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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-05-11T22:53:09Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Scythian&amp;diff=419590</id>
		<title>Scythian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Scythian&amp;diff=419590"/>
		<updated>2022-04-17T05:57:55Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Scythians are a xenos race of warrior-monks, dedicated to a peculiar form of armed martial arts. The dagger-like Scythian Venom Talon is one of the more basic close combat weapons they use, able to incapacitate a foe with the slightest scratch.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Scythian&amp;diff=419589</id>
		<title>Scythian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Scythian&amp;diff=419589"/>
		<updated>2022-04-17T02:28:23Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: Scythians&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Scythians are a race of warrior-monks, dedicated to a peculiar form of armed martial arts. The dagger-like Scythian Venom Talon is one of the more basic close combat weapons they use, able to incapacitate a foe with the slightest scratch.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Squig&amp;diff=445180</id>
		<title>Squig</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Squig&amp;diff=445180"/>
		<updated>2022-04-16T18:07:44Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: /* Snufflesquig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Squig.jpg|300px|right|thumb|Squigs. Making [[Tyranids]] feel insecure in the eating department.]]&lt;br /&gt;
A Squig, short for squiggly beast, is any one of a variety of bizarre organisms that exist semi-symbiotically with [[Orcs &amp;amp; Goblins]] and [[Orks]] alike. [[Fungus]]-based animals, their most iconic form resembles a large round ball that opens up a huge maw full of teeth, propelled by two strong legs that let it run, scramble and jump all over the place. &lt;br /&gt;
&lt;br /&gt;
Night Goblins in particular like to herd huge swarms of these things onto the battlefield, as they are violently unpredictable and surprisingly dangerous.&lt;br /&gt;
&lt;br /&gt;
In the 41st millennium, on the other hand, they play a somewhat different role. Some ork [[Warboss]]es will keep such squigs as personal attack animals, [[Oddboys|slavers]] always have trusty squig-hounds to help tame [[grot]]s, and [[Tankbustas]] favor a breed that they cram full of bombs and coax to charge towards (hopefully) the enemy before blowing up.&lt;br /&gt;
&lt;br /&gt;
According to the [[Warhammer Fantasy Roleplay]] splat, &amp;quot;Old World Bestiary&amp;quot;, squig-meat is perfectly edible by humans and actually very tasty. Spit-roasted squig is described as resembling smoked ham with the consistency of young chicken.&lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar]] introduces a mythological aspect to their origins with the introduction of Boingob, the godbeast progenitor of all Squigs. This massive creature barreled through the realms in a frenzied pursuit of the light of Hysh (basically the sun), until it finally jumped up and was roasted alive. Now its colossal skeleton serves as a holy place/impenetrable lurk lair to the Moonclan Grots.&lt;br /&gt;
&lt;br /&gt;
Squigs can be bred into a vast variety of forms and functions. The most famous of these is arguably the monstrous [[Squiggoth]] which provide a similar sort of heavy infantry to a war elephant. Other, more obscure types include (but by no means limited to) Bag Squigs, Bomb Squigs, Eating Squig, Gas Squigs, Hair Squigs, Oily Squigs, Paint Squigs, Squig Sharks, Squig Hawks, and Squigeons all of which can be further explained below. Squigs are basically the apps of Ork society: if you can think of a function, there&#039;s a squig for that.&lt;br /&gt;
&lt;br /&gt;
==Squig Varieties==&lt;br /&gt;
As mentioned. Squigs come in all sizes and flavors. Here are the documented species of Squigs officially recognized by the Imperium/whatever-institutio-exists-in-AoS.&lt;br /&gt;
&lt;br /&gt;
===Attack Squig===&lt;br /&gt;
[[File:AttackSquig.jpg|150px|right|thumb|Attack Squig.]]&lt;br /&gt;
The most common and identifiable type of Squig. Whenever someone says Squig, this is the one that pops in everyone&#039;s head. The Attack Squig (&#039;&#039;Orkus ferocitas&#039;&#039;), also known as the Cave Squig, looks like it&#039;s trying to compete with the [[Tyranids]] for sheer &#039;OMNOMNOMNOMNOM&#039; ability, consisting of nothing more than a bouncing ball of claws and razor-sharp teeth. These Squigs, as their name implies, are often used as attack animals, weapons, or pets. They can be given to the [[Grots]] as a food source (if the Squig doesn&#039;t eat them first) or even war mounts if said Grot is feeling particularly brave that day. &lt;br /&gt;
&lt;br /&gt;
Sometimes an Attack Squig is transformed into a &#039;&#039;&#039;Bomb Squig&#039;&#039;&#039; via jamming as much explosive materials into the Squigs mouth as possible before setting it loose to fuck up some tanks. These specialized Attack Squigs are often utilized by either Ork Flashgitz or Tankbustas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BombSquig.png|Bomb Squig.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bitey Squig===&lt;br /&gt;
[[File:Bitey Squig.JPG|150px|right|thumb|Bitey Squig]]&lt;br /&gt;
Bitey Squigs are a sub-species of Attack Squigs that have sufficient jaws, claws, and stingers to savage the target and anything close by. This breed is squig is frequently fired from Squig Launchas and Heavy Squig Launchas. Launched gnashing and snarling into the enemy, they latch onto the first thing they hit and do not stop chewing until they are killed. A bit like the Face-Eating Squig to be honest.&lt;br /&gt;
&lt;br /&gt;
Legends states that the [[Rukkatrukk Squigbuggy]] was created due to a [[Just As Planned|&#039;mishap&#039;]] when a Bitey Squig or some form of Attack Squig was accidentally stuffed into&lt;br /&gt;
the launcha and fired into a &#039;&#039;very&#039;&#039; unfortunate Ork’s face and thus, the legend was born.&lt;br /&gt;
&lt;br /&gt;
It seems that the Bitey Squig can be differentiated by the normal Attack Squig with a stronger jaw, this can be seen with its more pronounced jawline which could only be supported with powerful jaw muscles. There is also the aforementioned stingers, which would most likely be located at the tail, unfortunately there isn&#039;t any indication that the tail has something &#039;&#039;alluding&#039;&#039; to a stinger tail. Bitey Squigs are also much smaller than the Attack Squig in order to fit inside a Squig Launcha, seeing as how an Attack Squig is often the size of sheep, it makes sense for the Orks to utilize a much more smaller and mobile version to be used as ammunition.&lt;br /&gt;
&lt;br /&gt;
===Bile Squig===&lt;br /&gt;
[[File:Bile_Squig.JPG|150px|right|thumb|Bile Squig]]&lt;br /&gt;
&lt;br /&gt;
The Bile Squigs come in a variety of breeds and are capable of spraying, squirting, or vomiting harmful fluids from their orifices. This breed of squig is frequently fired from Squig Launchas and Heavy Squig Launchas. &lt;br /&gt;
&lt;br /&gt;
Typically launched by the handful, these creatures squeal and thrash while jetting acid, lubricants, poisons, and flammable fluids in every direction. The effects can sometimes be harmless, but other times can cause their victims to burst into flames, explode, or dissolve. Essentially, they are the Orky version of the [[Flamers of Tzeentch]], you never know what you&#039;re gonna get.&lt;br /&gt;
&lt;br /&gt;
Bile Squigs seem to have an enlarged earhole or an orifice for which they shoot out their concoction of liquids, it is identified by its very [[Derp|derpy appearance]] and its long tongue which maybe used to lick off any excess liquid it shoots out.&lt;br /&gt;
===Bat Squig===&lt;br /&gt;
[[File:Bat_squig.JPG|150px|right|thumb|Bat Squig]]&lt;br /&gt;
&lt;br /&gt;
A squig that has bat wings..... That&#039;s it..... Look it&#039;s just a squig that has bat wings alright it has the typical squig mentality, lives in a cave and can fly the only difference is that IT JUST HAS BAT WINGS. These Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano. It&#039;s not got some depressing story in which it lost its parents and now hunts down all everything that isn&#039;t greenskin, NO IT&#039;S JUST A SQUIG WITH BAT WINGS, also no legs.&lt;br /&gt;
&lt;br /&gt;
Might share a genetic lineage with a certain human performer with an equally surly disposition and big mouth, but that’s just speculation.&lt;br /&gt;
&lt;br /&gt;
On tabletop, at the start of your shooting phase, you can pick 1 enemy unit within 18&amp;quot; of this model and roll a dice. On a 5+ that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig minion has been removed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bat_squig_in_a_shellnut.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boom Squig===&lt;br /&gt;
[[File:Boom_Squig.JPG|150px|right|thumb|Boom Squig]]&lt;br /&gt;
&lt;br /&gt;
A special sub-species of the &#039;Splodin Squig. &lt;br /&gt;
&lt;br /&gt;
This breed is squig is frequently fired from [[Squig Launcha]]s and [[Heavy Squig Launcha]]s. Boom Squigs, also known as Mine Squigs due to their shape, are infamous for their defense mechanism of violently exploding at the slightest provocation, typically due to direct physical contact or a loud noise ([[FAIL|or sometimes even their own bouts of indigestion]]). &lt;br /&gt;
&lt;br /&gt;
They detonate with such force that they kill or maim anything unlucky enough to be in the vicinity. These creatures thus make the perfect living ammunition for Orks and are also sometimes used as landmines. They are also favored by Orks as the tools of [[Lulz|practical jokes,]] as nothing will amuse a Speed Freek more than hiding a [[Just As Planned|Boom Squig under the seat of a Rukkatrukk Squigbuggy driver like an explosive whoopee cushion.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Boom_Squif_Top.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bowel-Torrent Squig===&lt;br /&gt;
[[File:Bowel_Squig?.JPG|150px|right|thumb|Bowel-Torrent Squig]]&lt;br /&gt;
&lt;br /&gt;
A mysterious Squig referred to only as one of the most &amp;quot;revolting&amp;quot; and  &amp;quot;panic-inducing&amp;quot;. [[Shitstorm|Given its name it should be very easy to understand why.]] They are one of the numerous forms of living ammunition from the [[Rukkatrukk Squigbuggy]]. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite being important enough to be mentioned in fluff, they still didn&#039;t really get that much screen time...or an identifiable model for that specific matter in the first place. &lt;br /&gt;
&lt;br /&gt;
Fortunately for us in /tg/, the Rukkatrukk Squigbuggy model holds so many Squigs in its trunk and around the vehicle that we can sort of guess which Squig might best describe the Bowel-Torrent Squig the best. &lt;br /&gt;
&lt;br /&gt;
Due to the Squig&#039;s....[[Bullshit|unique way of expelling its munitions]], we believe that the small albeit grumpy looking Squig with the long tail &#039;&#039;may be&#039;&#039; the elusive Bowel-Torrent Squig. Ya know...&#039;cause it looks similar to that of a pigeon and this thing can &#039;fly&#039; once it exits out the Squig Launcha. We would let your figure out the rest.&lt;br /&gt;
&lt;br /&gt;
===Bag Squig===&lt;br /&gt;
[[File:Bag_Squig_2.jpg|150px|right|thumb|Bag Squig.]]&lt;br /&gt;
&lt;br /&gt;
This type of Squig has a large, gaping mouth and a bag-like body that is almost entirely composed of stomach and nothing else. The stomach coincidentally functions secondarily as a pouch that allows the Squig to survive by slowly digesting food it stores up inside its body similar to that of modern Earth animals that hibernate by eating a lot of food during the summer. If the Squig is dried out, it can be made into a flask for drinks. If it is tanned like leather, it makes a useful bag or belt pouch. &lt;br /&gt;
&lt;br /&gt;
By far one of the most practical form of Squigs used by the Orks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bag_Squig.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Burna&#039; Squig===&lt;br /&gt;
[[File:Burna_Squig_2.PNG|150px|right|thumb|Burna Squig.]]&lt;br /&gt;
&lt;br /&gt;
The Burna&#039; Squig is similar to the &#039;Sploding Squig. However while the &#039;Sploding Squig is a biological grenade the Burna&#039; Squig is a biological molotov cocktail. Inside a Burna&#039; Squig consists of multiple chemicals that when mixed, burst into flames rather than exploding. Orks sometime shake their Burna&#039; Squigs to further enhance their fiery potential (Or force them to swallow even MOAR flammable materials such as Promethium) after being thrown if it doesn&#039;t explode in their face of course.&lt;br /&gt;
&lt;br /&gt;
If the Ork is feeling a bit picky and don&#039;t really want to risk having his head blown off by enemy snipers, he can just let the Squig go off to its intended target. Of course, these may not result in the desired outcome as the Squig may be shot before it gets the chance to explode or the Squig wouldn&#039;t even explode in the first place and just growls at the target harmlessly.&lt;br /&gt;
&lt;br /&gt;
The effects of Burna Squigs are equivalent to other flammable explosives found in the Imperium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Burna_Squig.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buzzer Squig===&lt;br /&gt;
[[File:Buzzer.jpg|150px|thumb|right|Buzzer Squig.]]&lt;br /&gt;
Buzzer Squigs are an insect-like like variation of the Squig typically used by Orks and Gretchins in a [[Squig Catapult|Squig Katapult,]] as they are very vicious and a swarm can strip the flesh off a man-sized creature within seconds. They are essentially flying piranhas but without the cowardly aspects of a piranha. &lt;br /&gt;
&lt;br /&gt;
Buzzer Squigs are found among Ork fungus groves and are trapped in pots by Gretchin. The special pots are made from sun-baked mud, drilled with tiny holes to allow the Squigs inside to breathe. The top of the vessel is corked shut and sealed with more mud once a good number of Squigs has been put inside. Normally the Squigs feed by burrowing into other larger Squigs or small animals such as rats, so when they are captured they soon begin to get very hungry. They can be kept without food in the pot for many weeks, getting angrier and more savage all the time. If the Gretchin is unfortunate in capturing these hornets of doom or accidentally breaks a pot full of these things, then he may end up as their lunch.&lt;br /&gt;
&lt;br /&gt;
Gretchin can tell which pots contain the angriest Squigs from the high pitch of the droning and the vibrations of the pot as the Squigs try to burrow out (the walls of the pot must be made thick and hard). These pots, each containing a small swarm of enraged Buzzer Squigs, are the missiles fired by the Squig Katapult. The pot cracks open on impact, releasing the swarm of enraged Buzzer Squigs, who attack anyone nearby. They are great against Imperial Guards, Tau, Kroot, and low level Tyranid forces (cue irony of the [[Lulz|Tyranids getting out-NOMMED in their own game]]). Unfortunately they are quite useless when it comes to MEQs as those claws and fangs aren&#039;t going to do much against ceramite and reinforced wraithbone.&lt;br /&gt;
&lt;br /&gt;
Buzzer Squigs can also be found on the [[Rukkatrukk Squigbuggy]], although they&#039;re far more limited in role due to the presence of other Squig species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Buzzer_Squig_Model.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buzzing Squig===&lt;br /&gt;
[[File:Buzzing.jpg|150px|right|thumb|Buzzing Squig.]]&lt;br /&gt;
Not to be confused with Buzz&#039;&#039;er&#039;&#039; Squigs, Buzz&#039;&#039;ing&#039;&#039; Squigs have tiny, propeller-like wings on their tails: miniature airscrews that allow them to fly like a biological helicopter. When they contact flesh (which they can smell), they bores in and eat their way straight through the unfortunate target. Upon emerging from the victim, they immediately dive back and bore through again, or set upon another victim. Orks have learned to use these deadly nuisances as weapons. &lt;br /&gt;
&lt;br /&gt;
Gretchin are set to work trapping them for dispersal as swarms around the battlefield. Buzzing Squigs may also be kept in pots and thrown from makeshift catapults like the [[Squig Catapult|Squig Katapult.]] When the pot containing the Buzzing Squigs cracks, it releases a swirling swarm of these flesh-eating monsters.&lt;br /&gt;
&lt;br /&gt;
In all honesty though, by function there is very little difference between the Buzzer and Buzzing Squigs as they both fulfill the same niche. They only look different enough to warrant their own species.&lt;br /&gt;
&lt;br /&gt;
===Gob Squig===&lt;br /&gt;
[[File:Gob.jpg|150px|right|thumb|Gob Squig.]]&lt;br /&gt;
Gob Squigs are small enough to be put into an Ork&#039;s mouth and left there for the rest of the day (or the next few days, if the Ork forgets about it). The Squig cleans the Ork&#039;s mouth out by rooting round the teeth and eating the juicy bits of food that are stuck between them. They look like your typical fantasy [[Slime]] with a funny face although your local Commissar would suggest not petting one as they are known to bite. They are essentially an Ork&#039;s version of a toothbrush but more effective and cost-productive&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chewin&#039; Squig&#039;&#039;&#039; is another variant of the Gob Squig. An Ork can pop this sort of Squig into his mouth and chew on it while he sits and thinks (or sits and enjoys not thinking). The Ork version of a chewing gum, how the Squig could survive being munched by an Ork is a feat unknown by Imperial Xenologists.&lt;br /&gt;
&lt;br /&gt;
===Great Cave Squig===&lt;br /&gt;
[[File:99800209017_GoblinWarbossCaveSquigNEW01.jpg|150px|right|thumb|Great Cave Squig]]&lt;br /&gt;
Think a regular Attack Squig given steroids. A Great Cave Squig is simply a larger variant of the more common Cave Squig that has grown to such a magnificent size that it has become as large as an Imperial warhorse. This Squig sub-species is the second largest of the non-Squiggoth family, with only the Colossal Squig surpassing it in both size and weight. Its large mouth is filled with teeth the size of swords and sabres and their appetite as ravenous as their smaller counterparts. These things are solitary predators that like to [[Get shit done|get shit done by itself.]]&lt;br /&gt;
&lt;br /&gt;
Because of their large size, the Great Cave Squig makes for excellent cavalry for Night Goblins. However, their aggressive behavior makes it difficult for one to tame them effectively. The process of [[Rape|breaking in]] a Great Cave Squig would cost the lives of many Night Goblin, but once the beast learns to accept a rider, they serve as a more stable mount than the smaller and more unruly Cave Squig. Although they are costly to maintain, eating over twice their own body weight daily, a Night Goblin Warboss would do almost anything to keep such a magnificent asset in the hands of his tribe.&lt;br /&gt;
&lt;br /&gt;
Since they&#039;re so difficult to tame, often times Goblins don&#039;t even bother doing so, instead just chaining two Great Cave Squigs together, pointing them vaguely in the direction of the enemy and setting them loose, resulting in the infamous Mangler Squigs. The Squigs drag and pull each-other across the battlefield, resulting in them essentially becoming living wrecking balls. In Age of Sigmar, some particularly insane Loonbosses use a pair of Mangler Squigs as a mount, usually if they&#039;re leading a Squigalanche warband. &lt;br /&gt;
