family while in the service, and only a few survived until the end of the service. Over the generations, fewer children were born and the race began to degenerate. The army was weakening, strict discipline, which brought countless victories at the dawn of the empire, remained an empty word. The slaves, many times outnumbered by the orcs, began to revolt more and more often. The culture of the empire faded with it. Science became not held in high esteem, the temples were empty. The dominant religion was the worship of the spirits of ancestors, which began with the deification of great heroes, primarily Garibald himself. However, the spirits of the ancestors could not really help in battles, because they were not gods. It ended with the fact that a new war broke out between the orcs and the elves who came from the north. The Orcs held back the onslaught, but, taking advantage of the concentration of military forces on the border, a large slave uprising led by the Elvryn began in the center of the empire, which soon engulfed the entire empire. The last blow was struck in the back by the allies - the dwarves again went over to the side of the enemy, this time united with the elves. Legions of orcs were surrounded and crushed, slaves in revenge for centuries of slavery, destroyed the beautiful cities of the Empire, leaving no stone unturned. In a short time, the Great Orc Empire ceased to exist. The surviving orcs were expelled from the fertile lands and over time, from the people who ruled a quarter of the world, a pitiful handful of degenerate barbarians remained. Three thousand years have passed since then. Orcs multiplied again, but most of them remained nomadic tribes, although not all. Some tribes who have preserved the memory of their former glory cherish the hope of restoring their rights in this world. But this will not be easy to achieve, for over the centuries, the image of the orcs as wild, unbridled, stupid and cruel has taken root in other peoples of the world. Many orcs really are, but some are trying to change their attitude towards themselves. They try to establish contact with other peoples, prove themselves to be good allies, and gain at least a little respect. Some try to achieve this with work and patience, others with brute force.

Orcs in different countries

Orcs came to the territory of Laom not so long ago, just a little over a thousand years ago. It was here that they carried out one of their attempts to re-create the state. They quite easily seized the empty lands, made a treaty with the elves of the Elven and Singing (now Dark) forests and began to build a city, but soon the tribes of people who came from the south showed interest in these lands. People were persistent. As a result of a short war, the people managed to recapture part of the territory from the orcs and a fragile peace was established. But soon the end came to him, for half-elves came from the sea. People almost immediately entered into an alliance with them and convinced them to start a war with the orcs, promising in return coastal territories in the area of ​​the snake forest. The under-elves, as the orcs called them, had an advantage over the weakened orcs, both technically and morally. The orcs suffered a crushing defeat and were scattered into the most unsightly places for life. Some of them joined the nomadic tribes of the Sagi desert - the heirs of the Black Knives, some remained in Laom to live among the people and were forced for centuries to put up with the role of an inferior and despised people, and some went beyond the eastern borders of the newly formed state of Laom and vowed to take revenge. Now in the east, the orcs are once again uniting into a state, and if a capable leader appears among them, then Laom will inevitably face a difficult war, a war of vengeance for the orcs. As for the orcs, who have now lived in Laom for several generations, it should be noted that they are considered practically the same inhabitants as representatives of any other people. Most of them are considered subjects of King Laom and are sedentary. Mostly they live in the countryside, and it is quite normal to meet an orc farmer.

Supplements

Half-orcs can often be found in Min Akron. Despite the obvious differences, orcs and humans are still closer to each other than many other races. Half-orcs are less ugly from the point of view of other peoples than pure-blooded orcs (this mainly concerns gray-skinned orcs, for the now rare subrace of copper-faced orcs is recognized by many as very beautiful). They find their place in society more easily, although their orc blood often causes prejudice on the part of others. In general, until about the third generation, half-orcs retain the basic characteristics of their orc ancestors.

Orc (orig. Orc)- one of the races of Nirn in the series of computer games The Elder Scrolls.

Orc history

Orcs (original oorsimer, outcast people)- an ancient people living in almost the entire territory of the Empire of Tamriel. Green-skinned, with pronounced lower canines and pointed ears. Some orcs may have growths on their foreheads. There is still controversy about the origin of the orcs. Main settlement area: dragontail mountains and Wotgarian mountains ... Orcs are famous primarily as excellent warriors and consummate blacksmiths. Prefers heavy armor. Orcs are most often found in orc fortresses.

Since the beginning of the Third Era, Orcs have been increasingly seen in civilized society, thanks to their service in the Imperial Legions.

