Orukar - A People Unwanted

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The Orukar are among the oldest peoples of Tymora, their history stretching back long before the rise of humanity and the kingdoms that now dominate the world. Though commonly divided by outsiders into Orcs and Goblins, the Orukar see themselves as one people, bound by a shared ancestry and a long history of hardship, survival, and adaptation.

Over countless generations, the Orukar have walked many paths. Some embraced the growing cities and civilisations of Tymora, while others remained true to the ancient traditions of their nomadic ancestors. Together, these different ways of life have shaped a people renowned for their resilience, strength, and ability to endure where others would falter.

Today, the Orukar can be found throughout the world, from the bustling cities of great kingdoms to the untamed wilds where ancient customs are still upheld. Though divided in culture and philosophy, they remain united by blood and by the legacy of those who came before.

Origins and Identity

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The beings commonly referred to as Orcs and Goblins are not separate races but rather different variations of the same species. The distinction between them is a classification made by other races depending on an individual's size and strength, with "Orc" referring to the larger, more physically imposing members of their kind, while "Goblin" describes their smaller, more agile kin. However, among their own people, no such division exists—they see themselves simply as Orukar, one united race, bound by shared ancestry, resilience, and survival.

Orukar have existed on Tymora for far longer than humans, yet their early history was marked by struggle and hardship. Unlike other races that developed structured civilisations or harnessed magic to shape their societies, the ancestors of the Orukar remained nomadic for countless generations. Without external guidance or a natural interest in permanent settlements, their survival depended entirely on strength, adaptability, and instinct.

Mostly shunned or ignored by the other races, they roamed the vast lands of Tymora in large clans, some moving with the seasons and following the great herds of beasts that sustained them, while others would find places with valuable resources and stay until the resource was expended before moving on and searching for the next place to settle for a time.

Their way of life was harsh, defined by constant movement, territorial disputes, and the relentless challenges of nature. Leadership was earned; those who demonstrated cunning, strength, and wisdom took charge, guiding their people to safety and prosperity.

Orukar quickly became masters of endurance, capable of surviving in environments that would break lesser beings. Whether it was the frigid tundras, dense forests, arid wastelands, or towering mountain ranges, they adapted, finding ways to thrive where others faltered. They hunted, foraged, and fought to claim their place in the world, yet their scattered nature prevented them from advancing beyond a tribal existence for much of their early history.

Encounters with Other Races

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For many years, the Orukar existed mostly in isolation, warring mainly with themselves as they had no real advantage against the more advanced races such as the Dworn or Scions, who would counter their larger numbers with magic and better technology. However, as more and more human civilisations began to rise across Tymora, they could no longer remain unnoticed.

The first major encounters with more structured societies were often violent. Orukar warbands clashed with the expanding human settlements. These conflicts cemented the Orukar reputation as fierce warriors, but they also highlighted the vast gap between their nomadic ways and the organised might of city builders.

Despite this, not all encounters led to war. Over time, some Orukar began to trade with other races, bartering furs, bones, and crafted goods in exchange for tools, weapons, and materials they could not produce themselves. As contact increased, a shift began; certain clans chose to settle near trade hubs, learning new skills and integrating into broader society. The rise of human civilisation accelerated this process, as humans, unlike the older races, were more willing to accept Orukar into their cities as labourers, mercenaries, and craftsmen.

As the centuries passed, the Orukar split into two distinct paths. Some remained true to their ancestral ways, continuing to live as nomads, raiders, and hunters. These Wilder Orukar rejected the trappings of civilisation, believing that the structured world of cities and laws made people weak. They remained in the wilds, upholding the traditions of their forebears, living by strength, honour, and survival.

Others, however, found a place within the growing cities of Tymora. These Civilised Orukar adapted to structured life, learning trades, military discipline, and even arcane practices. They discovered that within a society, strength could take many forms, not just in battle, but in craftsmanship, leadership, and knowledge. Over generations, this way of life transformed them, shaping a new culture that embraced order and cooperation while still honouring their warrior heritage.

Today, the Orukar of Tymora are as diverse as any other people, straddling the line between their ancient traditions and the opportunities of the modern world. Whether as fierce warriors, hardened labourers, masterful craftsmen, or even scholars and merchants, they continue to carve their own destiny, proving that strength comes in many forms.