&lt;br /&gt;
On the even rarer occasions when a Great Cave Squig continuous to grow exponentially, they would grow to such a monstrous size that they are once again categorized into another even larger variant called simple as the Colossal Squig (As seen below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreatCave Squig.png|NYUM YUM YUM YUM YUM!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colossal Squig===&lt;br /&gt;
[[File:CollossalSquig.jpg|150px|thumb|right|Colossal Squig.]]&lt;br /&gt;
Think an Great Cave Squig on steroids and having a mouth and stomach that could rival a [[Haruspex]] and the [[Mawloc|Mawloc]] in a eating competition. The Colossal Squigs are the largest variants of Squigs known to exist short of Squiggoths. &lt;br /&gt;
&lt;br /&gt;
These cyclopean or six-eyed monsters boast an insatiable appetite, and are in essence no more than an impossibly vast fleshy maw studded with row upon row of scimitar-bladed teeth. The only way they get into battle is by finding some Orks and just moving in with them.&lt;br /&gt;
&lt;br /&gt;
The Colossal Squig is often used as a giant living battering ram, bashing and splintering anything smaller than the Squig into a fine paste. Of course the presence of the Squiggoth kind of placed the status of the Colossal Squig in question. Nevertheless, they still have the capability of eating entire Space Marines whole let alone normal Guardsmen, granting some laughs by the local Boyz if the Squig doesn&#039;t eat them first.&lt;br /&gt;
&lt;br /&gt;
Of special note is a small change to this subtype of Squig in [[Age of Sigmar]] - When a Colossal Squig dies, it blows up into a bunch of smaller Cave Squigs! ... Nature running its course?...&lt;br /&gt;
&lt;br /&gt;
===Cape Squig===&lt;br /&gt;
[[File:GloomspiteGitzDesignersNotes-Dec27-Capesquigs10vh-1.jpg|150px|right|thumb|Cape Squig]]&lt;br /&gt;
&lt;br /&gt;
These cute little Squigs are there to make you feel just a tad bit more important.&lt;br /&gt;
&lt;br /&gt;
A Squig found only in [[Age of Sigmar]]. A presumably regal and dignified breed of squig, these little beasties help Skragrott keep his magnificent cape off the floor. Or maybe they’re trying to eat it. Probably both…&lt;br /&gt;
&lt;br /&gt;
Anyways, these Squigs are quite sought after since they have a... distinct head shape of the Greenskin&#039;s moon, which makes it downright flash. Why their heads are shaped like that is anyone&#039;s guess (selective breeding?). Skragrott, the Loonking himself, is the self-styled overlord of the Gloomspite Gitz (AKA Night Goblins, copyright edition). His sinister presence upon the field of battle ensures his fellow grots fight with greater spite and cunning than ever.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these little beasties are there for decorative purposes in order to make Skragrott look more important than he really is. Seriously you think they would provide anything of substance in the actual game?&lt;br /&gt;
&lt;br /&gt;
===Eating Squig===&lt;br /&gt;
[[File:EatingSquig.jpg|150px|right|thumb|Eating Squig.]]&lt;br /&gt;
An Eating Squig (also known as Grubs or &#039;&#039;Orkus consumit&#039;&#039;) is a limbless blob used as the primary Ork food source. It resembles an elongated, squarish slug with two eyes and a small pug mouth (like a cross between a blob fish and uncanned SPAM). Orks usually prefer them cooked, but they can be eaten raw as well. Gretchin are quite adept in cooking them and have a number of methods including kebabing, marinating in fungus wine, stuffed with fungus and herbs, roasted on a spit, deep fried with fungus chips, or griddled over a campfire. Who knew the Ork race have such a fine taste at culinary skills? Again Commissars would suggest not petting one no matter how pug-cute it looks, although suggesting to eat one for emergency rationing is fine for them.&lt;br /&gt;
&lt;br /&gt;
With the fast reproduction on all Orkoid lifeforms, it is unknown why the [[Imperium of Man]] still haven&#039;t decided on capturing one of these Squigs and then mass producing them which would stop Galactic world hunger that plagues some of the Imperial Worlds (and no, [[Grox|not because of heresy]]). Maybe they are already looking into it, but with how slow the IoM usually is it may take decades to even centuries for it to be finalized and distributed in the entire Galaxy. Or it might have something to do with the fact that they&#039;re creature from the orkoid genus, so they release spores everywhere that can grow into the more dangerous parts of the genus including actual orks.&lt;br /&gt;
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If the Eating Squig is the Duck/Chicken of an Ork culinary experience, then the &#039;&#039;&#039;Juicy Squig&#039;&#039;&#039; is the foie gras of Ork cuisine. The Juicy Squig is a very rare and delicious type of Eating Squig that may perhaps be the only known Ork delicacy. This Squig lives at the very bottom of an Ork fungal drop, and are not only rare, but difficult to find and bring up from the depths. Since these Squigs are seldom caught by the Gretchin and Snotlings, they often grow quite large and become even tastier as they get older.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OCG-grot-trader.jpg|Lovely indeed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Guard Squig===&lt;br /&gt;
[[File:Guard_Squig.jpg|150px|right|thumb|Guard Squig.]]&lt;br /&gt;
Ork Kaptins have been breeding a form of Squig known as a Guard Squig, or Squig Hound to some. Think of them as Guard Dogs. These creatures have all the ferocity of an Attack Squig, but are bred to be utterly loyal to their masters. When alone or not in battle, Squig Hounds are usually seen sleeping on their post or lying on their master&#039;s lap. Guard Squigs are often seen as a step up above the normal Attack Squig due to their aforementioned loyalty.&lt;br /&gt;
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Guard Squigs are not to be confused with the Herd Squig whose nickname also bears the name Squighound or the [[Derp|actual Squighound themselves.]] Why GeeDubs thought repeating the name of three different species is a good idea is a mystery. Is it though? These are orks we’re talking about. Considering the rather direct (and often short) manner with which orks approach life, it’s hardly a surprise they’d have one name for several breeds of squigs. One ork may name a particular breed of squig a bitey squig for biting a lot, only to have his head bit off by said squig, prompting the next ork to confirm that it is indeed a bitey squig, while somewhere else in the mob the same little drama is occurring with an entirely different breed of biting squig with identical results. Orks are pragmatic...in their way.&lt;br /&gt;
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===Targeting Squig===&lt;br /&gt;
[[File:Targeting-squig-art.jpg|150px|right|thumb|Targeting Squig.]]&lt;br /&gt;
A unusual type of Squig, Targeting Squigs (&#039;&#039;Orkus scopum&#039;&#039;) are weird creatures with a single targeting eye that serve as biological equivalents of Gitfindas used by Flash Gitz. Sometimes their pupils are even shaped into a cross-hair.&lt;br /&gt;
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How the Squig could communicate with the Flash Gitz is unknown. Although certain unique sounds or barks could be help the Ork to signal that there may be ample prey around. That or it could flash different colors or release certain pheromones that only Orkoid species can detect.&lt;br /&gt;
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On tabletop there is very little difference between the Squig and regular Gitfindas other then the cosmetic change. And they are cool looking model.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Targeting-squig.png&lt;br /&gt;
File:Last-wall-squig.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Face-Eater Squig===&lt;br /&gt;
[[File:Face Eater.jpg|150px|right|thumb|Face-Eater Squig.]]&lt;br /&gt;
Like how Humans have binge eating contests, the Orks have their own variety. Of course in this case the food has the potential of eating your face off. Here is where the Face-Eater Squigs come into play. The Face-Eater Squig is a toothed variety of Squig used both as a weapon and in the infamous Ork face-eating contests. &lt;br /&gt;
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These Squigs, also known as &amp;quot;Gnashers&amp;quot; or &amp;quot;Gnasher Squigs,&amp;quot; are a vicious mass of sharp teeth and claws. In their active state they appear to be just a gnashing mouth and very little else, though they look much like any other Eatin&#039; Squig when they are at rest. Because of their violent nature, Gnashers provide the Orks with endless entertainment, and Squig-eating is one of the Orks&#039; favorite pastimes. The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.&lt;br /&gt;
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Some Painboys made attempts to use Gnashers to amputate a patients limbs, but these attempts weren&#039;t very successful as they tend to bite off orderlies&#039; arms or even Dok&#039;s fingers. Face-Eaters are often used as an attack squig. This organism is known to Imperium biologists as Orkus ravenati.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GnasherSquig.jpg|Nasty little fuckers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Flesheater Squig===&lt;br /&gt;
[[File:Flesheater.jpg|150px|right|thumb|Flesheater Squig.]]&lt;br /&gt;
In order to increase their wealth, some Orks breed large, ferocious beasts known as Flesheaters. The Flesheater has a great, gaping mouth like a crocodile, full of rows of sharp fangs that are similar to an Ork&#039;s canine teeth. They look like furry Orky crocodiles. Flesheaters continually shed and replace their teeth, and all the Orks have to do to collect this wealth is send a Gretchin to collect the teeth, who, of course, aren&#039;t overly keen on this duty. &lt;br /&gt;
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Like Ork teeth, Flesheater teeth also deteriorate after a few years. Flesheaters are extremely long-lived, but rarely breed in captivity, making them even more valuable. Most Orks who own Flesheaters are either already Nobz, or become Nobz on account of the wealth derived from owning these Squigs. Not surprisingly, impoverished Orks sometimes attempt to steal a Flesheater, or even raid rival settlements to capture them. &lt;br /&gt;
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They are literally a mobile money-making machine - who says money can&#039;t grow on &amp;lt;s&amp;gt;trees&amp;lt;/s&amp;gt; animals?&lt;br /&gt;
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===Gas Squig===&lt;br /&gt;
[[File:GasSquigs.jpg|150px|thumb|right|Gas Squig.]]&lt;br /&gt;
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It is a Squig that literally has a [[Lulz|killer fart.]]&lt;br /&gt;
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The Gas Squig produces a gas so toxic that Orks with gas masks throw this Squig in combat, using the Squig itself as a chemical weapon. They&#039;re essentially living gas bombs.  Despite their use as a one time explosive however, the Ork can just let the Squig run loose in the battlefield, spreading as much chaos as possible as these nasty little runts can cover an entire field in a bath of toxic miasma and corrosive chemicals. &lt;br /&gt;
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It is unknown what type of chemicals is needed for the Gas Squig to unleash a untold volume of lethal farts. High levels of methane or magic/warp-related bullshit is the only potential answer.&lt;br /&gt;
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They are seen as one of the summoning Squigs in Warhammer Online.&lt;br /&gt;
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According to the illustration of Warhammer Online, Gas Squigs look like normal Attack Squigs but with hole-like projections that constantly spew out the toxic materials like chimneys.&lt;br /&gt;
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===Hair Squig===&lt;br /&gt;
[[File:Hairy.jpg|150px|right|thumb|Hair Squig.]]&lt;br /&gt;
Do you want to know how and where the Orks get their hairy ponytails from? Well the answer is obviously simple: they use Squigs to do the job, due to Orks being naturally hairless. Hair Squigs are a parasitic variety of Squig which possess small bodies, no legs, no eyes, and a pair of pincers in place of a mouth. &lt;br /&gt;
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They have long hair running from their tiny bodies that Orks like to customize and dye after clamping the Squig&#039;s pincers onto their own hairless heads, though this customization has no effect on the Squig&#039;s health.&lt;br /&gt;
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One particular variety of Hair Squig is known as &#039;&#039;&#039;Chin Squig&#039;&#039;&#039;. These creatures feature a long thin body with claws and hair all over it and serve as the equivalent of a beard. They are also known to be a sign of age and status among Orks.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hair Squig.jpg&lt;br /&gt;
File:Chin_Squig.jpg|Chin Squig.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Limpin Squig===&lt;br /&gt;
[[File:AoSSquigs-Jan8-SquigBall1jvrh.jpg|150px|right|thumb|Limpin Squig or a turkey drumstick, you make the call.]]&lt;br /&gt;
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[[Lolwut|A Squig football/handegg. Yeah its weird but it makes sense in context.]] &lt;br /&gt;
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Technically, this squig is from [[Blood Bowl]] rather than the [[Age of Sigmar|Mortal Realms (AKA Age of Sigmar)]], but its existence is so hilariously dumb it might as well be part of the Squig family. Also known as the Squigball, Orc teams are known for using squigs as balls, shearing one leg off so it can’t run away. Sometimes, they just find a particularly bulbous Squig and then literally kick its ass.&lt;br /&gt;
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These Squigs must be extremely durable, squishy and bouncy. The best Limpin&#039; Squigs have flesh that is extremely flexible, sturdy bones to survive repeated impacts and kicks, a skin firm enough to be held onto for long periods of time, an attitude that makes sure it doesn&#039;t ends up biting its holder in the middle of some intense Blood Bowl, and just the right enough shape to bounce to its trajectory.&lt;br /&gt;
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It is not known is they exist in 40k or AoS, although seeing as how Orks/Orcs are stereotypical British hooligans, we wouldn&#039;t be surprised if they did.&lt;br /&gt;
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===Mendin&#039; Squig===&lt;br /&gt;
[[File:Squig-hairy-medical.jpg|150px|thumb|right|Mendin&#039; Squig.]]&lt;br /&gt;
Mendin&#039; Squigs or more commonly (and annoyingly) called the Hairy Squigs (Again not to be confused with Hair Squigs much to the Xenobiologist&#039;s constant frustration) is a type of medicinal Squig. Hairy/Mendin&#039; Squigs are used by Painboyz as over glorified stitches. The Painboy simply applies it to the open wound, which it holds closed with its tiny, needle-like teeth. The Painboy then twists its tail off, leaving the head embedded in the flesh, repeating the process until the wound is &amp;quot;riveted up.&amp;quot; The Mendin&#039; Squig then feeds off blood oozing from the wound, thus keeping it clean and free from infection. By the time it shrivels and drops off, the wound has usually healed. &lt;br /&gt;
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This form of medical technique is actually quite closer to reality than make believe. Some South American and African tribes use particularly large bulldog ants to act as crude stitching. They just grab the ants and allow the powerful jaws to snap shut on the wound and like the Mendin&#039; Squigs they then twist its body off, leaving only the head which is still in contact with the wound until it shrivels and falls off once fully healed.&lt;br /&gt;
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===Herd Squig===&lt;br /&gt;
[[File:HerdSquig.jpg|150px|right|thumb|Herd Squig.]]&lt;br /&gt;
Herd Squigs have been specially bred and developed by Runtherds for the purpose of herding and controlling the herds of Runtz. They are related to the many varieties of pet Squigs, but have been selectively bred for their speed, intelligence, ferocity and endurance. &lt;br /&gt;
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Their long, sensitive snouts and keen ears enable them to track down errant Snotlings and Gretchin wherever they might hide. Herd Squigs are excellent tracking beasts, and can follow trails which are days old. &lt;br /&gt;
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They are also called Squighounds, which as you already know, [[Herp|should not be confused with the Guard Squig who already bears that nickname or the actual Squighounds themselves.]]&lt;br /&gt;
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They are like pigs but more Orky.&lt;br /&gt;
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===Horned Squig===&lt;br /&gt;
[[File:HornedSquig.jpg|150px|right|thumb|Horned Squig.]]&lt;br /&gt;
&amp;lt;s&amp;gt;A Squig that&#039;s [[/d/|&#039;&#039;so Horny!&#039;&#039;]]&amp;lt;/s&amp;gt; {{Blam}}&lt;br /&gt;
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The Horned Squig is a Squig which is gifted with long, sharp horns stretching from its head that Orks often jam into barricades to serve as living obstacles or act as a moving and mobile battering ram for siege warfare. They act like bulls and if used against troops, often ram its horns into the poor unfortunate sod in a relentless, charging stampede. They have a brighter red color scheme than Cave Squigs.&lt;br /&gt;
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If the Horned Squig is disabled, then the Ork can simply just strap the Squig on its forearm and use it as a living weapon. The Orks are anything but wasteful and is capable of using everything, even other living organisms to its &#039;full&#039; potential. &lt;br /&gt;
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Like the Gas Squigs they are seen as one of the summoning Squigs in Warhammer Online.&lt;br /&gt;
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===Mimic===&lt;br /&gt;
[[File:Squig_Mimic.PNG|150px|right|thumb|Mimic.]]&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;CA-CAW! OI GITZ GET MOVIN UNLESS YOU WANT ME TO TELL DA BOSS ON WHO IS MUCKIN&#039; ABOUT!&amp;lt;/span&amp;gt; &lt;br /&gt;
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A particularly popular type of pet Squig is known as the Mimic. As you imagine, they are Ork parrots. This Squig has a large and toothy beak-like mouth and is vaguely parrot-like in both appearance  and function. &lt;br /&gt;
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Mimics can be seen perched on the shoulders of many an old and haggard Ork usually from the [[Freebooterz ]]to keep the pirate theme, casting expletives and insults at Greenskin passersby. Kaptins have a endearing affection to these little creatures and their ability to shout and swear at larger and more opposing Orks is often seen as a humorous delight to the Kaptin. Although woe to any Ork who accidentally swat these creatures out of annoyance. [[FATAL|The chance of getting your head wired to a Big Lobba by a pissed off Kaptin? Too high.]]&lt;br /&gt;