Default faces for orcs in Skyrim

Racial talents and abilities

  • Berserker rage (Originally Berserker Rage) (FormID 000aa026): Once a day, for 60 seconds. you take half damage and do double damage yourself.

Beginning Skills

  • + 10 Heavy Armor (orig .: Heavy Armor)
  • + 5 Blocking (orig Block),
  • + 5 Two-handed weapons (Originally Two-Handed),
  • + 5 One-handed weapon (orig: One-handed),
  • + 5 Blacksmithing (orig Smithing),
  • + 5 Enchant (original Enchanting)

Starting spells

  • Healing (original Healing)- Heals the mage for 10 units / sec. Consumes 11. mana / sec.
  • Flame (original Flames)- Directed flames, dealing 8 lvl / sec. A target that is ignited takes additional damage over time. Costs 13 mana / sec.

Note

  • The player's orc characters automatically gain access to any orc stronghold, without the need for side quests.
  • Most of the orcs in Skyrim live in one of the four orc fortresses.
Races in Skyrim
Gaming

“As I said, the first wave of people got along well with the ancient races ... The second wave was already different. They were more like a flood. Mobbs let out a short chuckle, as if appreciating his own wit. The faces of the orcs remained motionless like granite. - Yes, the second, and larger wave of human aliens was different. They plundered and desecrated the land, and at best they looked at us as an annoying hindrance. Soon they began to fear and hate us. "

You will not find this monologue in the game. Of Orcs and Men because it's taken from Stan Nichols' Orcs: First Blood trilogy. But the main characters of the new RPG from the French tandem Cyanide studios and Spiders would subscribe to every word. One of them has green skin and fangs, and the other is a thieving goblin, and their hatred of human exploiters unites them.

“We love to do non-standard things, but that's not the main thing. The main thing is that we ourselves are closer to hairy and sweaty orcs than knights in shining armor, "- the developers from Cyanide Studios tell us.

Our interlocutor

Tom Waucklin

Position: Art Director

previous employment: None. He has worked at Cyanide for 11 years and is currently leading the development of the Game of Thrones RPG.

About myself: “I am three meters tall, I have six fingers on each hand, and at night I drink blood. Okay, seriously, I'll say this: at Cyanide, we only deal with crazy projects that can only be signed by a crazy publisher like us. For example, Foucs. "

Tough nuts

Naturally, after this you expect that Of Orcs and Men will turn out to be some kind of parody in the spirit Deathspank... All the prerequisites seem to be there.

"We initially wanted to name the game Dragon Hammer of the Genesis of the Age of the Death of the Dungeon of the Reckoning, but then we decided it was too long."

First, the heroes themselves. We will play for a mighty ferocious orc named Arkel and a cunning little goblin Styx, and in battle, the first will be able to literally throw the second. Together they need to kill the Emperor of People, simultaneously exterminating a huge number of Imperial warriors, magicians and even militant representatives of the Order of the Sister of Regret. In all this, you can easily guess the references to the Warhammer universe, where the orcs also howl with the Emperor, and the Sisters of Battle are among the most desperate fighters.

In addition, as we already know, Cyanide is now doing an RPG based on A Song of Ice and Fire by George Martin - and now Of Orcs and Men has its own Wall. She divides the continent in two, fencing the lands of people from evil spirits, and it is through her that Arkel and Styx will have to cross to complete their task.

The trilogy will feature humans, orcs, goblins, elves and dwarfs - the French have thoroughly worked out each of the races.

The very name of the future game clearly refers to the famous story of John Steinbeck Of Mice and Men ("About mice and people"), and here the irony is evident. In the story, we recall, the heroes were two vagabonds: one strong, but dull, the second smart and cautious - Arkel and Styx are just that.

And, finally, one more fact from which you don't know whether to cry or laugh: the orcs in the game world are equated with Darwin's monkeys - all other races, including dwarfs and elves, came from the greenskins here.

So what, the French decided to make a cross-cultural parody in the spirit of "Monty Python" with elements of fantasy thrash? The authors assure that this is not so: “There will be no brutal pathos of the Warhammer universe here. But this is not a humorous game either. In terms of atmosphere, it is closer to the first part of "Die Hard": that is, our heroes will not be clowning and joking, they live in a gloomy adult world, they are disappointed and cynical, but they are not devoid of irony either. "

Ordinary fascism

How disappointed in the life of Arkel and Styx is, it is easy to guess. In the world of Of Orcs and Men, the Human Empire is engaged in the genocide of other races: the goblins are purposefully destroyed, and the orcs either die in battle or become slaves, who are valued for their physical strength.