Appearance

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Orukar are one of the most physically diverse races in Tymora, with a wide range of skin colours, body types, and facial features. While they are predominantly shades of green, ranging from deep forest green to lighter, almost mossy hues, they also appear in colours spanning from dark grey and black to pale white. This diversity is thought to stem from their adaptability to different environments, as generations of nomadic living and exposure to varied climates have shaped their physical traits.

Facial Features and Build

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Both Orcs and Goblins share certain defining features that distinguish them from other races. They have elongated ears, which vary in length and shape. Another common trait is their protruding teeth or tusks, which are particularly prominent in Orcs, though some Goblins also possess smaller versions of these features.

In terms of physique, Orcs are significantly larger and broader than Goblins, often comparable in stature to larger humans. They tend to have powerful builds, with strong shoulders and thick limbs, making them naturally suited for physical labour and combat. Their resilience is legendary, with many Orcs boasting high endurance and the ability to recover quickly from injuries.

Goblins, on the other hand, are smaller and more nimble. They tend to be leaner, with quick reflexes and dexterous hands, making them excellent climbers, scouts, and craftsmen. Their stature allows them to slip into spaces that larger creatures cannot, and they are known for their agility both in battle and daily life.

Orcish and Goblin hair is as varied as their skin tones, with shades ranging from deep black and brown to reds and even rare shades of silver or white. Some Orcs and Goblins grow thick manes of hair, while others have little to none. Beards are uncommon but not unheard of, usually appearing in older males.

Their eyes come in a wide variety of colours, including brown, amber, green, gold, and even striking shades of red or violet. Some individuals have eyes that reflect light in the dark, an adaptation that may have come from generations of living in caves, forests, or other shadowed environments.

Civilised Orukar

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As the world changed and structured societies grew in prominence, many Orukar sought opportunities beyond their nomadic past. While some remained in the wilderness, others integrated into the growing settlements of humans, Dworn, and other races. Over generations, these Orukar adapted to life in cities, learning the customs, trades, and professions that allowed them to not only survive but thrive in urban environments.

Today, Civilised Orukar can be found in most major human settlements across Tymora. They are a common sight in bustling trade hubs, military strongholds, and artisan quarters, contributing to society in a wide range of professions. In some regions, entire Orukar communities have formed within larger cities, blending their traditions with those of their neighbours while maintaining their unique identity.

In larger kingdoms, it is not unusual to find Orukar in prominent positions, serving as guards, commanders, smiths, scholars, and even political figures. While some societies still hold outdated prejudices against them, those who have lived and worked alongside Civilised Orukar recognise their dedication, skill, and resilience.

Orukar have long been prized for their combat prowess, making them highly sought after as mercenaries and soldiers. Many serve in city guards, royal armies, or independent mercenary companies, where their natural strength, endurance, and disciplined combat skills make them formidable warriors.

Beyond battle, Orukar have also developed a strong reputation as blacksmiths and craftsmen, with an innate affinity for working with metal and stone. Their skill in forging weapons, armour, and sturdy structures is widely recognised, with their craftsmanship known for its durability and practicality.

While many Orukar have traditionally been warriors or labourers, others have embraced the world of commerce, becoming traders and merchants. Some run shops, market stalls, or trade caravans, using their keen instincts and strong work ethic to establish themselves as shrewd business owners.

In coastal cities, Orukar have found roles as sailors and shipbuilders, where their strength and resilience make them invaluable in shipyards and at sea. Whether constructing vessels, manning crews, or navigating treacherous waters, they have become an essential part of maritime industries.

Though less common, some Orukar have dedicated themselves to scholarly pursuits, becoming alchemists, historians, or even mages. While Orukar magic tends to focus on practical or combat-related disciplines, those with the patience and intellect to study the arcane have proven to be formidable spellcasters, blending their natural resilience with magical prowess. Whether in the forge, on the battlefield, in the marketplace, or among the learned halls of magic, Orukar have shown their adaptability and ability to excel in nearly every profession across Tymora.

Society and Culture

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While Civilised Orukar have embraced many aspects of structured life, they still retain elements of their heritage. Their communities often emphasise values of strength, loyalty, and perseverance, teaching younger generations the importance of both physical and mental resilience. Many still hold to traditional forms of storytelling, music, and craftsmanship that celebrate their roots while integrating them into modern society.

Leadership and Governance

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One key difference between Civilised Orukar and their wilder kin is their shift in leadership and governance. In nomadic warbands, leadership is often determined by strength alone, but in settled communities, Orukar have developed new ways of selecting leaders, favouring those with intelligence, wisdom, and experience in addition to strength. Some Orukar have even risen to positions of authority in human-led cities, proving their capability in administration and governance.