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===Oily Squig===&lt;br /&gt;
[[File:Grot_Oiler.jpg|150px|right|thumb|Oily Squig.]]&lt;br /&gt;
The Oily Squig is a variety of Squig bred by Ork Meks to create fuel for the Orks&#039; ramshackle vehicles. They create the fuel, an organically-synthesized version of Promethium, in their rotund bellies, and it can be squeezed out of their anteater-like trunks. These Squigs have no mouths, other than their trunk, and are not combat-oriented like their far more aggressive counterparts. &lt;br /&gt;
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The most efficient way of extracting the oil from the creatures is to use a large pressing machine, although more primitive methods, such as having gretchin to jump up and down on them are also widely used. Orks prepare the barrels of the squig oil in advance and take those with them when they go on campaigns.&lt;br /&gt;
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There exist two varieties of Oily Squigs, one with arms and a distinct head, and one that resembles an Attack Squig with a trunk for dispensing their fuel oil.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig-oily.jpg&lt;br /&gt;
File:7e-grotoiler.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Paint Squig===&lt;br /&gt;
[[File:PaintSquig.jpg|150px|right|thumb|Paint Squig.]]&lt;br /&gt;
Orks can be creative artists too! This small, vividly colored Squig excretes powerful dyes that are used as warpaint. These paints are also used by Gretchin artists as pigments for wall paintings and decorative banners. &lt;br /&gt;
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Many Paint Squigs have tufts of hair on their trails, which allows the artist to use the Squig as both a brush and tube of paint simultaneously. The shells of Edible Squigs are also used by Gretchin artists as paint pots and palettes. &lt;br /&gt;
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===Parasite-Hunting Squig===&lt;br /&gt;
[[File:Parasite-Hunter.jpg|150px|right|thumb|Parasite-Hunting Squig.]]&lt;br /&gt;
Parasite-Hunting Squigs are tiny but voracious feeders used to clear an Ork&#039;s body and clothes of parasites. An Ork simply drops a handful of these Squigs into his clothing and lets them crawl around. They look like Orkified spiders which can give arachnophobes nightmares but the Orks don&#039;t give a zog.&lt;br /&gt;
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The Squigs prey on lice, ticks or leeches the Ork may have acquired in the course of his many unsavoury habits. When the engorged Parasite-Hunting squigs drop out of the Ork&#039;s clothing, the Ork simply gathers them up and pops them into his mouth for a juicy chomp.&lt;br /&gt;
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===Screech Squig===&lt;br /&gt;
[[File:Screech_Squig.JPG|150px|right|thumb|Screech Squig]]&lt;br /&gt;
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A mysterious Squig referred to as having [[Sonic Weaponry|oversized lungs that allow it to make an extremely loud screech.]] Screech Squigs disorient, incapacitate and make the enemy&#039;s ear drums burst in one of the most horrid sounds possible (We in /tg/ imagines it as mixing the cries of an infant that has sand paper in its throat with that of fingernails scratching the surface of a chalkboard). They are one of the numerous forms of living ammunition from the [[Rukkatrukk Squigbuggy]].&lt;br /&gt;
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Unfortunately, despite being important enough to be mentioned in fluff, they still didn&#039;t really get that much screen time...or an identifiable model for that specific matter in the first place.&lt;br /&gt;
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Fortunately for us in /tg/, the Rukkatrukk Squigbuggy model holds so many Squigs in its trunk and around the vehicle that we can sort of guess which Squig might best describe the Screech Squig the best. Due to the fact that it is nothing more than a weaponized Mimic or a living Sonic Weapon, the Screech Squig needs both a big mouth and a wide barrelled body to encompass its huge lungs. Unfortunately, most Squigs have a big mouth and a wide body. Likewise, we hypothesize that the Screech Squig might be in fact, the big Squig we see inside of the Heavy Squig Launcha. This is alluded to the fact that its mouth is close relatively shut and will only open once fired from the Launcha. You wouldn&#039;t want your Boyz to go all bleeding in their noggins because they failed to pacify that thing right?&lt;br /&gt;
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A similarly themed and named Squig exists in Age of Sigmar called the &#039;&#039;&#039;Syari Screamersquig&#039;&#039;&#039;. A rare albino beast that loathes any form of light, and reacts to it with ear shattering screams. Unfortunately for it, it’s native to the Syari region of the Realm of Light. It’s been hunted to near extinction by the Lumineth Realm-Lords and is prized by many Grot Loonbosses for its screaming powers.&lt;br /&gt;
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===Snufflesquig===&lt;br /&gt;
[[File:Snufflesquig.PNG|150px|right|thumb|Snufflesquig]]&lt;br /&gt;
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Squig truffle pigs but more [[Derp|derpy in appearances.]] &lt;br /&gt;
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Snufflesquigs are little more than massive noses and snapping mouths with wiry little legs that can be trained by Sneaky Snufflers to identify Looncaps, a type of mushroom that grows from the light of the Bad Moon, from others that induce effects such as vomit slime, break out in luminous yellow spots, babble uncontrollably or even burst into flames. When the Bad Moon approaches these unique squigs begin to howl with raised snouts.&lt;br /&gt;
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Like truffle pigs, Snufflesquigs have a tendency to eat these shrooms if not carefully attended.&lt;br /&gt;
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May be a reference to Snuffler Orcs, a breed of Orc from Middle Earth described as small, black, and huge nosed, used for tracking victims.&lt;br /&gt;
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===Smasha Squig===&lt;br /&gt;
[[File:LAEMX6Acaz90SDmn.jpg|200px|right|thumb|Smasha Squig]]&lt;br /&gt;
A cousin to the [[Squighog]], the Smasha Squig is basically an orkified [[Dinosaur|Pachycephalosaurus]].&lt;br /&gt;
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Smashas are usually ridden by [[Nob]]s from the [[Beast Snagga]] sub-kulture, where they are often found leading mobs of [[Squighog Boy]]z into battle. The Smasha Squig itself is bipedal, running on two legs rather than four. It is also larger, tougher, and even more ferocious than your regular old [[squighog|Squig Bacon]]. Any Nob who has managed to beat a Smasha Squig into submission is &#039;&#039;not&#039;&#039; an Ork to be trifled with.&lt;br /&gt;
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Once &amp;quot;tamed,&amp;quot; a heavy armor plate is bolted to the Smasha Squig&#039;s skull. This is not done to protect the squig, for among its kind it is already noted for having an exceptionally thick skull encasing an exceptionally tiny (and shock-resistant) brain. Rather, the plate enhances the beast&#039;s natural head-butting tendencies so that the Smasha truly becomes a living, snarling wrecking ball. &lt;br /&gt;
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On the tabletop, the Smasha Squig complements the Nob rider who is already a beast (pun intended) in close combat. Crunchwise, this oversized fungal dinosaur grants additional attacks with its jaws and its Smasha &#039;Ead has a chance to deal up to [[rape|five mortal wounds]] after a charge or heroic intervention. Finally, the rider is equipped with a Big Choppa and a slugga, and with T6 and 5 wounds the model is just as hard to kill as you&#039;d expect.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Spiky Squig===&lt;br /&gt;
[[File:Spiky.jpg|150px|right|thumb|Spiky Squig.]]&lt;br /&gt;
Spiky Squigs look like a living ball covered with spines which, when agitated, as an instinctive reaction, can shoot out at any threatening creature rather like a porcupine (except porcupines can&#039;t actually do that) .&lt;br /&gt;
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These spines inflict a poisonous sting on anyone struck by them, though the effect of the poison on Orkish flesh is not as drastic as it is on other races due to the similar biology of all Orkoid races. Squigs of this kind are used in some bionik arms fitted with cages and a quick release system, so they can be used as a close combat weapon as a living, breathing Morning Star.&lt;br /&gt;
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Spiky Squigs move via rolling around like a ball, however when it comes to hunting food, it would propel itself at high speed before launching into the unsuspecting prey. Launching its poisonous spines and letting it run its course. This unusual hunting method has been seen by xenobiologists as bizarre and weird.&lt;br /&gt;
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===&#039;Sploding Squig===&lt;br /&gt;
[[File:Splodin_Squig.jpg|150px|right|thumb|&#039;Sploding Squig.]]&lt;br /&gt;
A biological grenade used by the Orks if they run out of stikkbombs. &#039;Sploding Squigs possess multiple stomachs, each containing a thick broth of unstable digestive chemicals. Some &#039;Sploding Squigs may be covered in spines which may act as fragmentation when it explodes.&lt;br /&gt;
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When agitated, usually though violent shaking, the &#039;Sploding Squig&#039;s digestive juices combine into a combustible liquid, causing the Squig to explode in a shower of meat, teeth, and bone fragments. While typically thrown in combat, &#039;Sploding Squigs are also often buried and used as mines. Orks are known to force-feed &#039;Sploding Squigs a meal of scrap metal before battle in an effort to enhance their lethality.&lt;br /&gt;
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If the Ork is feeling a bit picky and doesn&#039;t really want to risk having his head blown off by enemy snipers he can just let the Squig go off to its intended target. Of course this may not result in the desired outcome as the Squig may be shot before it gets the chance to explode or the Squig wouldn&#039;t even explode in the first place and just growls at the target harmlessly. &lt;br /&gt;
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However, the widespread use of regular Bomb Squigs has lessened the value of &#039;Sploding Squigs as Bomb Squigs are just regular Attack Squig fitted with explosives. No need to wait around for a specialized and uncommon Squig to mature when the most common type of Squig already fills in their purpose.&lt;br /&gt;
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===Spore Squig===&lt;br /&gt;
[[File:AoSSquigs-Jan8-SporeSquig3mteg.jpg|150px|right|thumb|Spore Squig]]&lt;br /&gt;
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[[Drug|A Squig to huff some shrooms and get high.]]&lt;br /&gt;
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A walking LSD projector. These little squigs are used defensively by Fungoid Cave-Shamans, who need but stamp on one to release an obscuring cloud of spores. The Fungoid Cave-Shamans themselves are the lepers of Goblin kind. Found only in [[Age of Sigmar]], the mushroom-gobbling grot maniacs known as Cave-Shamans are obviously not right in the head. &lt;br /&gt;
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To these greenskinned nutters, to get lost in a brain-mangling vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best. &lt;br /&gt;
&lt;br /&gt;
The Spore Squig is nothing more than a living, breathing hookah for the greenskin to sniff some grade-A meth and can, on command, release said spores towards its enemies to make them just as high as the Squig&#039;s personnel caretakers. &lt;br /&gt;
&lt;br /&gt;
Moral of the story, don&#039;t do drugs kiddos, especially on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Squigadon===&lt;br /&gt;
[[File:Squigadon.JPG|200px|right|thumb|Squigadon.]]&lt;br /&gt;
A form of Squig larger than a Great Cave Squig but smaller than a Giant Squig. Maybe a smaller [[Squiggoth]]. &lt;br /&gt;
&lt;br /&gt;
First appeared in White Dwarf, and utilized by Hobgoblins. The creator of this monster was from Nick Bayton who literally used a Large Squiggoth from Forgeworld and converted it into a unit for Fantasy by using the [[Lizardmen|Stegadon]] rules in battle. Whilst it may look big, don&#039;t let it fool you. Perspective is deceptive and whilst hobgoblins may view it as huge, you should take note that hobgoblins are like half the height of a human, so that Squigadon would be slightly bigger than a rhino.&lt;br /&gt;
&lt;br /&gt;
Seeing as how the Squigadon is literally a converted [[Squiggoth]], whether it would be considered another demonym for a Squiggoth or an entirely different subspecies is unknown. Moreover, how &#039;canon&#039; this Squig is, we have no clue since it only appeared in &#039;&#039;one&#039;&#039; issue of White Dwarf and that&#039;s it. We don&#039;t even have any of the bearest hints of fluff. So your guesses on its validity are as good as ours. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
W8ox5l0jxaua.jpg|As it appeared in White Dwarf.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Squiggoth]]===&lt;br /&gt;
The largest of all squig species, have their own page.&lt;br /&gt;
&lt;br /&gt;
===Squigeon===&lt;br /&gt;
[[File:Squigeon3.jpg|150px|right|thumb|Squigeon.]]&lt;br /&gt;
&lt;br /&gt;
Squigeons (&#039;&#039;Orkus aerium&#039;&#039;) are the Squig counterparts of the Terran pigeon or columbidae if you are feeling fancy, often utilized for sending messages during battle amongst Ork tribes that lack more advanced methods of communication. Although they are sometimes hunted by the dreaded Squighawk or used as target practice by Stormboyz.&lt;br /&gt;
&lt;br /&gt;
[[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|They are the cutest little orkspawn your will ever get the chance of meeting.]] Unfortunately, due to GeeDubs incompetence, we never ever get to see them further fleshed out in fluff. This time the Commissar would be fine with you petting a Squigeon. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squigeon.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squighawk===&lt;br /&gt;
[[File:SquigHawk.jpg|150px|right|thumb|Squighawk.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;BA-CAAAWK! OM NOM NOM NOM NOM!&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Think of a Orkified Pterodactyl. Squighawks are a wild, flying species of Squig that are large enough to eat Orks. Thus, they are ECKS BAWKS HUEG.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they are often too difficult to be trained (Could be because the Squighawk view Orks are prey #1) and are rarely used by Ork Runtherdz which is saying something on how hard it is to tame these things when the Orks manage to successfully do it to the much larger Squiggoth.&lt;br /&gt;
&lt;br /&gt;
Still, it would be cool if we actually got to use these &amp;lt;s&amp;gt;Dinosaurs&amp;lt;/s&amp;gt; flying reptiles on the tabletop. Chances are, these things could potentially reach a size to rival some larger Tyranid flying strains such as the [[Harpy]].&lt;br /&gt;
&lt;br /&gt;
===Squig-Hog===&lt;br /&gt;
[[File:Beast Snaggas.jpeg|200px|right|thumb|Squig-Hog]]&lt;br /&gt;
[[Boarboyz]] haven&#039;t been mentioned in core Ork fluff for quite some time. While they were cool in their own way, it didn&#039;t really ever make sense for Orks to be riding Earth animals in the first place. Well, as of 9th Edition it seems that Boarboyz have been retconned and/or [[squatted]] for good, because [[Squighog Boy]]s have now been introduced as a far more [[awesome]] type of Ork heavy cavalry. Squig Hogs are tougher, larger, and far more dangerous than other types of cavalry such as a horse or warboar, and they can eat pretty much anything that fits in their mouths (including the rider, if he fails to keep his mount in line). However, the horse still has a modest speed advantage.&lt;br /&gt;
&lt;br /&gt;
[[Beast Snagga]]s use them as cavalry like the Imperium&#039;s [[Rough Riders]] and they are &#039;&#039;thicc&#039;&#039; enough that a [[Gretchin]] can hop on as well. Snaggas who ride these guys are called [[Squighog Boy]]z. While Squighog Boyz can belong to any Klan, they are presumably most common among the [[Snakebites]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, Squighogs have a pretty nasty bite of S6, AP-1 and D2, meaning you should be able to dispatch the now tough-to-kill [[Primaris Space Marines]] as well as other MEQs and GEQs consistently. What you want from it however, is the fact that these walking fungal bacons are allowed 2 additional attacks every time the unit fights. Combined with the additional weapons from the Ork himself and you get a nasty cavalry unit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Squighound===&lt;br /&gt;
[[File:Squighound.jpg|right|150px|thumb|Squighound.]]&lt;br /&gt;
Squighounds (&#039;&#039;Orkus canis&#039;&#039;), commonly known as &amp;quot;Growlers,&amp;quot; are a variation of the Attack Squig, used by Ork Slaverz to help them keep the Gretchins and slaves from other races in line, some have four legs, although two-legged varieties certainly exist. &amp;quot;Growlers&amp;quot; are also often kept as a form of pet by other Orks, as they are roughly the size of a small dog, hairy, and particularly vicious. &lt;br /&gt;
&lt;br /&gt;
A Pet Squig often scurries about behind its master, barely under his control, giving its owner no end of amusement and laughs [[Troll|especially when the Squig snaps at the ankles of another Ork.]]&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the Guard Squig or Herd Squig who are also [[Derp|referred to as &#039;Squighound&#039;.]]&lt;br /&gt;
&lt;br /&gt;
===Squigosaur===&lt;br /&gt;
[[File:Squigosaur_2.JPG|200px|right|thumb|Squigosaur]]&lt;br /&gt;
The Squigosaur are large two-legged squigs, that [[Beast Snagga]]s ride upon. They are similar in appearance to the Smasha Squig, but whilst the Smasha Squig is an Orky Pachycephalosaurus, the Squigasaur is the Allosaurus of the family.&lt;br /&gt;
&lt;br /&gt;
The most famous of which is the Big Chompa or otherwise known as &#039;&#039;&#039;The Great White Squig&#039;&#039;&#039; (AKA the Great White Shark on legs or &amp;quot;I can&#039;t believe it&#039;s another Moby Dick reference!&amp;quot;). A legendary alpha Squigasaur regarded as the most belligerent, vicious, and savage of its kind. It was responsible for a breathtaking number of missing Boyz and was also thought to be utterly untameable. That is, until Beast Snagga Mozrog Skragbad appeared with all his chad energy and proceeded to beat the ever-loving shit out of it for three days until it complied.&lt;br /&gt;
&lt;br /&gt;
Although he has tamed the Squigosaur, it will revert to its original destructive nature when he is not nearby. In order to keep Big Chompa in line, the long-suffering Skragbad is forced to keep himself at its side and the two are rarely seen apart.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Squigosaur&#039;s jaws works lethally well with a mounted [[Beastboss]]; three extra attacks which can practically gobble up [[Terminator]]s - especially if you roll a 6 to hit and score 3 mortal wounds. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Squigosaur.JPG|The Great White Squig&lt;br /&gt;