Arkel belongs to the bloody jaws legion of elite orcs, whose fighters are entrusted with the most dangerous missions. But Arkel is not very popular even among colleagues: he often loses his composure and falls into a rage, which has already brought him many problems in the past.

Styx became famous for the fact that he is not just a professional thief, but old professional thief. Usually in this world, goblins die young, so Styx has become a legend among relatives, although recently they have begun to forget about him.

The question is, will we witness situations when the heroes talk about themselves and their children's complexes by the light of a fire, and a brutal orc suddenly begins to sob on the shoulder of a frightened goblin while it remains open.

“Arkel and Styx are not childhood friends. When they meet early in the game, they share a common goal, but not mutual sympathy. The cruel world has taught them not to trust anyone, and even they are suspicious of each other. However, as they go through terrible trials, the heroes will learn to trust their comrade, ”the French say.

The world, in which these two have to fulfill their mission, in Cyanide promise to work deep enough to give each race its own culture, economy and faith (this at one time was just not enough for Nichols). We, of course, immediately imagined how the heroes help young relatives go through the ritual of initiation into warriors and prepare people for dinner, but there are no specific details yet.

But it is known that the authors are planning a trilogy, and in the first part they will work out in the most detail the race of people, on whose lands the main events will unfold. “Yes, people are the enemies of our heroes, but this does not mean that they are all villains. Our task is to show each race as realistically as possible, ”the authors specify.

Goblin Throw

A duet of a strong orc and a thieving goblin ... These are not only bright characters and a source of provocative dialogues, but also an excellent springboard for tactical gameplay. Each hero has his own branches of skills and abilities that can be learned and pumped. Arkel, of course, bets on brute strength (he can literally break people on his knee), and Styx - on cunning and dexterity (they promise to work out a full-fledged stealth mechanic for him). And all this will have to be combined.

That is, while Arkel is chopping on the front line, Styx will be able to sneak up on enemies from behind or secretly sneak into places inaccessible to a colleague in order, for example, to open an impregnable door. And at your leisure, clean out pockets and chests.

In addition to the usual "class" skills, the heroes will also have special abilities, sharpened for interaction with each other. We have already said that Arkel will be able to throw a goblin in battle. The authors give a specific example: "At first Styx secretly kills two people, then a noise and a fight begins, an orc enters the battle, and when they are showered with arrows, Arkel grabs a goblin and throws him onto the balcony of a building where two archers have settled."

The developers want to play up the difference in size between the characters in every possible way and assure that throwing a goblin at enemies is just one example.

Naturally, the conclusion immediately suggests itself that Of Orcs and Men is being sharpened for cooperative passage, but even here the French were surprised: “No, there will be no cooperative. At first we wanted to realize it, but then we decided that real role-playing is appreciated by personal, intimate experience. "

The player himself will give orders to each of the heroes, freely switching between them. For this, an active pause will be used in the battle, which does not stop time, but slows it down.

In the last issue in the preview, we called A Game of Thrones RPG Fantasy Kane & Lynch. Now a second, even more daring contender has appeared for this title. Only one thing is alarming - both games are being developed by the Cyanide studio, which is still planned for this year. Pro Cycling Manager and strategy Confrontation, which we will definitely tell you about in the near future. Orcs and people, fire priests and monks-border guards - everything is very interesting, terribly textured and fresh. One question - will the French keep up with the pace?

Will wait?

A non-standard action RPG on the verge of parody and drama about how a rabid orc and a flying goblin fight against human villains.

Percentage of readiness: 50%

You may not be a hero, but you must be an evil orc

You can play as orcs in a variety of projects. Another thing is that often the race only affects the set of unique skills or the reaction of others to the fanged hero. Today we will focus on much more colorful orcs. About those who were able to become the main characters, eclipsing both people and even sharp-eared elves.

Skandar Graun

The RPG World of Chaos was based on the novel by Hungarian writer John Caldwell. The main character is the half-orc Skandar Graun, a mighty warrior and priest of the God of Chaos. His parents were killed in childhood, after which he hated people (and sometimes sacrificed them to anyone). In search of a divine artifact, he had to go through a lot of trials in order to eventually understand that not all people are such bastards. The only pity is that the game itself (together with the Russian version from Akella) turned out to be practically impassable due to bugs.