Place in Modern Society

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Despite their success in structured society, Civilised Orukar still prefer living in mixed communities rather than forming isolated Orukar-only settlements. They find strength in diversity, working alongside other races rather than separating themselves. This has led to an increasing number of Orukar families becoming fully integrated into human and Dworn cities, with future generations knowing no other life than that of civilisation.

Wilder Orukar

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Despite the progress of many, not all Orukar have chosen to embrace structured society. Many still cling to their ancient ways, living in nomadic tribes and warbands that roam the untamed lands of Tymora. These Wilder Orukar reject civilisation, believing it weakens the spirit and forces individuals into unnatural roles.

They continue to live by strength, honour, and survival, holding onto their traditions while avoiding the trappings of modern life. Some Wilder Orukar view their city-dwelling kin with scepticism, believing they have lost touch with their true nature. Others see them as useful allies and recognise the benefits of having Orukar voices in positions of power.

Conflict sometimes arises between the two groups, but both recognise each other as kin, bound by shared ancestry despite their differing ways of life.

A Nomadic Life

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Wilder Orukar do not settle in one place for long. They form warbands that move with the seasons, following game, seeking shelter, or raiding when supplies run low. Some remain in their ancestral homelands, deep in forests, mountain ranges, and wastelands where few others dare to tread. Others roam vast plains, travelling in large family groups with their herds of animals. These nomadic bands live off the land, hunting, fishing, and foraging with an expertise unmatched by most other races.

Warfare is common among them, as bands often compete over hunting grounds or resources. However, these conflicts are rarely about destruction—combat serves as a way to establish dominance, prove one's strength, and ensure that leadership is always held by the most capable. Orukar culture respects strength, but also cunning and wisdom, meaning that leaders are not always the biggest warriors, but those who can outthink and outmanoeuvre their rivals.

Society and Leadership

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Wilder Orukar organise themselves into clans and warbands, with leadership typically going to the strongest or most cunning among them. These leaders must constantly prove their worth, as challenges to their rule are common. Strength is not limited to physical power; great hunters, skilled trackers, and shrewd tacticians often earn high status within the warband. Elders hold positions of respect, serving as storytellers, advisers, and keepers of tradition.

Unlike their city-dwelling kin, Wilder Orukar do not measure wealth in gold or land, but in reputation and resources. A great hunter is valued for the food they bring to their people, a skilled warrior for the battles they have won, and a wise leader for ensuring the survival of the warband. The concept of personal property is looser among them, with resources shared among the group to ensure survival.

Wilder Orukar children are raised to be self-sufficient from an early age. They are taught to hunt, fight, and endure hardship, proving their worth through trials of skill and endurance. Many young Orukar leave their clans to seek out challenges, either joining mercenary bands or setting out on their own to prove themselves before returning as seasoned warriors.

Raiding and Warfare

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Though they are not inherently warlike, Wilder Orukar see battle as a natural part of life. Raiding is a common practice, both for securing supplies and proving one's strength. These raids are not always acts of cruelty; some are ritualised tests of might, where an opposing force that fights bravely may be left unharmed, while those who cower or flee are stripped of their possessions. A warband that returns from a raid with food, weapons, and trophies gains honour and prestige.

That said, many clans have formed uneasy truces or even trade agreements with settled peoples. Some act as mercenaries for hire, lending their warriors to those willing to pay in food, weapons, or supplies. Others engage in trade, offering rare pelts, bones, and other materials in exchange for tools and goods they cannot easily make themselves.

Relations with Their Civilised Kin

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The relationship between Wilder and Civilised Orukar is complicated. Some Wilder Orukar view their city-dwelling kin as having abandoned their true nature, softened by the comforts of structured life. They may mock or challenge them, testing their strength to see if they still hold the fire of their ancestors. Others, however, respect the Civilised Orukar for their ability to thrive in a different way, recognising that strength takes many forms.

Despite their differences, both groups still see each other as kin. It is not unheard of for a Wilder Orukar to leave their warband and join civilisation, just as some Civilised Orukar tire of city life and return to the wild. Even among the fiercest of Wilder clans, there is an unspoken rule: Orukar do not kill Orukar without just cause.