HxDM6t0oZyXjrBtR.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Squigpipe===&lt;br /&gt;
[[File:Pipe.jpg|150px|right|thumb|Squigpipe.]]&lt;br /&gt;
Just to further hone in the Scottish stereotype within the Orks (prejudice much, GeeDubs?). This special type of Squig is used by the Orks as a musical instrument. Several tube-like proboscises emanate from this Squig&#039;s bag-like body. &lt;br /&gt;
&lt;br /&gt;
The Musical Squig can be tucked under one arm and inflated by blowing down the proboscis. Then, by squeezing the Squig, weird and terrifying sounds can be made through the creature&#039;s proboscis pipes. This turns the Squig into a musical instrument, much like the bagpipes, but a thousand times more cacophonous. Orks like to go into battle accompanied by this Squig much to the detriment of their enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OCG-grot-playing.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squigshark===&lt;br /&gt;
[[File:SquigShark.jpg|150px|right|thumb|Squigshark.]]&lt;br /&gt;
Orks as Jaws. Squigsharks are the Squig counterparts of Terran sharks that inhabit Ork-infested worlds. And no they are not huggable; your local Commissar definitely urges you to &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; pet one out of safety and preventing potential stupidity.&lt;br /&gt;
&lt;br /&gt;
They are known to be very dangerous beast and many Ork sailors trying to cosplay as Moby Dick ended their lives as a food for Squigsharks. Whenever one appears, it is obligatory to play the signature Jaws music. They are by far the top oceanic predator of any Ork World.&lt;br /&gt;
&lt;br /&gt;
YOU. HAVE. BEEN. WARNED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Deff_Skwadron_Squig-Shark-2.jpg|Dun dun...dun dun...dun dun dun dun dun....&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squig Gobba===&lt;br /&gt;
[[File:Squig Gobba 2.jpg|200px|right|thumb|Squig Gobba.]]&lt;br /&gt;
A [[Forge World]] model, which is the size of a colossal squig. The difference is that this one can fire smaller squigs out of its mouth. The Squig Gobba is essentially living artillery. &lt;br /&gt;
&lt;br /&gt;
Dragged and prodded onto the battlefield by its malevolent Goblin tenders, it is a huge beast with an oversized gaping maw, a set of extremely powerful lungs and a ravenous appetite to rival even that of a Troll. With the Squig Gobba heavily chained into position to prevent it bounding off after the first tasty morsel it spies, its tenders start dragging lesser squigs from the cages surrounding them as battle is joined, slicking these vicious beasts with foul-tasting noxious liquids. &lt;br /&gt;
&lt;br /&gt;
This not only renders the creatures senseless for a short time, but also prevents the Squig Gobba from immediately swallowing them as the stunned squigs are unceremoniously stuffed into its jaws. Goblins can also make it explode if they want to.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig Gobba.jpg|Hey look! It seems that the last of the Gastric Brooding Frogs have evolved!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stalagsquig===&lt;br /&gt;
[[File:GloomspiteGitzDesignersNotes-Dec27-Stalagsquig10vx-1.jpg|150px|right|thumb|Stalagsquig]]&lt;br /&gt;
&lt;br /&gt;
Squigs are highly adaptable creatures, taking a myriad range of forms. Some, for example, infest the rock itself, creating Stalagsquigs.&lt;br /&gt;
&lt;br /&gt;
The Stalagsquigs are a what happens when orks and gobboz believe that &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&amp;quot;OIH DAT STONE FING OVER DERE LOOKS LIKE A BITEY SQUIG&amp;quot;&amp;lt;/span&amp;gt; and as such the power of [[WAAAGH|WAAAAAAAAAAAAAAAAAGH made it so.]] The species looks like normal stalagmites from afar but get close enough and you will be introduced to a stone skinned biting nightmare. This particular breed has yet to be seen in 40k but it is prevalent in Ye Age of golden hammer jackasses [[Age of Sigmar]]. &lt;br /&gt;
&lt;br /&gt;
It is unknown how these squigs move (if they move at all?) since they seem to have no visible legs, unless it&#039;s a luggage scenario where it sprouts thousands of little legs from its base when it wants to move.......WELP, have fun sleeping after thinking about that. Emperor damn, it&#039;s like the [[Chaos Spawn|chaos spawns all ov-BGRIHSRAJKHSJAHDSAIUOFDGHU.]] However, according to Warhammer Community, they are totally immobile and viciously hungry creatures that make exploring caves in the Mortal Realms an even worse idea than you thought it was. &lt;br /&gt;
&lt;br /&gt;
As a side note there has been no recorded evidence on how big these squigs can grow to but seeing as how normal stalagmites can grow to be bigger than a sky scraper if given enough space we might have to worry about descending into caves in the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
It is not known whether they have a stalactite version for the stalagsquig.&lt;br /&gt;
&lt;br /&gt;
===Swab Squig===&lt;br /&gt;
[[File:Swab.jpg|150px|right|thumb|Swab Squig.]]&lt;br /&gt;
The Swab Squig is a type of Hair Squig, but unlike the long trailing hair of its cousins, its round body is covered with short, fluffy fur. Orks use Swab Squigs to mop up during operations, and they come in handy for emergency handkerchiefs too. Despite looking like a giant fluffball they have a humongous mouth and are quite snappy too. Swab Squigs tend to share a comedic relation with [[Snotling|Snotlings]] due to the latter&#039;s mentally retarded habit of poking things that should not be poked, which often ends with the little snots running around having their asses bit by the Swab Squig.&lt;br /&gt;
&lt;br /&gt;
Non-pettable by your local Commissar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig-swab-2.jpg|It is wise not to pet something that looks cute....&lt;br /&gt;
File:Squig-swab-3.jpg|....Or else this happens. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syringe Squig===&lt;br /&gt;
[[File:Syringe.jpg|150px|thumb|right|Syringe Squig.]]&lt;br /&gt;
Syringe Squigs are primarily used for medicinal purposes. These medical Squigs have natural properties which Painboyz find useful when patching together battle-damaged Orks. Syringe Squigs have a long needle-sharp proboscises with which they inject venom into their prey. Syringe Squigs exude a soporific venom which makes a fine anesthetic for Orks when the traditional anesthetic (known to other races as a &amp;quot;concussion&amp;quot;) is unavailable.&lt;br /&gt;
&lt;br /&gt;
Syringe Squigs are divided by their sizes to &#039;small&#039;, &#039;big&#039; and &#039;urty&#039; which are used depending on the strength of the dose required. The venom is sometimes extracted from the creature and used separately for mixing up some kind of special &#039;medicine&#039;, or if a really large dose is needed.&lt;br /&gt;
&lt;br /&gt;
===Tapewyrm Squig===&lt;br /&gt;
The Kruleboyz Orruk shaman Gobsprakk can summon a squirming swarm of Tapewyrm Squigs inside the stomachs of his enemies, sickening them and even causing them to explode in a shower of Waaagh! Magic like some sort of twisted DeviantArt fetish. Yeah.&lt;br /&gt;
&lt;br /&gt;
===Tomb Squig===&lt;br /&gt;
[[File:Tomb_Squig_placeholder.JPG|150px|right|thumb|Tomb Squig]]&lt;br /&gt;
From old-school Warhammer, Tomb Squigs are an albino breed of burrowing squig that feeds on corpses and undead alike. &lt;br /&gt;
&lt;br /&gt;
Often found in [[Dorf|Dwarfen]] tombs that have been broken open and looted, they are sometimes also found in graveyards where their presence often makes sure undead aren&#039;t present in these areas. Slightly smaller than regular Squigs, they possess amazingly powerful jaws for their size, which they use to break open stone sarcophagi and to bite through the ceremonial armour Dwarfs often bury their dead in. &lt;br /&gt;
&lt;br /&gt;
At the cost of there being corpse-eating squigs, these critters are as likely to attack and devour the undead as the actually dead (and living as well). As such, Tomb Squigs can serve as a [[Just As Planned|nasty surprise]]; really ruining a tomb robber’s day as not only do they present a threat to life and limb, [[Troll|they can also destroy valuable weapons and armour hidden in the tomb.]] &lt;br /&gt;
Source: https://warhammerfantasy.fandom.com/wiki/Tomb_Squigs&lt;br /&gt;
&lt;br /&gt;
===Tramplasquig===&lt;br /&gt;
[[File:Tramplesquig.JPG|200px|right|thumb|Tramplasquig]]&lt;br /&gt;
A quadrupedal Squig breed that is large enough to drag large vehicles. Tramplasquigs are the rhinoceros of the Squig family and their poor temper makes them a popular beast of war as well as a versatile beast of burden. &lt;br /&gt;
&lt;br /&gt;
The [[Beast Snagga]]s use them to carry their [[Kill Rig]]s and [[Hunta Rig]]s. Although they lack any other form of natural weapons other than their bulk and teeth, Beast Snaggas mount armored helmets with a giant blade on top to further maximize their carnage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Tramplasquig is essentially the vehicle itself. It works well in conjunction with its ferried troops. As such, the whole thing is no slouch in melee either, as it not only has the squig itself fighting but also a bunch of boyz to hack away. What it does really well is if you have the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Vampire Squig===&lt;br /&gt;
[[File:Vampire.jpg|150px|right|thumb|Vampire Squig.]]&lt;br /&gt;
The Vampire Squig is a blood-sucking creature with long sharp fangs, used by Painboyz to bleed the patient and suck bad blood and pus from septic wounds. The Squig does not seem to mind what the blood is like or from what species it comes so long as it gets a regular and plentiful supply.&lt;br /&gt;
&lt;br /&gt;
When times are hard (which for Orks is when there&#039;s not much fighting) the Painboyz are forced to find other ways to keep their pets alive, which they do by extolling the benefits of regular bleeding to otherwise healthy Orks. It is also a good way to earn tons of teef in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=== Wyrdsquig ===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyrd.jpg|150px|right|thumb|Wyrdsquig.]]&lt;br /&gt;
&lt;br /&gt;
A Wyrdsquig is a little known psychic Squig subspecies, that has close genetic links to the Gnasher Squig. Despite their close relations, they are fucking hideous; looking more like an aborted love child between [[H.P. Lovecraft|Yog-Sothoth]] and the [[Halo|Timeless One.]]&lt;br /&gt;
&lt;br /&gt;
This subspecies is rarely encountered in the wild and possesses psychic abilities similar to those of Ork [[Weirdboy]]z. The Wyrdsquig is often employed in battle as a &amp;quot;psychic bomb,&amp;quot; releasing a catastrophic telepathic shockwave at the moment of its death. So in layman&#039;s terms, it is the Ork equivalent of a Imperial [[Grenades &amp;amp; Explosives#Psyk-Out Grenade|Psyk-Out Grenade]]s.&lt;br /&gt;
&lt;br /&gt;
They are one of the few Warp-based weapons that the Orks utilize along with the [[Shokk_Attack_Gun|Shokk Attack Gun]] and [[Tellyport_Blasta|Tellyport Blasta]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
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[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
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[[Category: Age of Sigmar]]&lt;br /&gt;
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[[Category: Gloomspite Gitz]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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[[Category: Squigs]]&lt;br /&gt;
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[[Category: Megafauna]]&lt;br /&gt;
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{{template: Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367813</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367813"/>
		<updated>2022-04-12T16:16:53Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: /* Orcs in D&amp;amp;D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with tusks and green or gray skin(or some combination of the two). Typically, they are stronger than an average [[human]], though generally less intelligent as well.&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and more stupid neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term is derived from an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf and proceeded to invent orcs as a fantasy race out of whole cloth.&lt;br /&gt;
&lt;br /&gt;
=The Master Template=&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons, goblins and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
==Tolkien==&lt;br /&gt;
[[File:Tolkien Goblins.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs , and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
According to one account published after Tolkien&#039;s death in The Silmarillion, some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs, [[What| because obviously torture is totally going to influence the physiology of your offspring]]. The result was a species of ugly, bad-smelling, fanged, bow-legged, long-armed, claw-handed, hairy apelike humanoids which were &#039;sallow&#039;, &#039;swart&#039; or &#039;black&#039; in coloration, had an aversion to sunlight, ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
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Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot; and their speech, while crass, is articulate. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine (prosthetic limbs are literally stabbed into the stump, for example), and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear, their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
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Despite this, little is said by Tolkien about how Orcs live their lives on a day-to-day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
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In Tolkien&#039;s published works, &amp;quot;Orc&amp;quot; and &amp;quot;goblin&amp;quot; are synonyms (at least at first; later he said that goblins were a subtype of orc, and later still he said that they were totally unrelated). In later editions of The Hobbit, he says that &amp;quot;goblin&amp;quot; is a translation of &amp;quot;orc&amp;quot;, which is &amp;quot;not an English word&amp;quot;. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height). The largest Orcs in Middle Earth - the Uruks of Isengard and Mordor - appear to be somewhat smaller than Men.&lt;br /&gt;
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===Grey areas===&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which was strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. &lt;br /&gt;
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* Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. &lt;br /&gt;
* Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. &lt;br /&gt;
* Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. &lt;br /&gt;
* Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. &lt;br /&gt;
* One possibility, strongly hinted at in the text by the fight going out of the Orcs as soon as the Ring was destroyed, is that some kind of mind control was involved.&lt;br /&gt;
* The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, but rather the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve, but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves are exempt from this fate, being creations of the Vala Aulë who were granted life and &#039;adopted&#039; by Eru Illuvatar). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, and would explain the ostensible absence of orc-souls in the afterlife of Tolkien&#039;s cosmology, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
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In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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===Direct Adaptations===&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning whoever could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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==Warhammer==&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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==[[Warcraft]]==&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in any evolution in any master template. In fact, what it mostly did is combine concepts from previous fantasy settings into a setting and use the appearance of Warhammer Orcs, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for &amp;lt;s&amp;gt;12&amp;lt;/s&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039; full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. As the game&#039;s story moved on, the main racial plot for the Orcs concern itself with its heritage as bloodthirsty conquerors, with the younger lads wondering whether or not wanton genocide really was all that bad... One of them even took the Horde to... [[Nazi|An interesting place]]. So the nature of Orcs as evil/not-evil-just-really-fighty is still being discussed within the game.&lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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=Mold-Breakers=&lt;br /&gt;
{{topquote|Look at them. Ranks, files, locked in everlasting conflict at the whim of the player. They fight, they fall, and they cannot turn back because the whips drive them on, and all they know is whips, kill or be killed. Darkness in front of them, darkness behind them, darkness and whips in their heads. But what if you could take one out of this game, get him before the whips do, take him to a place without whips‚ what might he become? One creature. One singular being. Would you deny them that chance?|Lord Havelock Vetinari, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic [[barbarian]] rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (Also the universe where the above quote comes from) barely mentions orcs, only saying that they were made as cannon fodder for an evil empire before it was destroyed. There is, however, one orc Character; Nutt, who is Perhaps the most intelligent being in the whole setting, incredibly strong and fucking brilliant at football, although he avoids becoming a [[Mary Sue]] due to Terry Pratchett&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  This is mostly because, rather than having all the races living in their own corners of the world with their own cultures, the deserts of Al-Qadim saw lots of racial mixing around the few oases, and thus a single unified culture comprised of multiple races formed.  The only enemies who &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; gave its orcs a status as a relatively peaceful race who were once responsible for combating the threat of [[aberration]] hordes from beyond the stars, as well as founders of the tradition of druidism in-setting. Orcs generally tend to live in few places and have vastly different cultures, some good, some evil, some neutral. Even in the present, they tend to live in the swamp-regions and do no harm; they freely mingle with humans and adopt them into their tribes, so [[half-orc]]s are not only common, but have just as much an expectation of being born from consensual relationships as anyone else, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.&lt;br /&gt;