Thrall

One of the main and most beloved heroes of Warcraft 3 is the orc Thrall, for which its own storyline campaign was provided. A former slave, he grew up an educated gladiator who had a notion of honor and nobility, who, after escaping, decided to revive the former glory and culture of his relatives. He freed them from the power of the demons, but lost his brother in battle. Created by the St. Petersburg studio Animation Magic, the quest in the Warcraft universe was also dedicated to Thrall. In the language of point & click mechanics, he told the story of the formation of a young leader and his struggle for the self-determination of his relatives. Judging by the beta version, it turned out just fine: the authors worked out in detail the world of greenskins. But the project was closed for some reason.

Gorbash

Warhammer: Mark of Chaos - Battle March, the first and only addition to tactical strategy from Black Hole, offered to take on the role of a ferocious orc named Gorbash, who led a horde of his green-skinned comrades into a weakened Empire, sweeping away everything in its path. He was driven by the dream of uniting scattered tribes, providing them with power and prosperity, fulfilling their mystical destiny. But the foolish warlord did not even suspect that he was being used by the dark elves.

Orcs from Arcanum: Of Steamworks and Magick Obscura

In the cult game from the creators of Fallout, you could really play a half-orc, but that's not the point. The game has amazingly worked out the theme of discrimination against greenskins. The Orcs here represented a typical proletariat with nothing to lose but their chains. They worked in factories, staged strikes, fought, fought for their rights, but out of desperation they often got involved in crime. They could have tried to rob the protagonist, but if he was an orc himself, they would be released in peace.

In the world there is another race from the world of fantasy. If you believe Perumov, orcs, translated from the elvish means “free”. So he defined in the book “Death of the Gods”. Orcs were created in opposition to the elves, but from the elves themselves. The black lord created the orcs, mocking the elves, the name of the lord is determined ambiguously. Mutations of elves under the influence of black magic led to a change in appearance and a reassessment of values, so the orcs were born. The newly born, or rather the disfigured elves, tried to return home, but the elves rejected their fellow tribesmen and expelled them; moreover, the elves began to hate their fellows.
The elf mutation turned out to be extremely adapted to the environment and they survived, but harbored a grudge against their blood brothers - the elves for the fact that they turned away from them and began to persecute them. Evolution completed what the lord had begun, and today we have the orcs in their present guise. Today everyone has heard about the orcs, but most of them hate them and consider them servants of the Dark. But the orcs have never been servants of darkness, they are only mercenaries in the service of the dark forces.
Why in the service of the dark, because in the camp of the light elves, the sworn enemies of the orcs, usually fight. Orcs, by their nature, creatures are free and do not belong to the forces of Light or the forces of Darkness, they are on their own, they do not care for whom to fight, because they are a mixture of immiscible, mutants of the forces of light and the forces of darkness. And this is the true truth about the orcs.
There are also other orcs, descended from humans and beasts. But as some authors argue, after analyzing the works of world fantasy artists, these types of orcs cannot be an independent race. They are created and controlled. Remember at least the well-known Saruman with his horde.
Since the orcs emerged from the elves as a result of the action of black magic and alchemical experiments, it should be assumed that the orcs have some qualities of the elves, namely: immortality, sharp ears, well-aimed archery, intelligence, “strange” attitude towards women of the clan. But they also received qualities from the dark forces: bearish strength, speed, agility, protruding fangs, deformity, green skin, night vision, fertility, endurance, vitality. Plus, they got a mixture of light and dark magic in their arsenal. Orcs master the magic of air, earth, rune magic and, of course, blood magic. And their spells are by no means primitive, as some are inclined to believe, for orcs have a penchant for magic from elves. I do not know from whom, but the orcs are also skilled blacksmiths, to the envy of the dwarfs.
Sources claim that the average life expectancy of Orc men is 30-40 years, there is no mention of women at all, except for the fact that they are. But in the descriptions there is often a description of the relationship of orcs to women of other species, especially humans. The short life of the orcs is perfectly consistent with immortality, orcs men often die in wars, fights among themselves, clan battles, since there are a lot of them. But in these battles, the character of the orc, his fighting qualities are tempered.
Consider the problem of women among Orcs or Orcs. To do this, consider the problem of gender relations. There is a misconception that the Orcs have absolute patriarchy, and the Leader of the tribe rules everything, but in fact, power in the settlement of the Orcs and power in a military camp or campaign should be divided. Inside the Orc settlement is a matriarchy, ruled by the chieftain's wife. Women dominate due to their physical characteristics, they are larger than men, but peaceful and not aggressive. Peacefulness, thriftiness, and loyalty of the Orcs is the key to the survival and prosperity of the Orc race. Of course, the high fertility of orcs plays an important role, women after childbirth, unlike elves, do not leave the clan and do not mutate. Many children die before reaching adulthood, and not because the orcs kill their children, but because the orcs live in completely unsuitable conditions for life. Children are public, everyone, both orcs and orcs, is engaged in their upbringing, and care for all children hangs on the clan. We have to admit that the orcs kill freaks and cripples.