Religion

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While Civilised Orukar often adopt the religions of the societies they integrate with, Wilder Orukar maintain their own ancient spiritual traditions, worshipping powerful deities, spirits, and primal forces that embody the raw strength of the natural world. Their faith is less about rigid doctrine and more about survival, strength, and honouring the spirits of those who came before them.

The Old Gods

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Wilder Orukar believe in a pantheon of primal deities that represent the forces of nature, war, and survival. These gods do not demand temples or grand rituals; worship is given through deeds, offerings, and the strength to endure hardship. The most revered among them include:

Grommash, the Iron Fang – God of War, Strength, and Leadership.

Grommash is the embodiment of might and honour. He teaches that true strength is earned, not given, and that leadership belongs to those who prove themselves in battle and hardship. Warriors invoke his name before combat, offering blood or weapons as tribute.

Morgra, the Huntress in the Dark – Goddess of the Hunt, Night, and Cunning.

Morgra is both a provider and a predator, representing the balance between hunter and prey. She is revered by hunters and scouts, who offer the first kill of a hunt in her name. It is said that those who fail to respect her may find themselves lost in the wilderness, becoming prey themselves.

Druvor, the Ever-Flame – God of Fire, Survival, and Endurance.

Druvor is the spirit of fire, warmth, and perseverance. He represents the will to keep moving forward, even when the odds are against you. Wilder Orukar light ritual fires in his honour, believing that his flame burns in the hearts of those who refuse to break.

Sharga, the Bone Mother – Goddess of Death, Wisdom, and Fate.

Sharga is the keeper of spirits, guiding the dead to the afterlife and watching over those who have passed. Unlike other races, Wilder Orukar do not fear death but see it as a test; only those who live with honour will earn a place among the ancestors. Shamans and elders consult her for wisdom, often using bones, smoke, or visions to seek her guidance.

Kazrath, the Stormbringer – God of Chaos, Change, and Destruction.

Kazrath represents the unpredictable forces of nature, storms, floods, and quakes that shape the land. Some see him as a destroyer, while others believe he is necessary for rebirth and renewal. Warbands on the move will chant his name during storms, believing that he grants strength to those who face chaos without fear.

Ancestral Worship

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Alongside their gods, Wilder Orukar revere their ancestors, believing that those who lived with honour continue to watch over them. Each warband keeps a sacred record of their lineage, often in the form of carved bones, tattoos, or oral histories passed down through generations.

Before battle or important events, Orukar may call upon their ancestors for guidance, offering food, blood, or whispered prayers at shrines made from the bones of fallen warriors. These spirits are not worshipped in the same way as gods, but they are deeply respected, and ignoring them is seen as an act of great dishonour.

Shamans and Rituals

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The spiritual leaders of the Wilder Orukar are their shamans, seers, and spirit-speakers. These individuals act as mediators between the mortal world and the divine, interpreting omens, leading rituals, and guiding the warband in matters of faith. Shamans do not hold absolute authority, but their wisdom is often sought in times of uncertainty.

Common rituals among Wilder Orukar include:

The Trial of Strength – A test of endurance, often held before a young Orukar is considered an adult. It may involve a gruelling hunt, a dangerous climb, or surviving alone in the wild for a set time.

The Fire-Walking Rite – A ceremony dedicated to Druvor, where Orukar walk barefoot through embers to prove their resilience.

Ancestor Feasts – Held to honour the dead, these feasts involve sharing food and drink in memory of fallen warriors, ensuring they are never forgotten.

The Sky Burial – Instead of burying their dead, some Wilder Orukar clans leave their fallen in sacred places for nature to reclaim, believing that the strong should return to the earth and sky.

Beliefs on the Afterlife

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Wilder Orukar believe that the spirits of the worthy travel to the Great Hall of Strength, a vast and eternal battlefield where the strongest warriors fight, feast, and grow ever stronger. Those who lived as cowards or betrayed their kin are believed to wander the Gray Wastes, a lonely afterlife where the weak are forgotten and only howling winds remain.

Because of this belief, Wilder Orukar do not fear death; they see it as a final test, where only the strong and honourable will earn a place among the ancestors. However, dying without purpose, in weakness or shame, is considered the greatest failure.

Wilder Orukar religion is deeply tied to their way of life—harsh, unforgiving, but also filled with honour and respect. Their gods demand action, not words, and their ancestors watch over them, expecting their kin to live with strength and purpose. Even in the face of change, Wilder Orukar hold fast to their old gods and traditions, keeping their faith alive through every battle, hunt, and hardship they endure.

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