*Shadow Marches, said to be orc homeland, is home to the the Gatekeeper druids who saved the world from aberrations severl thousand years ago and are busy keeping evil unkillable daelkyr lords of madness locked in their prisons. But it&#039;s also a home to cults of Kyrzin, one of those evil lords of madness and orc tribes loyal to Gatekeepers and those loyal to Kyrzin are constantly fighting. Both tend to kill outsiders wandering through their lands, because those outsiders are usually enemy agents and it saves time, so don&#039;t get confused by Gatekeepers being the good guys, they&#039;re by no means nice guys.&lt;br /&gt;
*Droaam, right next to Shadow Marches is a multi-cultural nation of monsters and orks are a sizeable population of it. Gaa’aram tribes are your typical evil barbarian orcs, only difference being they form multi-racial tribes where orcs, goblins, ogres and trolls work together. Gaa’ran on the other hand are &amp;quot;peaceful&amp;quot; farmers and about the only people in Droaam who do agriculture. &amp;quot;Peaceful&amp;quot; is in brackets is because they would only fill you with axes and hang your mutilated corpse on a stick to deter future trespassers if you trespass on their lands, being the epitome of &amp;quot;get off my lawn&amp;quot;.&lt;br /&gt;
*Demon Wastes have two competing cultures, both made of orcs, humans and half-orcs fighting together. Ghaash&#039;kala clans are &amp;quot;good&amp;quot; human, orc, and half-orc [[barbarian]] clans all living and fighting and drinking together for the glory of Kalok Shash, an incarnation of the Silver Flame, in an endless war to make sure nothing &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out. That being said, things they fight are mostly evil orcs of Carrion Tribes who worship demons and make your typical Faerun orcs look like saints in comparison. Just like in Shadow Marchers, don&#039;t assume Ghaash&#039;kala are nice because they&#039;re good - they operate under assumption that anything that comes from the wastes is corrupted and needs to die (an assumption that is right 99% of times), so don&#039;t expect eny mercy if you come to their lands from the wrong side.&lt;br /&gt;
*Finally, separated from all other orc lands are Jorash&#039;Tal, the asshole racist orcs of Mror Holds who hate dwarfs with fiery passion for invading and colonizing their mountains thousands of years ago and refuse to let it go. They&#039;re nomad tribes roaming valleys between the mountains and are generally nice people that &#039;&#039;won&#039;t&#039;&#039; kill you for trespassing on their lands unlike other orc cultures generally painted as &amp;quot;good&amp;quot;. Unless you&#039;re dwarf. In which case they kill you for the sins of other dwarfs that lived so long ago no one remembers them. Generally they&#039;re a case study on how racial grievances won&#039;t do you any good, no matter how justified they are. Dorfs, being both more numerous and technologically advanced are locked in indecision what to do with them as half their clans want to make peace and integrate Jorash&#039;Tal, putting them to work since most holds are in need of more labour, while the other half pushes for the ultimate solution to orcish problem.&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, has exceptions too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; race of peaceful, quiet, contemplative, gentle orcs who devote themselves to [[Eldath]] (a minor Goddess of Peace and Quiet Places) and live a humble life as farmers in a hidden valley. They have several Priestly spell-like abilities (Sanctuary (Self) and Purify Food &amp;amp; Water 3/day, Barkskin 1/day and Tree 1/week), are resistant to poison and immune to Charm spells. The general belief of their origin is that they are an example of option 3 in the infamous [[The Orc Baby Dilemma]], with a bunch of Eldathi priests taking orphaned orc infants into seclusion and bringing them up into their cult, causing them to forsake their ancestral barbarity and embrace peace, quiet and advanced hygiene. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here]. It&#039;s also worth noting that many D&amp;amp;D fans take the stance that orcs, goblins, ogres, and other &amp;quot;always evil&amp;quot; monsters are only evil because &#039;&#039;they&#039;re brought up in an evil culture&#039;&#039;, and that an orc raised in a human household would be just as Good as their adoptive parents (assuming the parents actually &#039;&#039;are&#039;&#039; Good-aligned, that is). There&#039;s also the Kingdom of Many-Arrows, a nation of orcs that seeks to have diplomatic ties to their neighbours, though they do occasionally raid their neighbours, especially the local human barbarian tribes.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;D|an era where orcs were defined as being chaotic, anarchic, disorganized hordes]] scro were defined by being cultured, intelligent, disciplined and well-organized soldierly regiments - in other words, very close to how [[hobgoblin]]s have come to be defined in modern editions.  They are even bigger than normal orcs, pimp out their teeth with much bling, and [[Nazi|wear black leather uniforms when not in battle armor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, as covered above, may be the iconic example of a mold-breaker when it comes to orcs. After making them fairly bog-standard bad guy invaders in the first two games (if a little unusual in that they were also invaders from another planet), the third game offered the revelation that orcs had once been a [[noblebright]] culture of shamans and honorable warriors, but were corrupted into savage, bloodthirsty conquerors by an evil warlock and the setting&#039;s demonic BBEG. As a result, their campaign in the third game focused on their drive to draw their beaten clans out of human territory and found a new nation for themselves where they could try and rediscover their past. This led to the formation of the Horde faction in [[World of Warcraft]], which took off hugely in popularity because of its then-novel idea of traditionally brutal monster races (orcs, [[troll]]s, [[undead]], and [[minotaur]]s) as an ordinary, viably civilized (relatively speaking) faction in its own right. There was even a short-lived tabletop RPG (first a D&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s &amp;lt;s&amp;gt;refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys&amp;lt;/s&amp;gt; revolving door of insane and genocidal Horde warchiefs who get overthrown every 2-4 years, with Orcs on both sides of the warchief&#039;s agenda. The plot twist is that this time, the warchief is not an Orc at all, but an undead elf which adds layers of complexity.  For example, the Orcs go along with her orders in an attempted genocide of the Night Elves after the demons are defeated, but one of the key figures to rise against her was an Orc.  &lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; **prepare for shitelf cope** Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;t looked upon any differently from elves or humans. They are as intelligent as anybody else (in the fifth game one even runs the library at the local mage&#039;s college) and generally known to be the best smiths in the setting besides the long-extinct Dwarves, as well as crazy good soldiers next to the Nords and Redguards. Their skill in fighting with heavy armor has lent them a place as heavy shock legionaries in the Imperial Legions. One Orc even became the continent&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah [[Vore|ate (and shat out)]] their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; originally the standard Always Chaotic Evil raider types, having been created by malevolent gods for the purpose of fighting for their amusement. And then, one day, thirteen great orkish heroes realized that their race had always been nothing more than slaves, and chose to take a new path. They fought their gods and slew them, and though they still struggle with the lingering blood-rage they were created with, they are now a comparatively peaceful race. They&#039;re still a &#039;&#039;dark&#039;&#039; race, but not an evil one. For example, they worship pain as a sacred concept... because, by their understanding of it, pain is ultimately on the side of life  and it is the giver of strength. Pain warns you when you are hurt, when you are about to die, but it also pushes you to fight harder, to try and survive. Orks prize battle scars as near-sacred objects; nothing comes without sacrifice, and without a scar, the physical symbol of pain, for reference, a victory is ultimately meaningless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monster Hunter International]]&#039;&#039;&#039; orcs, while green and tusked, are among the few monsters that aren&#039;t evil as a species.  Unlike most of them they are not PUFF exempt, so they do their best to stay hidden from the government. Monster Hunter International helps hide the orcs at their headquarters in Cazador, Alabama and, in return, gets a help from a few orcs. Appearance wise MHI Orcs are pretty standard, though they wear masks to hide this from humans (though the one look at their village suggests they may do this beyond just secrecy). What makes them interesting is that they have an (Orc) god given talent that makes them very specialized in a particular area, yet utterly incompetent at something related to but outside that area. These include a master of bladed weapons that can&#039;t hit the broad side of a barn with a gun, and a helicopter pilot who can make a [[MI-24 Hind]] do things even current helicopters can&#039;t, but is unable to drive a car (Upon hearing this, one character speculates that Top Gear&#039;s Stig is an orc). They can also make magical healing potions, though they need to be made for specific people and don&#039;t keep well. Female orcs greatly outnumber males, so polygamy is the norm. MHI Orcs also worship heavy metal musicians. Most information about orcs in this world is based on the depiction of one friendly tribe, and the only other tribe mentioned was willing to slaughter this friendly tribe, so it&#039;s likely other tribes differ in some or all aspects.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
=Orcs in D&amp;amp;D=&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|300px|1st Edition D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting. There was also a short-lived form of Cycloptic Orc, from the British Boxed Set illustrations of AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla (which is actually shorter than the average human, btw), were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orc ODD1.png|Original D&amp;amp;D&lt;br /&gt;
orc sewer A1.png|[[Scourge of the Slave Lords|A1: Slave Pits of the Undercity]]&lt;br /&gt;
orc camp A1.png|A1: Slave Pits of the Undercity&lt;br /&gt;
orc MCV1.jpg|2e Monstrous Compendium&lt;br /&gt;
orc MM 2e.png|2e Monstrous Manual&lt;br /&gt;
Orc miners First Quest.jpg|2e orcs with some klingon-like head ridges (First Quest).&lt;br /&gt;
orc MM 3e.jpg|3e&lt;br /&gt;
orc MM 4e.jpg|4e&lt;br /&gt;
4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
4e Orcs, Dragon 374.png&lt;br /&gt;
orc MM 5e.jpg|5e&lt;br /&gt;
orc B1.png|Pathfinder&lt;br /&gt;
orc ARG 1.png&lt;br /&gt;
orc ARG 3.png&lt;br /&gt;
Orc sf 1.png|Starfinder&lt;br /&gt;
Orc sf 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Stats==&lt;br /&gt;
===BECMI===&lt;br /&gt;
In BECMI era [[Mystara]], there are two different Orc race-classes; the standard Orc, as seen in [[Known World Gazetteer|The Orcs of Thar]], and the horse-riding Krugel Orc, seen in the [[Hollow World]] subsetting. If the Krugel Orcs are Mystara&#039;s proto-orcs, then they must be the orcs of Mystara&#039;s distant past, Blackmoor, who were ruled by King Funk, chosen of the Lovecraftian Egg of Coot to lead the orcish hordes, arguably the first big fearsome orc warlord type character in tabletop gaming, predating Warhammer&#039;s Grimgor Ironhide, Kings of War&#039;s Gakamak the Smasher, and Faerun&#039;s Obould Many-Arrows.&lt;br /&gt;
&lt;br /&gt;
;Standard Mystaran Orc&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the stablock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Orc Ability Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, an Orc has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, an Orc determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Orc Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (6th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Orc&#039;s&#039;s level || XP Required || Orc&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8&lt;br /&gt;
|-&lt;br /&gt;
|1||1,000||2d8&lt;br /&gt;
|-&lt;br /&gt;
|2||2,000||3d8&lt;br /&gt;
|-&lt;br /&gt;
|3||4,000||-&lt;br /&gt;
|-&lt;br /&gt;
|4||8,000||4d8&lt;br /&gt;
|-&lt;br /&gt;
|5||16,000||5d8&lt;br /&gt;
|-&lt;br /&gt;
|6||32,000||6d8&lt;br /&gt;
|-&lt;br /&gt;
|7||64,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||130,000||7d8&lt;br /&gt;
|-&lt;br /&gt;
|9||260,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||200,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Krugel Orc&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, -1 Dexterity, maximum of 16 Intelligence and 16 Wisdom&lt;br /&gt;
::Prime Requisite: Strength - Strength 13+ for +5% to XP earned, Strength 16+ for +10% to XP earned&lt;br /&gt;
::Save as [[Fighter]] of equivalent level&lt;br /&gt;
::Can reach 6th level as Shaman and 4th level as Wokani&lt;br /&gt;
::Mandatory Skill: Riding (Horse or Bounder - a kind of far-leaping bipedal carnivorous [[dinosaur]])&lt;br /&gt;
::Unlike normal Mystaran orcs, Krugel orcs have lost their Infravision&lt;br /&gt;
::Cultural Melee Weapons: Dagger, Sword (Short/Broad/Bastard), Mace, Club, Warhammer, Spear, Javelin, Lance, Net, Whip&lt;br /&gt;
::Cultural Missile Weapons: Crossbow (Light/Heavy), Bow (Long/Short), Sling&lt;br /&gt;
::Cultural Armor: Leather, Scale, Mail, Chain Mail, Banded Mail, Shield (including horned, knife, sword and tusked), Leather Horse Barding&lt;br /&gt;
::Shamans can use: Mace, club, warhammer, lance, net, all cultural armor&lt;br /&gt;
::Wokani can use: Dagger, club, net, whip&lt;br /&gt;
&lt;br /&gt;
Krugel Experience Table: Krugels can reach level 36&lt;br /&gt;
::1: 0 XP, 1D8 Hit Dice&lt;br /&gt;
::2: 1,000 XP, 2D8 Hit Dice&lt;br /&gt;
::3: 2,000 XP, 3D8 Hit Dice&lt;br /&gt;
::4: 4,000 XP&lt;br /&gt;
::5: 8,000 XP, 4D8 Hit Dice&lt;br /&gt;
::6: 16,000 XP, 5D8 Hit Dice&lt;br /&gt;
::7: 32,000 XP, 6D8 Hit Dice&lt;br /&gt;
::8: 64,000 XP&lt;br /&gt;
::9: 130,000 XP, 7D8 Hit Dice&lt;br /&gt;
::10: 260,000 XP, +2 HP (Constitution bonus no longer applies)&lt;br /&gt;
::+1 Level: +200,000 XP, +2 HP (Constitution bonus no longer applies)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+1 Strength,-2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3e===&lt;br /&gt;
There are several different orc stats, scattered across multiple sourcebooks. The &amp;quot;common&amp;quot; orc in the [[Monster Manual]] featured the following statblock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forgotten Realms====&lt;br /&gt;
In the [[Forgotten Realms]], however, there are three different varieties of orc:&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mountain Orc&amp;quot; is the most common of the three races, and is the most generic, being pretty much standard Monster Manual orcs. They inhabit the Frozen North, predominantly the Spine of the World mountains and other hilly regions (hence the name), and for the most part at generic would-be conquerors foiled by their own inability to focus on anything besides killing - except for when [[Obould Many-Arrows]] tried to forcibly drag them out of their pits and show them that the best way to get respect is to actually make a kingdom of their own. These guys use the standard orc profile.&lt;br /&gt;
&lt;br /&gt;
Deep Orcs, or [[Orog]]s, are a stronger, smarter (but somewhat shorter) breed of orc native to the [[Underdark]]. See their page for more details.&lt;br /&gt;
&lt;br /&gt;
Finally, Gray Orcs are a strange race of emotional, impulsive, and deeply religious orcs originally hailing from another world. Long story short, centuries ago, an archmage created a portal to their world, but wound up being killed for an unrelated incident before anyone ever found out about this portal - which meant nobody ever shut it off. Five years after his death, the orcs found the portal and swarmed through in a religious crusade, battling the empires of Mulhorand and Unther in the 6-years-long Orcgate Wars, which ended with the closing of the portal, the defeat of several of the incarnate gods of Mulhorand and Unther, and the scattering of the gray orcs into loose, fractious tribes that still haunt the Moonsea and the Endless Wastes. Though physically weaker than their mountain orc &amp;quot;relatives&amp;quot;, gray orcs are much more strong-willed and independent, and retain a knack for divine magic which makes them dangerous. They also possess a far swifter stride and keener senses of smell. Gray Orc PCs have the following racial stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base Speed 40 feet&lt;br /&gt;
::Racial Weapon Proficiency: Great-Axe and Longbow&lt;br /&gt;
::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell.&lt;br /&gt;
::Scent (Ex)&lt;br /&gt;
::Orc Blood: For all effects and special abilities that target a creature&#039;s race, Gray Orcs count as &#039;&#039;&#039;Orcs&#039;&#039;&#039;.&lt;br /&gt;
::[[Favored Class]]: [[Cleric]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Party Settings====&lt;br /&gt;
;[[Midnight]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Warcraft the RPG&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;World of Warcraft the RPG&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===4e===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5e===&lt;br /&gt;
Added in Volo&#039;s Guide to Monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hit point]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amazingly, orcs got an official retcon with an official PC writeup in the 5e [[Eberron]] splatbook. &amp;quot;Rising from the Last War&amp;quot; uses the above orc as a base, but strips away the pointless -2 Intelligence penalty and trades the Menacing for &#039;&#039;Primal Intuition&#039;&#039;, which gives them two free skill proficiencies chosen from a list made up of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception and Survival. This is much more useful, and better meshes with the theme of the orcs as the primary [[druid]]ic race in Eberron, and overall makes them a powerful and viable PC race... still, from a flavor perspective, there&#039;s something to be said for switching the Half-Orc and Orc stats around.&lt;br /&gt;
&lt;br /&gt;
This version of the Orc was subsequently reprinted in the [[Exandria]] splatbook &amp;quot;Explorer&#039;s Guide to Wildemount&amp;quot;, so it seems to have become more or less the official replacement for Volo&#039;s initial shitfest.&lt;br /&gt;
&lt;br /&gt;
And as of the October errata, that is now the case, and the change seems to be a step in the right direction for orcs and [[Kobold|kobolds]]. Even so, it goes without saying, but [[Skub|it&#039;s simply impossible to please everyone]].&lt;br /&gt;
&lt;br /&gt;
====3rd Party Settings====&lt;br /&gt;
;Arkadia&lt;br /&gt;
The [[Orc]]s of [[Arkadia]] are a race born from the blood of the Great Hydra, and native to the broken wastes of Garagos. Also known as [[Giant]]s for their mighty stature - orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger - the race has long been the traditional enemy of the Arkadians, as the race seems possessed to the last by madness and the need for destruction. But... Arkadian orcs are not a monolithic racial force. There are many tribes of orcs scattered throughout Gargaros. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside [[Cyclops|cyclopean giants]]; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood. Despite the ancient animosity between orcs and men, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat.&lt;br /&gt;