The habitat of the orcs is the forest, this is evidenced by the green color of the skin, but the forest is the kingdom of the elves, so the orcs were expelled from the forests. They live in areas unsuitable for life, and this somehow constrains their population. Their habitats: abandoned caves, deserts, glaciers, mountains.
Orc settlements. Orcs live in small and large villages, which are ruled by women. But in military camps and on campaigns, men rule. Inside the villages, order reigns, fights are prohibited, quarrels are quickly suppressed by powerful and affectionate female hands or rolling pins. The villages are surrounded by palisades and have watchtowers. This is if the village is on the surface, underground orcs live in caves. Orcs are engaged in farming, gathering and hunting. They plow the land like this: an orc woman is harnessed to the plow, and the orc follows the plow. Orcs are also familiar with siege techniques, preferring catapults and onagers, ballistae like bows do not like, although sometimes they use it, as this is a weapon of elves. But more about the weapon later.
Unlike a village, an orc military camp is just the opposite. Dirt, constant squabbles and squabbles, fights with each other, booze. There are no orcs in the camps, they remain in the villages, which is why no one has seen them, since they know about the orcs mainly from their raids. Almost every orc has a wife, and it is women who are entrusted with the protection of villages in the absence of men, from trolls, ogres, dragons, humans, elves. It is women who become the last line of defense of the orc clan. That is why the orcs have not yet succeeded in decimating.
An aspect of social organization in orcs. The village is ruled by a woman, the wife of the Leader, although formally the power is with the Leader of the tribe. The marriage institution among the Orcs is highly developed. The wife follows her husband into the grave, her death is the result of rapid internal aging and the loss of immortality, but the wife does not die immediately, but after a certain period of time. Orochiha, as a result, cannot get married twice. An orc, on the contrary, can marry as many times as he wants, but cannot divorce. Only death can save a wife, which is not realistic in the village, and wives do not go on hikes. It is the death of his wife after the death of her husband that keeps the orc population within some limits.

During the campaign, the Leader leads, and only he. The leader is an excellent tactician, strategist and politician. You can only be born as a leader. Orcs have a genetic caste system. Orcs have four castes, and transitions between castes are not possible, except for the procedure for becoming a chieftain. The four castes are Orcs, WarBosses, Warlords or Orogs, and Orcs or Grunts. Only the first class is female, the rest are male. The procedure for becoming a Leader is unique.