&lt;br /&gt;
Arkadian orcs resemble humans, but with leaf-like ears similar to those of the [[Arkadian Elf|elves]], powerful builds, and jutting lower canines. Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become mercenaries. Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Colossal Build: Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger.&lt;br /&gt;
::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;World of Farland&lt;br /&gt;
Orcs in the [[World of Farland]] come in a number of different subspecies, as part of their home setting&#039;s homage to the [[Lord of the Rings]] books that inspired it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Strength&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Darkvision 60 feet&lt;br /&gt;
::Orcish Weaponry: You are proficient with the Hand Axe, Battle Axe, Great Axe, Scimitar and Great Sword.&lt;br /&gt;
::Aggressive: Once per short rest, you can use a Bonus Action to move up to your speed towards a creature that you can see.&lt;br /&gt;
::Subrace: Choose the Snog, Skaruk or Irzuk subrace.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snog&#039;&#039;&#039; orcs, or &amp;quot;Slave Orcs&amp;quot;, are the root-stock of the orcish race; first bred as fodder for the wars of dark masters, they are still used in that role to this day, and are literally bred like livestock for that role.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +1 Constitution&lt;br /&gt;
::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.&lt;br /&gt;
::Indefatigable: You have Advantage on all Constitution checks relating to exhaustion, forced marching, going without food and water, and going without sleep.&lt;br /&gt;
::Armored: You have Proficiency with Light and Medium armor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skaruk&#039;&#039;&#039; orcs, or &amp;quot;Wild Ones&amp;quot;, are orcs descended from tribes that fled their creators and have since pursued independent existences in the wilderness.&lt;br /&gt;
::Ability Score Increase: +1 Dexterity&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
::Wild Rage: After you first take damage in battle, you deal +1 damage with each attack for the next minute until you are knocked unconscious, or if your turn ends and you haven&#039;t attacked a hostile creature since your last turn or taken damage since then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Irzuk&#039;&#039;&#039; orcs are a new race of orcs bred for their resistance to the cold and their ability to track victims. They are visually distinguished by their uniquely crimson hides.&lt;br /&gt;
::Ability Score Increase: +1 Wisdom&lt;br /&gt;
::Tracker: You have Proficiency in Survival and gain Advantage on Survival checks relating to tracking by scent.&lt;br /&gt;
::Cold Endurance: You have Advantage on Constitution checks relating to resisting natural cold and are Resistant to Cold Damage.&lt;br /&gt;
::Enhanced Aggression: When you use your Aggressive trait, you can move up to +10 feet over your normal movement limit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Scarred Lands&lt;br /&gt;
Orcs of the [[Scarred Lands]] are semi-nomadic tribals who live in the plains and savannahs of [[Ghelspad]], noted for their talents in astrology and riding [[Dire Animal|Dire Wolves]], strong tribal identities, and a preference for a simple life with a few great luxuries. They originally fought on the titans side in the Divine War, but most of them took the asylum offer given by the gods. They all have the following stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +3 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkivision 30 feet&lt;br /&gt;
::Aggressive: As a bonus action, you can move up to your speed toward a hostile creature you can see.&lt;br /&gt;
::Menacing: Proficieny in the Intimidation skill&lt;br /&gt;
::Orcish Combat Training: You are proficient with the battleaxe, greataxe, handaxe, and lance.&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
::Language: You speak Orcish and one other language.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Pathfinder]] 1e===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As nameless monsters who won&#039;t survive the encounter anyways, Ferocity effectively adds their constitution score (&#039;&#039;score&#039;&#039;, not modifier) to their HP. This make them quite dangerous at low levels, since it &#039;&#039;triples&#039;&#039; their HP (the standard Orc has 6 HP and 12 con). This isn&#039;t enough to put them next to [[Cat|house cats]], incorporeal foes or [[Swarm]]s as slayers of low level PCs, it does make them quite hard for their supposed CR 1/3.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder 2e===&lt;br /&gt;
Compared to their previous edition, and the DnD 5e, the Orcs of second edition is a lot more fleshed out. With the APG sidesteping a lot of their more &amp;quot;violent&amp;quot; tendencies of pillaging and &amp;quot;conception&amp;quot; of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... [[derp|by way of conflict]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Hit points: 10&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 25 feet&lt;br /&gt;
::Ability Boosts: Strength, Free&lt;br /&gt;
::Languages: Common and Orcish, as well as any other languages equal to your intelligence modifier.&lt;br /&gt;
::Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starfinder===&lt;br /&gt;
Oh, how the mighty have fallen. Orcs in [[Starfinder]] were long ago enslaved by the Drow and forcibly underwent social engineering to make them servile to the Drow on an almost genetic level. Their once green skin has turned blue, to better blend in with the tunnels of the Drow planet&#039;s underground caverns and to resemble their masters&#039; more purple skintones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Modifiers: +4 Str, –2 Cha&lt;br /&gt;
::Hit Points: 6&lt;br /&gt;
::Size and Type: Medium humanoid (orc).&lt;br /&gt;
::Conditioned Focus: Due to her conditioning, an orc can choose one skill that becomes a class skill for her. If the chosen skill is a class skill from the class she takes at 1st level, she instead gains a +1 bonus to checks with that skill. In addition, due to her confidence with that skill, once per day, before she attempts a check with the chosen skill, the orc can grant herself a +2 bonus to that check.&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fierce Survivalist: Orcs receive a +2 racial bonus to Intimidate and Survival checks.&lt;br /&gt;
::Light Sensitivity: An orc is dazzled as long as she remains in an area of bright light.&lt;br /&gt;
::Orc Ferocity: Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Green Skin=&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, [[kobold|red]], brown, and [[goblin|yellow]] are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In-universe&#039;&#039; reasons for their chartreuse complexions vary between IPs; While earlier editions claimed that the Orks of 40k are said to be animate plants, current lore dictates that Ork DNA is a combination of animal, plant, and fungal DNA, thus their colors are effectively the result of chlorophyll running through their bodies (while the animal part conveniently allows them to bleed red for grimdark purposes). Meanwhile, the green skins of the orcs of The Elder Scrolls and Warcraft universes are the result of demonic tampering; The Orsimer are a result of the above-mentioned champion-devoured-and-shat-out incident, while the Warcraft Orcs were convinced to drink the blood of the Pit Lord Mannoroth, changing their normally brown or grey skin into that distinct hue, with further ingestion of Pit Lord blood turning them red. Some orc clans turned down the offer however, and still keep their original skin tones in the present.&lt;br /&gt;
&lt;br /&gt;
Though for what it&#039;s worth, D&amp;amp;D orcs are grey, not green, as of 5e. Seriously, open your monster manual if you don&#039;t believe us.&lt;br /&gt;
&lt;br /&gt;
=Piggish Looks=&lt;br /&gt;
On occasion, a person may find orcs depicted as pig-men, despite the generally accepted portrayal of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames. For a reference cue there, see the Moblins from the Legend of Zelda series. Similar incidents of redesign of classic tabletop gaming creatures include dogfaced kobolds, pumpkinheaded bugbears, starving-looking lanky trolls, and slinky hobgoblin-like gnolls. An even rarer and earlier example of Orc than Pigfaced Orc is the Cycloptic Orc, from the English 1st Edition AD&amp;amp;D Boxed Set Illustrations. This one-eyed example was originally published by Games Workshop, and later inspired the appearance of one of the Orc leaders at Orc&#039;s Drift, a cycloptic orc of the Vile Rune tribe.&lt;br /&gt;
&lt;br /&gt;
=Monstergirl Depictions=&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls, despite what many [[/d/]] cliches may lead you to believe, aren&#039;t inclined to find orcs attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Female Orc.jpg|gb2kitchen&lt;br /&gt;
Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
1642287072.baguette2077 konosubaorc 001.jpg|Who says Pigfaced Orc Women can&#039;t be attractive?&lt;br /&gt;
AsianPigOrc.jpg|Weeaboo Pigfaced Orc Waifu&lt;br /&gt;
Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
orc ARG 2.png|Pathfinder proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Orcs are Grays.jpg|Orks are Xenos, after all...&lt;br /&gt;
CyclopticOrcs.jpg|Even rarer than Pigfaced Orcs are Cycloptic Orcs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category:Scarred Lands Races]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367812</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367812"/>
		<updated>2022-04-12T16:13:52Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: /* Piggish Looks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with tusks and green or gray skin(or some combination of the two). Typically, they are stronger than an average [[human]], though generally less intelligent as well.&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and more stupid neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term is derived from an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf and proceeded to invent orcs as a fantasy race out of whole cloth.&lt;br /&gt;
&lt;br /&gt;
=The Master Template=&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons, goblins and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
==Tolkien==&lt;br /&gt;
[[File:Tolkien Goblins.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs , and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
According to one account published after Tolkien&#039;s death in The Silmarillion, some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs, [[What| because obviously torture is totally going to influence the physiology of your offspring]]. The result was a species of ugly, bad-smelling, fanged, bow-legged, long-armed, claw-handed, hairy apelike humanoids which were &#039;sallow&#039;, &#039;swart&#039; or &#039;black&#039; in coloration, had an aversion to sunlight, ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot; and their speech, while crass, is articulate. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine (prosthetic limbs are literally stabbed into the stump, for example), and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear, their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day-to-day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
In Tolkien&#039;s published works, &amp;quot;Orc&amp;quot; and &amp;quot;goblin&amp;quot; are synonyms (at least at first; later he said that goblins were a subtype of orc, and later still he said that they were totally unrelated). In later editions of The Hobbit, he says that &amp;quot;goblin&amp;quot; is a translation of &amp;quot;orc&amp;quot;, which is &amp;quot;not an English word&amp;quot;. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height). The largest Orcs in Middle Earth - the Uruks of Isengard and Mordor - appear to be somewhat smaller than Men.&lt;br /&gt;
&lt;br /&gt;
===Grey areas===&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which was strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
&lt;br /&gt;
Fans divide into different camps of explanation. &lt;br /&gt;
&lt;br /&gt;
* Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. &lt;br /&gt;
* Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. &lt;br /&gt;
* Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. &lt;br /&gt;
* Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. &lt;br /&gt;
* One possibility, strongly hinted at in the text by the fight going out of the Orcs as soon as the Ring was destroyed, is that some kind of mind control was involved.&lt;br /&gt;
* The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, but rather the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve, but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves are exempt from this fate, being creations of the Vala Aulë who were granted life and &#039;adopted&#039; by Eru Illuvatar). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, and would explain the ostensible absence of orc-souls in the afterlife of Tolkien&#039;s cosmology, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
&lt;br /&gt;
In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
&lt;br /&gt;
===Direct Adaptations===&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
&lt;br /&gt;
Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning whoever could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
&lt;br /&gt;
==Warhammer==&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
&lt;br /&gt;
As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
&lt;br /&gt;
With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
&lt;br /&gt;
==[[Warcraft]]==&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in any evolution in any master template. In fact, what it mostly did is combine concepts from previous fantasy settings into a setting and use the appearance of Warhammer Orcs, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
&lt;br /&gt;
Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
&lt;br /&gt;
It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
&lt;br /&gt;
Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
&lt;br /&gt;
In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
&lt;br /&gt;
Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
&lt;br /&gt;
Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for &amp;lt;s&amp;gt;12&amp;lt;/s&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039; full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. As the game&#039;s story moved on, the main racial plot for the Orcs concern itself with its heritage as bloodthirsty conquerors, with the younger lads wondering whether or not wanton genocide really was all that bad... One of them even took the Horde to... [[Nazi|An interesting place]]. So the nature of Orcs as evil/not-evil-just-really-fighty is still being discussed within the game.&lt;br /&gt;
&lt;br /&gt;
So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
&lt;br /&gt;
=Mold-Breakers=&lt;br /&gt;
{{topquote|Look at them. Ranks, files, locked in everlasting conflict at the whim of the player. They fight, they fall, and they cannot turn back because the whips drive them on, and all they know is whips, kill or be killed. Darkness in front of them, darkness behind them, darkness and whips in their heads. But what if you could take one out of this game, get him before the whips do, take him to a place without whips‚ what might he become? One creature. One singular being. Would you deny them that chance?|Lord Havelock Vetinari, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
&lt;br /&gt;
As the above suggests, orcs are typically your generic [[barbarian]] rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discworld&#039;&#039;&#039; (Also the universe where the above quote comes from) barely mentions orcs, only saying that they were made as cannon fodder for an evil empire before it was destroyed. There is, however, one orc Character; Nutt, who is Perhaps the most intelligent being in the whole setting, incredibly strong and fucking brilliant at football, although he avoids becoming a [[Mary Sue]] due to Terry Pratchett&#039;s Incredibly good writing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  This is mostly because, rather than having all the races living in their own corners of the world with their own cultures, the deserts of Al-Qadim saw lots of racial mixing around the few oases, and thus a single unified culture comprised of multiple races formed.  The only enemies who &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; gave its orcs a status as a relatively peaceful race who were once responsible for combating the threat of [[aberration]] hordes from beyond the stars, as well as founders of the tradition of druidism in-setting. Orcs generally tend to live in few places and have vastly different cultures, some good, some evil, some neutral. Even in the present, they tend to live in the swamp-regions and do no harm; they freely mingle with humans and adopt them into their tribes, so [[half-orc]]s are not only common, but have just as much an expectation of being born from consensual relationships as anyone else, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.&lt;br /&gt;
*Shadow Marches, said to be orc homeland, is home to the the Gatekeeper druids who saved the world from aberrations severl thousand years ago and are busy keeping evil unkillable daelkyr lords of madness locked in their prisons. But it&#039;s also a home to cults of Kyrzin, one of those evil lords of madness and orc tribes loyal to Gatekeepers and those loyal to Kyrzin are constantly fighting. Both tend to kill outsiders wandering through their lands, because those outsiders are usually enemy agents and it saves time, so don&#039;t get confused by Gatekeepers being the good guys, they&#039;re by no means nice guys.&lt;br /&gt;
*Droaam, right next to Shadow Marches is a multi-cultural nation of monsters and orks are a sizeable population of it. Gaa’aram tribes are your typical evil barbarian orcs, only difference being they form multi-racial tribes where orcs, goblins, ogres and trolls work together. Gaa’ran on the other hand are &amp;quot;peaceful&amp;quot; farmers and about the only people in Droaam who do agriculture. &amp;quot;Peaceful&amp;quot; is in brackets is because they would only fill you with axes and hang your mutilated corpse on a stick to deter future trespassers if you trespass on their lands, being the epitome of &amp;quot;get off my lawn&amp;quot;.&lt;br /&gt;
*Demon Wastes have two competing cultures, both made of orcs, humans and half-orcs fighting together. Ghaash&#039;kala clans are &amp;quot;good&amp;quot; human, orc, and half-orc [[barbarian]] clans all living and fighting and drinking together for the glory of Kalok Shash, an incarnation of the Silver Flame, in an endless war to make sure nothing &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out. That being said, things they fight are mostly evil orcs of Carrion Tribes who worship demons and make your typical Faerun orcs look like saints in comparison. Just like in Shadow Marchers, don&#039;t assume Ghaash&#039;kala are nice because they&#039;re good - they operate under assumption that anything that comes from the wastes is corrupted and needs to die (an assumption that is right 99% of times), so don&#039;t expect eny mercy if you come to their lands from the wrong side.&lt;br /&gt;
*Finally, separated from all other orc lands are Jorash&#039;Tal, the asshole racist orcs of Mror Holds who hate dwarfs with fiery passion for invading and colonizing their mountains thousands of years ago and refuse to let it go. They&#039;re nomad tribes roaming valleys between the mountains and are generally nice people that &#039;&#039;won&#039;t&#039;&#039; kill you for trespassing on their lands unlike other orc cultures generally painted as &amp;quot;good&amp;quot;. Unless you&#039;re dwarf. In which case they kill you for the sins of other dwarfs that lived so long ago no one remembers them. Generally they&#039;re a case study on how racial grievances won&#039;t do you any good, no matter how justified they are. Dorfs, being both more numerous and technologically advanced are locked in indecision what to do with them as half their clans want to make peace and integrate Jorash&#039;Tal, putting them to work since most holds are in need of more labour, while the other half pushes for the ultimate solution to orcish problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, has exceptions too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; race of peaceful, quiet, contemplative, gentle orcs who devote themselves to [[Eldath]] (a minor Goddess of Peace and Quiet Places) and live a humble life as farmers in a hidden valley. They have several Priestly spell-like abilities (Sanctuary (Self) and Purify Food &amp;amp; Water 3/day, Barkskin 1/day and Tree 1/week), are resistant to poison and immune to Charm spells. The general belief of their origin is that they are an example of option 3 in the infamous [[The Orc Baby Dilemma]], with a bunch of Eldathi priests taking orphaned orc infants into seclusion and bringing them up into their cult, causing them to forsake their ancestral barbarity and embrace peace, quiet and advanced hygiene. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here]. It&#039;s also worth noting that many D&amp;amp;D fans take the stance that orcs, goblins, ogres, and other &amp;quot;always evil&amp;quot; monsters are only evil because &#039;&#039;they&#039;re brought up in an evil culture&#039;&#039;, and that an orc raised in a human household would be just as Good as their adoptive parents (assuming the parents actually &#039;&#039;are&#039;&#039; Good-aligned, that is). There&#039;s also the Kingdom of Many-Arrows, a nation of orcs that seeks to have diplomatic ties to their neighbours, though they do occasionally raid their neighbours, especially the local human barbarian tribes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;D|an era where orcs were defined as being chaotic, anarchic, disorganized hordes]] scro were defined by being cultured, intelligent, disciplined and well-organized soldierly regiments - in other words, very close to how [[hobgoblin]]s have come to be defined in modern editions.  They are even bigger than normal orcs, pimp out their teeth with much bling, and [[Nazi|wear black leather uniforms when not in battle armor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, as covered above, may be the iconic example of a mold-breaker when it comes to orcs. After making them fairly bog-standard bad guy invaders in the first two games (if a little unusual in that they were also invaders from another planet), the third game offered the revelation that orcs had once been a [[noblebright]] culture of shamans and honorable warriors, but were corrupted into savage, bloodthirsty conquerors by an evil warlock and the setting&#039;s demonic BBEG. As a result, their campaign in the third game focused on their drive to draw their beaten clans out of human territory and found a new nation for themselves where they could try and rediscover their past. This led to the formation of the Horde faction in [[World of Warcraft]], which took off hugely in popularity because of its then-novel idea of traditionally brutal monster races (orcs, [[troll]]s, [[undead]], and [[minotaur]]s) as an ordinary, viably civilized (relatively speaking) faction in its own right. There was even a short-lived tabletop RPG (first a D&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s &amp;lt;s&amp;gt;refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys&amp;lt;/s&amp;gt; revolving door of insane and genocidal Horde warchiefs who get overthrown every 2-4 years, with Orcs on both sides of the warchief&#039;s agenda. The plot twist is that this time, the warchief is not an Orc at all, but an undead elf which adds layers of complexity.  For example, the Orcs go along with her orders in an attempted genocide of the Night Elves after the demons are defeated, but one of the key figures to rise against her was an Orc.  &lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; **prepare for shitelf cope** Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;t looked upon any differently from elves or humans. They are as intelligent as anybody else (in the fifth game one even runs the library at the local mage&#039;s college) and generally known to be the best smiths in the setting besides the long-extinct Dwarves, as well as crazy good soldiers next to the Nords and Redguards. Their skill in fighting with heavy armor has lent them a place as heavy shock legionaries in the Imperial Legions. One Orc even became the continent&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah [[Vore|ate (and shat out)]] their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; originally the standard Always Chaotic Evil raider types, having been created by malevolent gods for the purpose of fighting for their amusement. And then, one day, thirteen great orkish heroes realized that their race had always been nothing more than slaves, and chose to take a new path. They fought their gods and slew them, and though they still struggle with the lingering blood-rage they were created with, they are now a comparatively peaceful race. They&#039;re still a &#039;&#039;dark&#039;&#039; race, but not an evil one. For example, they worship pain as a sacred concept... because, by their understanding of it, pain is ultimately on the side of life  and it is the giver of strength. Pain warns you when you are hurt, when you are about to die, but it also pushes you to fight harder, to try and survive. Orks prize battle scars as near-sacred objects; nothing comes without sacrifice, and without a scar, the physical symbol of pain, for reference, a victory is ultimately meaningless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monster Hunter International]]&#039;&#039;&#039; orcs, while green and tusked, are among the few monsters that aren&#039;t evil as a species.  Unlike most of them they are not PUFF exempt, so they do their best to stay hidden from the government. Monster Hunter International helps hide the orcs at their headquarters in Cazador, Alabama and, in return, gets a help from a few orcs. Appearance wise MHI Orcs are pretty standard, though they wear masks to hide this from humans (though the one look at their village suggests they may do this beyond just secrecy). What makes them interesting is that they have an (Orc) god given talent that makes them very specialized in a particular area, yet utterly incompetent at something related to but outside that area. These include a master of bladed weapons that can&#039;t hit the broad side of a barn with a gun, and a helicopter pilot who can make a [[MI-24 Hind]] do things even current helicopters can&#039;t, but is unable to drive a car (Upon hearing this, one character speculates that Top Gear&#039;s Stig is an orc). They can also make magical healing potions, though they need to be made for specific people and don&#039;t keep well. Female orcs greatly outnumber males, so polygamy is the norm. MHI Orcs also worship heavy metal musicians. Most information about orcs in this world is based on the depiction of one friendly tribe, and the only other tribe mentioned was willing to slaughter this friendly tribe, so it&#039;s likely other tribes differ in some or all aspects.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
=Orcs in D&amp;amp;D=&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|300px|1st Edition D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla (which is actually shorter than the average human, btw), were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orc ODD1.png|Original D&amp;amp;D&lt;br /&gt;
orc sewer A1.png|[[Scourge of the Slave Lords|A1: Slave Pits of the Undercity]]&lt;br /&gt;
orc camp A1.png|A1: Slave Pits of the Undercity&lt;br /&gt;
orc MCV1.jpg|2e Monstrous Compendium&lt;br /&gt;
orc MM 2e.png|2e Monstrous Manual&lt;br /&gt;
Orc miners First Quest.jpg|2e orcs with some klingon-like head ridges (First Quest).&lt;br /&gt;
orc MM 3e.jpg|3e&lt;br /&gt;
orc MM 4e.jpg|4e&lt;br /&gt;
4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
4e Orcs, Dragon 374.png&lt;br /&gt;
orc MM 5e.jpg|5e&lt;br /&gt;
orc B1.png|Pathfinder&lt;br /&gt;
orc ARG 1.png&lt;br /&gt;
orc ARG 3.png&lt;br /&gt;
Orc sf 1.png|Starfinder&lt;br /&gt;
Orc sf 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Stats==&lt;br /&gt;
===BECMI===&lt;br /&gt;
In BECMI era [[Mystara]], there are two different Orc race-classes; the standard Orc, as seen in [[Known World Gazetteer|The Orcs of Thar]], and the horse-riding Krugel Orc, seen in the [[Hollow World]] subsetting. If the Krugel Orcs are Mystara&#039;s proto-orcs, then they must be the orcs of Mystara&#039;s distant past, Blackmoor, who were ruled by King Funk, chosen of the Lovecraftian Egg of Coot to lead the orcish hordes, arguably the first big fearsome orc warlord type character in tabletop gaming, predating Warhammer&#039;s Grimgor Ironhide, Kings of War&#039;s Gakamak the Smasher, and Faerun&#039;s Obould Many-Arrows.&lt;br /&gt;
&lt;br /&gt;
;Standard Mystaran Orc&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the stablock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Orc Ability Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, an Orc has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, an Orc determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Orc Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (6th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Orc&#039;s&#039;s level || XP Required || Orc&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8&lt;br /&gt;
|-&lt;br /&gt;
|1||1,000||2d8&lt;br /&gt;
|-&lt;br /&gt;
|2||2,000||3d8&lt;br /&gt;
|-&lt;br /&gt;
|3||4,000||-&lt;br /&gt;
|-&lt;br /&gt;
|4||8,000||4d8&lt;br /&gt;
|-&lt;br /&gt;
|5||16,000||5d8&lt;br /&gt;
|-&lt;br /&gt;
|6||32,000||6d8&lt;br /&gt;
|-&lt;br /&gt;
|7||64,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||130,000||7d8&lt;br /&gt;
|-&lt;br /&gt;
|9||260,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||200,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Krugel Orc&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, -1 Dexterity, maximum of 16 Intelligence and 16 Wisdom&lt;br /&gt;
::Prime Requisite: Strength - Strength 13+ for +5% to XP earned, Strength 16+ for +10% to XP earned&lt;br /&gt;
::Save as [[Fighter]] of equivalent level&lt;br /&gt;
::Can reach 6th level as Shaman and 4th level as Wokani&lt;br /&gt;
::Mandatory Skill: Riding (Horse or Bounder - a kind of far-leaping bipedal carnivorous [[dinosaur]])&lt;br /&gt;
::Unlike normal Mystaran orcs, Krugel orcs have lost their Infravision&lt;br /&gt;
::Cultural Melee Weapons: Dagger, Sword (Short/Broad/Bastard), Mace, Club, Warhammer, Spear, Javelin, Lance, Net, Whip&lt;br /&gt;
::Cultural Missile Weapons: Crossbow (Light/Heavy), Bow (Long/Short), Sling&lt;br /&gt;
::Cultural Armor: Leather, Scale, Mail, Chain Mail, Banded Mail, Shield (including horned, knife, sword and tusked), Leather Horse Barding&lt;br /&gt;
::Shamans can use: Mace, club, warhammer, lance, net, all cultural armor&lt;br /&gt;
::Wokani can use: Dagger, club, net, whip&lt;br /&gt;
&lt;br /&gt;
Krugel Experience Table: Krugels can reach level 36&lt;br /&gt;
::1: 0 XP, 1D8 Hit Dice&lt;br /&gt;
::2: 1,000 XP, 2D8 Hit Dice&lt;br /&gt;
::3: 2,000 XP, 3D8 Hit Dice&lt;br /&gt;
::4: 4,000 XP&lt;br /&gt;
::5: 8,000 XP, 4D8 Hit Dice&lt;br /&gt;
::6: 16,000 XP, 5D8 Hit Dice&lt;br /&gt;
::7: 32,000 XP, 6D8 Hit Dice&lt;br /&gt;
::8: 64,000 XP&lt;br /&gt;
::9: 130,000 XP, 7D8 Hit Dice&lt;br /&gt;
::10: 260,000 XP, +2 HP (Constitution bonus no longer applies)&lt;br /&gt;
::+1 Level: +200,000 XP, +2 HP (Constitution bonus no longer applies)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+1 Strength,-2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3e===&lt;br /&gt;
There are several different orc stats, scattered across multiple sourcebooks. The &amp;quot;common&amp;quot; orc in the [[Monster Manual]] featured the following statblock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forgotten Realms====&lt;br /&gt;
In the [[Forgotten Realms]], however, there are three different varieties of orc:&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mountain Orc&amp;quot; is the most common of the three races, and is the most generic, being pretty much standard Monster Manual orcs. They inhabit the Frozen North, predominantly the Spine of the World mountains and other hilly regions (hence the name), and for the most part at generic would-be conquerors foiled by their own inability to focus on anything besides killing - except for when [[Obould Many-Arrows]] tried to forcibly drag them out of their pits and show them that the best way to get respect is to actually make a kingdom of their own. These guys use the standard orc profile.&lt;br /&gt;
&lt;br /&gt;
Deep Orcs, or [[Orog]]s, are a stronger, smarter (but somewhat shorter) breed of orc native to the [[Underdark]]. See their page for more details.&lt;br /&gt;
&lt;br /&gt;
Finally, Gray Orcs are a strange race of emotional, impulsive, and deeply religious orcs originally hailing from another world. Long story short, centuries ago, an archmage created a portal to their world, but wound up being killed for an unrelated incident before anyone ever found out about this portal - which meant nobody ever shut it off. Five years after his death, the orcs found the portal and swarmed through in a religious crusade, battling the empires of Mulhorand and Unther in the 6-years-long Orcgate Wars, which ended with the closing of the portal, the defeat of several of the incarnate gods of Mulhorand and Unther, and the scattering of the gray orcs into loose, fractious tribes that still haunt the Moonsea and the Endless Wastes. Though physically weaker than their mountain orc &amp;quot;relatives&amp;quot;, gray orcs are much more strong-willed and independent, and retain a knack for divine magic which makes them dangerous. They also possess a far swifter stride and keener senses of smell. Gray Orc PCs have the following racial stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base Speed 40 feet&lt;br /&gt;
::Racial Weapon Proficiency: Great-Axe and Longbow&lt;br /&gt;
::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell.&lt;br /&gt;
::Scent (Ex)&lt;br /&gt;
::Orc Blood: For all effects and special abilities that target a creature&#039;s race, Gray Orcs count as &#039;&#039;&#039;Orcs&#039;&#039;&#039;.&lt;br /&gt;
::[[Favored Class]]: [[Cleric]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Party Settings====&lt;br /&gt;
;[[Midnight]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Warcraft the RPG&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;World of Warcraft the RPG&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===4e===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5e===&lt;br /&gt;
Added in Volo&#039;s Guide to Monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hit point]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amazingly, orcs got an official retcon with an official PC writeup in the 5e [[Eberron]] splatbook. &amp;quot;Rising from the Last War&amp;quot; uses the above orc as a base, but strips away the pointless -2 Intelligence penalty and trades the Menacing for &#039;&#039;Primal Intuition&#039;&#039;, which gives them two free skill proficiencies chosen from a list made up of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception and Survival. This is much more useful, and better meshes with the theme of the orcs as the primary [[druid]]ic race in Eberron, and overall makes them a powerful and viable PC race... still, from a flavor perspective, there&#039;s something to be said for switching the Half-Orc and Orc stats around.&lt;br /&gt;
&lt;br /&gt;
This version of the Orc was subsequently reprinted in the [[Exandria]] splatbook &amp;quot;Explorer&#039;s Guide to Wildemount&amp;quot;, so it seems to have become more or less the official replacement for Volo&#039;s initial shitfest.&lt;br /&gt;
&lt;br /&gt;
And as of the October errata, that is now the case, and the change seems to be a step in the right direction for orcs and [[Kobold|kobolds]]. Even so, it goes without saying, but [[Skub|it&#039;s simply impossible to please everyone]].&lt;br /&gt;
&lt;br /&gt;
====3rd Party Settings====&lt;br /&gt;
;Arkadia&lt;br /&gt;
The [[Orc]]s of [[Arkadia]] are a race born from the blood of the Great Hydra, and native to the broken wastes of Garagos. Also known as [[Giant]]s for their mighty stature - orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger - the race has long been the traditional enemy of the Arkadians, as the race seems possessed to the last by madness and the need for destruction. But... Arkadian orcs are not a monolithic racial force. There are many tribes of orcs scattered throughout Gargaros. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside [[Cyclops|cyclopean giants]]; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood. Despite the ancient animosity between orcs and men, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat.&lt;br /&gt;
&lt;br /&gt;
Arkadian orcs resemble humans, but with leaf-like ears similar to those of the [[Arkadian Elf|elves]], powerful builds, and jutting lower canines. Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become mercenaries. Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Colossal Build: Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger.&lt;br /&gt;
::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;World of Farland&lt;br /&gt;
Orcs in the [[World of Farland]] come in a number of different subspecies, as part of their home setting&#039;s homage to the [[Lord of the Rings]] books that inspired it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Strength&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Darkvision 60 feet&lt;br /&gt;
::Orcish Weaponry: You are proficient with the Hand Axe, Battle Axe, Great Axe, Scimitar and Great Sword.&lt;br /&gt;
::Aggressive: Once per short rest, you can use a Bonus Action to move up to your speed towards a creature that you can see.&lt;br /&gt;
::Subrace: Choose the Snog, Skaruk or Irzuk subrace.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snog&#039;&#039;&#039; orcs, or &amp;quot;Slave Orcs&amp;quot;, are the root-stock of the orcish race; first bred as fodder for the wars of dark masters, they are still used in that role to this day, and are literally bred like livestock for that role.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +1 Constitution&lt;br /&gt;
::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.&lt;br /&gt;
::Indefatigable: You have Advantage on all Constitution checks relating to exhaustion, forced marching, going without food and water, and going without sleep.&lt;br /&gt;