A chieftain is born into the orog caste, but as a Chieftain, an orog will never become a chieftain. The Leader must kill the current Leader in order to go to the caste of Leaders and become the Leader himself, otherwise he will remain in the caste of the orogs. The acting Leader watches over the growing Leaders, and tries to get rid of them at the first opportunity, this trains Leaders from early childhood. Acting Chiefs usually live for a very long time, so they are very experienced. The Orogs are the warrior elite of the orcs, the Chief relies on it during civil strife, they are excellent mercenaries. Orcs are engaged in all household chores, and the whole clan is engaged in raising children, the children belong to the clan, and the clan feeds them all.
Orcs have a physique similar to that of a human. Orcs have broad shoulders, with the same height their shoulders are wider than human ones, but slightly smaller than dwarfs. The arms are long and reach the knees, but the legs are shorter than those of humans, but longer than those of gnomes of the same height, so the arms seem to be longer than they actually are. Orcs are mammals, so Orc women know how to have mammary glands, which are poorly distinguished against the background of the most powerful chest muscles. Orc women can be distinguished from men only by their hairstyle, they wear long shaggy hair to the chest, or by their clothes, since men rarely part with their armor. Orcs have thick and rough skin that protects from scratches and sliding knives, as well as from gnat, which is important. There is no hair on the skin, the hair remains only on the head, it is nowhere else to be found.
Men usually collect their hair in a ponytail that protects the back of the neck. Women walk with their hair down. The color of the skin is predominantly oak green, but it comes in different shades: marsh, light green, dirty green, or even brownish green. Orcs have a strong bone skeleton that allows them to withstand enormous loads, their bones are not easy to cut even with a two-handed sword, and the frontal bone is famous for its strength.
The musculature is highly developed, even hypertrophied, at the base contains hardy, fast and strong fibers in equal proportions, which makes the orc a very dangerous opponent on the battlefield. The skull is similar to the skull of a gorilla with a powerful protruding lower jaw, and two protruding canines of the lower jaw. These canines are a subject of special pride for men, for women they are smaller in size. Fangs are not just a decoration, they are a terrible weapon in hand-to-hand combat. The lips of the orcs are very dense and hard, which avoids unnecessary facial injuries in fights. The kisses are apparently unknown to the orcs.
Orcs have narrow, deep-set eyes, protected by an overhanging forehead and strong brows. The eyes see perfectly both in the dark and in the light of the sun, they give a color stereoscopic image. Orcs easily endure sunlight, but do not like it, since the time for raids is night. A flat nose without cartilage has a keen sense of smell comparable to that of a pork. The ears are sharp, similar to those of the elven, but they are slightly larger and tighter pressed against the skull so as not to be cut off in a drunken fight. Orcs have a keen sense of hearing better than many animals. Orcs have claws on their feet, so they don't wear shoes. There are no claws on the hands, there are nails. But orcs have incomparably wider palms than even dwarfs. The fingers are short, but they clench into truly terrible fists. Very thick arms and legs, the result of strong bones and enormous muscle mass.
Orcs walk on two legs, not helping themselves when walking with their hands, and not bending, as some are mistaken. Orcs walk erect and straightened their shoulders, personifying a truly primitive animal power. Orcs have an increased metabolism and food they need more than humans, which is one of the reasons for the constant raids, searches for food. A strong immune system makes them immune to poisons and diseases. Orcs die mainly from physical damage. Due to the high metabolism, wounds heal quickly and tissues, unlike humans, restore their working capacity completely, although the severed limbs do not grow.
Orcs are 1.80-2.00 meters in height and more than a meter at the shoulders. Orogs are much larger and reach 2.50-4.00 meters. They are very scary in battle and are usually cut with two hands without a shield. The leaders are just giants 4.00-5.00 meters, and sometimes 6.00 meters. The growth of an orc directly depends on the number of his victories, the higher the orc is, the more experienced and stronger he is. There is nothing worse than meeting a 5-meter orc one-on-one, even if you are a dragon. Orcs are not inferior to men and reach 3.50 meters, only the Chief's wife grows up to 4.00 meters. Orochi, unlike men, do not grow with experience, but this does not diminish their strength, in case of danger they will break the ogre's skull with a rolling pin.
The rolling pin is a favorite means of persuasion and protection among the orcs, it weighs like a huge log. Orcs adore scimitars, straight swords, axes and small metal shields, but they also effectively use spears, crossbows, maces, flails, darts, and even bows when they feel like it. Orcish armor is usually leather, or leather sheathed with metal. Orcs do not wear helmets at all, since the bones of the head are harder than stone. Orogs wear chain mail and adore two-handed swords (the "dance of death" with him is especially spectacular), or an ax and a sword, or two axes, sometimes they carry two bastard swords. The Orogs hate small arms, but they are great at using them. Chieftains may wear heavy armor or plate, but rarely, usually chain mail. The Armament of the Leader is standard, it is a huge two-edged two-handed ax - a symbol of power. Orcs do not have cavalry, since there is no horse that will plant a predator on itself, and there is no doubt that the orcs are predators. Although in bad times they become omnivores. Orcs do not have cannibalism, although some clans eat the bodies of the enemies they have killed, so that the meat disappears.
Orcs' political life is varied. They easily form alliances against elves. And for their own benefit, they will go along with people or gnomes, often in alliance with goblins. Alliances are not constant, they are adhered to as long as the orc clan is profitable. Clans very rarely unite together for battles, but if this happens, the end of the world is near, it is good that this alliance is short-lived, clans are often at odds with each other.

War tactics


Orcs are strong, tough, and ferocious. And they have mountains of all kinds of weapons: cleavers, spears, shields, pikes, bows, crossbows, there are even throwing machines. The scale of weapons production, which has raised the level of environmental pollution in Orthank and Mordor to catastrophic levels, provides a very convincing explanation for the number of Orcs. Huge arsenals allow you to equip a colossal army.
Legions of strong, unpretentious, brave soldiers, who are also madly in love with their work, are the dream of any commander. With such an army, it’s a shame to be defeated. Orcs have very few weak points. The armor is flimsy, but the infantry is more likely to benefit than to harm. The small number of cavalry does not pose a serious problem with riflemen and pikemen. In addition, orcs, unlike gnomes, are quite mobile. They can run to the distillation with the elves and on foot.
The most dangerous minus of the orcs is the excess of aggression, leading to the fact that the warrior is inclined to rush at the enemy, barely seeing him. Fierce soldiers, only thinking who to take off their head, is a pure punishment for the command. If only because the commander also has a head. In addition, rage is a poor advisor in combat.

The side, decisively going to rapprochement in order to solve the matter in a fleeting and bloody hand-to-hand fight, demonstrates self-confidence and receives a serious moral advantage. But as a tactical technique, "taking on fright" is effective only against a weak and unstable enemy. If he does not succumb to panic and does not run, he will easily deal with the attackers, who, out of breath and running up at random, will interfere more than help each other.
The strange custom of the Orcs is probably based on a misunderstanding. For some reason, it is believed that this is how - falling into a state of uncontrollable rage - the barbarians fought. The rage of the barbarians was just quite controllable. Indeed, with shouts, a crowd, shaking their weapons, they rushed at the enemy from hiding, trying to frighten him. But as soon as they noticed that the plan had failed, they turned around and disappeared as quickly as they appeared. In order to catch your breath, try again.
As the rich experience of the "dark" armies shows, it is difficult to cope with the uncontrollability of the orcs, but it is possible. The upgrade will require a fair amount of wood (in the form of studs), but this is not a very scarce resource - it is not worth saving. If the army is obedient to orders, victory will become a "matter of technology." Moreover, the technique is minimal. Numerical superiority alone will provide a decisive advantage.
Adversaries, one must think, also understand that size matters. Therefore, they will try to fight with skill. That is, they will try to compensate for the insufficient number of troops with tactical, positional or qualitative superiority.
Tactics are highly dependent on the specifics of the battlefield. There are no ready-made recipes here. But, obviously, a larger army will try to cover the enemy from the flanks. And if he, trying to avoid encirclement, stretches the front, the reserve will be used to break through his battle formations. However, no matter how small the army, it always has enough strength to collect the necessary superiority and deliver one crushing blow in a separate area. If at the same time it is possible to capture an enemy banner or a dominant height or an important crossing, the battle can be won.
To fend off "such inclinations is quite simple. Do not forget about defense when attacking. All directions in which it makes sense for the enemy to deliver a counterstrike (and there are not so many of them) must be reliably covered. It is worth going to this even at the cost of weakening the flank groupings intended for coverage. It is not necessary that the "pincers" crush the enemy. It will be enough if they bind him. When it becomes clear that the enemy has exhausted reserves and surprises are no longer expected, the detachments left in reserve can be used for the final strike from the front.
Positional advantage is even easier. The defending side can take a strong position on a hill or in a narrow area where coverage is impossible. But with the rarest exception, there is no need to attack it in unfavorable conditions. Sometimes it is enough to wait until the evening, until the enemy leaves for the camp. Or set up security at the nearest water sources. Natural citadels, unlike artificial ones, are usually completely unsuitable for long-term living.
To lure the enemy from a comfortable position, you can simply - by moving around. After all, if the army did not remain in the fortress, but went out into the field, then it protects not itself, but its country, into whose territory you can get in different ways. Bypassing it, it will try to arrange a battle somewhere else. Ultimately, the battlefield will be chosen to his liking by the one who has the initiative and has time to maneuver.
Qualitative superiority can be expressed in the presence of "elite" units and cavalry, which in fantasy worlds often ride animals more terrible than horses. Orcs also have some trump cards in this spirit, right down to the Nazgуловl, but a symmetrical answer is not always the best choice. Throwing a guard into battle is possible only with complete confidence in success. Or already on the verge of defeat.
It is better to bypass the islets of especially valiantly resisting or counterattacking infantry, increasing the onslaught against neighboring units. Threatened by coverage, the heroes will retreat or be encircled. Then, when everything is over, it is not a problem to deal with them.
It is more difficult with the cavalry. It will not be possible to encircle it, and, even worse, the numerous heavy cavalry on the flanks will protect the entire army from being enveloped. An attempt to break through the enemy battle formation in the center in this case will also be fraught with trouble. In general, good cavalry ready to slam into infantry ranks is strength (like mass times acceleration). Even the peaks neutralize it only partially.
Strategy

In general, an evil race should strive to attack everyone. But it is not at all necessary to run into all at once. It is best to destroy enemies in turns: it is both easier and safer, and you can stretch the pleasure.
The situation is conducive to just such a tactic. Dark forces tend to rally under the firm hand of an authoritarian leader. The light ones traditionally prefer democracy. In particular, oddly enough, this applies to light monarchs and other rulers. They love to gather for councils, where they argue a lot, until the last moment they can not decide anything and, in the end, dump all the responsibility on some hobbits. Only an extreme degree of danger can move the light ones to activity that goes beyond the limits of verbiage.
This is what the strategy should be based on. Having outlined a certain principality as an object of aggression, one should divide its allies into two categories. The first will include those who will definitely enter the war on the side of the offended and will fight in earnest. The second, much larger group will include allies who are ready to provide only moral support or send a handful of volunteers to the front. It is best to try to persuade such enemies-theorists to neutrality by diplomatic means. But it will not work, it will not work. Let them condemn. Who cares about their grumbling? It won't hurt the orcs' reputation in any way. This is the natural advantage of a bad reputation.

And finally, a couple of Orc laws:
About me
1. I am in charge.
2. What am I saying, everything must be done.
3. If I don't say anything, you can do whatever you want.
4. If I said something, you don't have to do it, you just get hurt.
About Grub and Other
1. Whoever found it, he ate it.
2. What I found, I ate.
3. If you find one that ate you, then don't complain.
4. I found a lot, share it with a Comrade, otherwise you will eat yourself up and die.
5. You do not know with whom to share, give everything to Me, I know.
6. Found a Zhratva or Other and it is not nailed down - drag it to the village. Not useful to you - useful to another.
7. Found a Grub or Other and did not understand What - drag it to the village and let the Shaman gobble it up. Maybe he will finally get poisoned, creeping bastard.
About Porridge and Work
1. It is necessary to cook Porridge - make the Slave.
2. Ended up Slaves - catch more.
3. Didn't catch the Slave - force the one who is Weaker.
4. I did not find someone who is Weaker - it means that you yourself are a bog worm and must eat anything.
About Elves
1. If you do not know who it is, then it is definitely an Elf.
2. Who is friends with the Elves - that swamp worm.
3. I found an Elf and he is not tied - hit between the ears and drag him to the village. If it is not useful to you, it will be useful to the Other.
4. I found an Elf and he wants to give you between the ears - run from there, because who knows, maybe this is not an Elf.
5. I found a lot of Elves - run from there and tell Me, we will go to Water them.
6. If you are sick - catch the Elf, tie him to a tree and look at him.
7. Do not do this in your Cave if you are running slowly.
About Mochilovka
1. If everyone went to kill the Elves - you go too.
2. If no one went to kill the Elves - do not go alone, otherwise they will hurt you.
3. If someone unfamiliar came and told you to kill the Elves - better run away, or maybe he is an Elf himself.
4. If Elves are being killed around - it is better to run away, and then suddenly you yourself will be killed.
5. If Elves are being killed nearby - wait until they finish, collect what is lying on the ground and drag them to the village.
What to do if the Elves caught you
1. If the Elves caught you, then you yourself are a swamp worm and we will not help you.
2. Eat your truncated around you and sing goblin songs. Then you will be quickly released.
3. Approximate text of a goblin song: "Do not hit my mother with an iron hammer on the head."
4. If the Elves ask you something, do not be afraid and say as it is: that you are a Fool and do not know a thing.
5. If the Elves made you cook porridge, eat all the porridge so that they don't get it.
6. If the Elves cook you for porridge, eat all the porridge around you so that they get less.
7. If the Elves decide to let you go, tell them that you will not leave. Then they can give you money and a lot of grub so that you fall behind.
8. If they give you money, hawks and let you go - ask him to spend it. Will lead - between the ears and drag to the village.