::Armored: You have Proficiency with Light and Medium armor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skaruk&#039;&#039;&#039; orcs, or &amp;quot;Wild Ones&amp;quot;, are orcs descended from tribes that fled their creators and have since pursued independent existences in the wilderness.&lt;br /&gt;
::Ability Score Increase: +1 Dexterity&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
::Wild Rage: After you first take damage in battle, you deal +1 damage with each attack for the next minute until you are knocked unconscious, or if your turn ends and you haven&#039;t attacked a hostile creature since your last turn or taken damage since then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Irzuk&#039;&#039;&#039; orcs are a new race of orcs bred for their resistance to the cold and their ability to track victims. They are visually distinguished by their uniquely crimson hides.&lt;br /&gt;
::Ability Score Increase: +1 Wisdom&lt;br /&gt;
::Tracker: You have Proficiency in Survival and gain Advantage on Survival checks relating to tracking by scent.&lt;br /&gt;
::Cold Endurance: You have Advantage on Constitution checks relating to resisting natural cold and are Resistant to Cold Damage.&lt;br /&gt;
::Enhanced Aggression: When you use your Aggressive trait, you can move up to +10 feet over your normal movement limit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Scarred Lands&lt;br /&gt;
Orcs of the [[Scarred Lands]] are semi-nomadic tribals who live in the plains and savannahs of [[Ghelspad]], noted for their talents in astrology and riding [[Dire Animal|Dire Wolves]], strong tribal identities, and a preference for a simple life with a few great luxuries. They originally fought on the titans side in the Divine War, but most of them took the asylum offer given by the gods. They all have the following stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +3 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkivision 30 feet&lt;br /&gt;
::Aggressive: As a bonus action, you can move up to your speed toward a hostile creature you can see.&lt;br /&gt;
::Menacing: Proficieny in the Intimidation skill&lt;br /&gt;
::Orcish Combat Training: You are proficient with the battleaxe, greataxe, handaxe, and lance.&lt;br /&gt;
::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.&lt;br /&gt;
::Language: You speak Orcish and one other language.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Pathfinder]] 1e===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As nameless monsters who won&#039;t survive the encounter anyways, Ferocity effectively adds their constitution score (&#039;&#039;score&#039;&#039;, not modifier) to their HP. This make them quite dangerous at low levels, since it &#039;&#039;triples&#039;&#039; their HP (the standard Orc has 6 HP and 12 con). This isn&#039;t enough to put them next to [[Cat|house cats]], incorporeal foes or [[Swarm]]s as slayers of low level PCs, it does make them quite hard for their supposed CR 1/3.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder 2e===&lt;br /&gt;
Compared to their previous edition, and the DnD 5e, the Orcs of second edition is a lot more fleshed out. With the APG sidesteping a lot of their more &amp;quot;violent&amp;quot; tendencies of pillaging and &amp;quot;conception&amp;quot; of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... [[derp|by way of conflict]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Hit points: 10&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 25 feet&lt;br /&gt;
::Ability Boosts: Strength, Free&lt;br /&gt;
::Languages: Common and Orcish, as well as any other languages equal to your intelligence modifier.&lt;br /&gt;
::Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starfinder===&lt;br /&gt;
Oh, how the mighty have fallen. Orcs in [[Starfinder]] were long ago enslaved by the Drow and forcibly underwent social engineering to make them servile to the Drow on an almost genetic level. Their once green skin has turned blue, to better blend in with the tunnels of the Drow planet&#039;s underground caverns and to resemble their masters&#039; more purple skintones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Modifiers: +4 Str, –2 Cha&lt;br /&gt;
::Hit Points: 6&lt;br /&gt;
::Size and Type: Medium humanoid (orc).&lt;br /&gt;
::Conditioned Focus: Due to her conditioning, an orc can choose one skill that becomes a class skill for her. If the chosen skill is a class skill from the class she takes at 1st level, she instead gains a +1 bonus to checks with that skill. In addition, due to her confidence with that skill, once per day, before she attempts a check with the chosen skill, the orc can grant herself a +2 bonus to that check.&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fierce Survivalist: Orcs receive a +2 racial bonus to Intimidate and Survival checks.&lt;br /&gt;
::Light Sensitivity: An orc is dazzled as long as she remains in an area of bright light.&lt;br /&gt;
::Orc Ferocity: Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Green Skin=&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, [[kobold|red]], brown, and [[goblin|yellow]] are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In-universe&#039;&#039; reasons for their chartreuse complexions vary between IPs; While earlier editions claimed that the Orks of 40k are said to be animate plants, current lore dictates that Ork DNA is a combination of animal, plant, and fungal DNA, thus their colors are effectively the result of chlorophyll running through their bodies (while the animal part conveniently allows them to bleed red for grimdark purposes). Meanwhile, the green skins of the orcs of The Elder Scrolls and Warcraft universes are the result of demonic tampering; The Orsimer are a result of the above-mentioned champion-devoured-and-shat-out incident, while the Warcraft Orcs were convinced to drink the blood of the Pit Lord Mannoroth, changing their normally brown or grey skin into that distinct hue, with further ingestion of Pit Lord blood turning them red. Some orc clans turned down the offer however, and still keep their original skin tones in the present.&lt;br /&gt;
&lt;br /&gt;
Though for what it&#039;s worth, D&amp;amp;D orcs are grey, not green, as of 5e. Seriously, open your monster manual if you don&#039;t believe us.&lt;br /&gt;
&lt;br /&gt;
=Piggish Looks=&lt;br /&gt;
On occasion, a person may find orcs depicted as pig-men, despite the generally accepted portrayal of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames. For a reference cue there, see the Moblins from the Legend of Zelda series. Similar incidents of redesign of classic tabletop gaming creatures include dogfaced kobolds, pumpkinheaded bugbears, starving-looking lanky trolls, and slinky hobgoblin-like gnolls. An even rarer and earlier example of Orc than Pigfaced Orc is the Cycloptic Orc, from the English 1st Edition AD&amp;amp;D Boxed Set Illustrations. This one-eyed example was originally published by Games Workshop, and later inspired the appearance of one of the Orc leaders at Orc&#039;s Drift, a cycloptic orc of the Vile Rune tribe.&lt;br /&gt;
&lt;br /&gt;
=Monstergirl Depictions=&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls, despite what many [[/d/]] cliches may lead you to believe, aren&#039;t inclined to find orcs attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Female Orc.jpg|gb2kitchen&lt;br /&gt;
Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
1642287072.baguette2077 konosubaorc 001.jpg|Who says Pigfaced Orc Women can&#039;t be attractive?&lt;br /&gt;
AsianPigOrc.jpg|Weeaboo Pigfaced Orc Waifu&lt;br /&gt;
Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
orc ARG 2.png|Pathfinder proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Orcs are Grays.jpg|Orks are Xenos, after all...&lt;br /&gt;
CyclopticOrcs.jpg|Even rarer than Pigfaced Orcs are Cycloptic Orcs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category:Scarred Lands Races]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Great_Parch&amp;diff=484978</id>
		<title>The Great Parch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Great_Parch&amp;diff=484978"/>
		<updated>2022-04-11T23:50:44Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:8923:86EC:F641:43F9: Sulphurbreath Troggoths&lt;/p&gt;
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&lt;div&gt;[[File:TheGreatParch.jpg|thumb|600px|right|]]&lt;br /&gt;
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The Great Parch is a continent located in the Realm of [[Aqshy]], one of the eight worlds of [[Warhammer: Age of Sigmar]]. It is the region that the [[Age of Sigmar Roleplay]] game is initially set in. &lt;br /&gt;
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The continent is also the site of a number of major events in the AOS timeline:&lt;br /&gt;
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* It was here that Grimnir fell fighting the Godbeast Vulcatrix, and in their mutual destruction scattered Ur-Gold across the Realms. Following this, the first Fyreslayers would discover this divine substance in the Great Parch and would go on to found the Vostarg Lodge, the first and oldest of the Lodges. &lt;br /&gt;
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* During the opening stages of the Age of Chaos, the various tribes of the Flamescar Plateau began to slowly succumb to the influence of Khorne, including one warrior named Athol Khul, later known as Khorgos Khul. Khorgos would go on to create the infamous Goretide, a Khornate horde so vast that it would devastate and massacre vast swathes of civilization in Aqshy and beyond.&lt;br /&gt;
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*Sigmar&#039;s forces would make their first major push to retake the Realms in the Great Parch, with the Hammers of Sigmar driving out the Goretide and securing footholds for the forces of Order around the various Realmgates on the continent.&lt;br /&gt;
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*Gotrek Gurnisson would make landfall in the Mortal Realms in the Great Parch, eventually going on to save Hammerhal Aqsha from being destroyed from within by a Tzeentch cult.&lt;br /&gt;
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==Notable Locations==&lt;br /&gt;
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===Aridian===&lt;br /&gt;
A land never reconquered by Sigmar&#039;s forces, the majority of Aridian is ruled by the Chaos Lords collectively known as the Scavenger Kings, with the local Fyreslayers and their allies being the only major force of Order left.&lt;br /&gt;
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*Vostargi Mount: A giant volcano said to be formed from the heart of Vulcatrix. Lots of Fyreslayer lodges are based here (most notably the Vostarg lodge), but there&#039;s also the city of Brimstone built for foreigners to conduct business with them.&lt;br /&gt;
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*The Forge Anathema: Chaos Dwarf fortress that sells weapons to anybody willing to deal with them.&lt;br /&gt;
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*The Reaver Wastes: A bloody battleground where tribes alternately loyal to Sigmar and Khorne smack the shit out of eachother. Outsiders sometimes come here seeking to scavenge the ruins of Ahramentia, the capital of the Agloraxi Empire. Too bad that Archaon&#039;s also interested in it, and has sent a Chaos warband called the Doom Lords to prevent anybody from nicking the goods he thinks are rightfully his.&lt;br /&gt;
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===Aspiria===&lt;br /&gt;
One of two major nations that survived the Age of Chaos, Aspiria is a confederation of magocratic city-states formed of wizards who broke off from the Agloraxi empire.&lt;br /&gt;
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*Lumnos: The last of the Aspirian city-states, and the home of the House of Rising Embers, one of the most esteemed colleges (for both the magical and liberal arts) in the Mortal Realms. The markets here sell some of the most powerful magical artifacts in Aqshy, but it is said the mage-traderes prefer payment in forbidden lore and dangerous favors.&lt;br /&gt;
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*Steel Spike: A immense fortress designed to guard the only crossing (outside of the Kindling Forest) to the mainland, Steel Spike never fell during the Age of Chaos, mainly because its defenses were so good even the forces of Khorne weren&#039;t stupid enough to assault it. As such, the resulting influx of refugees has made it become a city in its own right. &lt;br /&gt;
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*The Timestolen Empire: Time itself is broken in the lands conquered by Tzeentch. Warriors killing their past selves, crops growing from seed to plant to dead within a few days, and so on. Although going to such a chaotic place is a really stupid idea, you still get some idiots who come here seeking to gain knowledge from the past or future.&lt;br /&gt;
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*The Bright Mountains: This mostly unexplored mountain range is home to the Scions of the Flame, the chaos fire-cultists from Warcry. On the bright side, its also home to a Fyreslayer lodge and several Dispossessed Karaks. &lt;br /&gt;
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*The Disintegrated Shore: When the Agloraxi Empire ceded this land to the mages who would found Aspiria, they left behind a whole bunch of magical citadels containing various secrets. They never explained what these secrets were, because they were a bunch of assholes like that. The forces of Tzeentch prowl this place, interested in claiming the secrets of the Agloraxi Citadels for themselves, while the forces of Order seek to reclaim them, most notably Brightspear, a citadel that has been turned into one of the Cities of Sigmar.&lt;br /&gt;
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===Bataar===&lt;br /&gt;
The other major nation to survive the Age of Chaos. A proud merchant people, the folk of Bataar are unusual in that they prefer the use of barter to direct currency (although they still accept coinage, they find it less sporting), and as such have grown adept at negotiating complex multi-party trades. While for a long time isolated to their floating city, when Sigmar&#039;s armies arrived they started spending the gold they had stockpiled for centuries to hire as many Fyreslayers as they could in order to reconquer their homeland.&lt;br /&gt;
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*The Floating City: Originally a bunch of trading boats strapped together to form an impromptu bazaar. This amalgamation of ships grew until it was the size of a city, then the Aspirians enchanted it to fly as a gift to their allies. Governed by the Traders Guild, who determine their ranks through the &amp;quot;Game of Razored Gifts&amp;quot;, where each member seeks to increase his status by giving the most extravagant gifts they can.&lt;br /&gt;
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*Flamespider Woad: The forest home of the flamespiders. Most civillizations upon hearing the word &amp;quot;flamespider&amp;quot; would immediately decide to exterminate the species out of principle, but the Bataari were enterprising enough to build a mercantile empire off exporting their firesilk. Unfortunately, the forces of Nurgle have started taking up shop here, and diseased spiders are beginning to attack neighbouring villages.&lt;br /&gt;
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*Lake of Dark Pacts: Local legend claims this place was named for two lovers who drowned themselves in a suicide pact when their love was denied. After the Necroquake this place has become haunted, with ghostly pleasure barges slaying visitors so they may &amp;quot;join in their revels&amp;quot;. Its commonly rumored that this place is a Realmgate to Shyish, but nobody knows how to open it. &lt;br /&gt;
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===Capilaria===&lt;br /&gt;
Formerly the home of skilled smith-tribes (most notably the Direbrands, the original tribe of [[Vandus Hammerhand]]), it is now the most war-torn region of all Aqshy, containing the headquarters of both Order and Chaos within the Great Parch. &lt;br /&gt;
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*Hammerhal Aqsha: The twin-tailed city, half existing in Aqshy, half existing in Ghyran. &lt;br /&gt;
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*Skulpile: A Khornate city that quite literally is a giant pile of skulls. The inhabitants have carved some of the larger ones into crude homes, and pilgrims come from all around to add their own trophies to the heap.&lt;br /&gt;
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*The Eye: The giant portal to the realm of Khorne opened by Khorgos Khul that first introduced Chaos to Aqshy. Everyone in Order knows the only way to rid Chaos from the Great Parch is to close the Eye; too bad nobody knows how they&#039;re gonna do it. Nearby the portal are numerous large volcanoes, which make The Eye a holy site for the Firebelly ogor shamans.&lt;br /&gt;
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*Everlyme Point: This place has its innocuous name due to originally existing as a lime-mining colony back in the Age of Myth. Now its a Khornate fortress.&lt;br /&gt;
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*Vandium: A city named in honor of Vandus Hammerhand itself, containing a precious Realmgate to Azyr.&lt;br /&gt;
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===The Eastern Parch===&lt;br /&gt;
Seperated from the main continent by the Adamantine Chain mountain range, the Eastern Parch is the most frontier region of the Great Parch (which is saying something, seeing as the entire continent is mostly frontier). &lt;br /&gt;
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*Chakrik&#039;s Folly: The biggest Skaven undercity in the Great Parch. Chakrik was a warlock engineer who built devices that he claimed would protect the city from earthquakes, and who quickly died when all but one of them exploded. The sole remaining device isn&#039;t enough to prevent thousands of skavenslaves dying each time an earthquake happens, but the Skaven don&#039;t care so long as it exposes another vein of Warpstone.  &lt;br /&gt;
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*Hel Crown: Khornate fortress built into a volcano. A realmgate to the realm of Khorne exists in the mouth of the volcano, but has a bad habit of going out unexpectedly, leading to the unfortunates trying to enter plummeting to their firey deaths.&lt;br /&gt;
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*The Reclaimed Demenses: These Order villages, geographically cut-off from the rest of the Cities of Sigmar, are in a daily struggle to survive. As such, the colonists here tend to be the hardiest and bravest of them all, typically native Aqshyian warriors who turned to farming. &lt;br /&gt;
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*The Stain: This lake was the site of an epic battle between Stormcast and Khornates where so much blood was shed that the water was permanently stained red. &lt;br /&gt;
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===Flamescar Plateau===&lt;br /&gt;
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Formerly the domain of the powerful magocratic Agloraxi Empire. The setting of the Age of Sigmar expansion Firestorm, detailing the conflict between all four grand alliances over the control of their ultimate weapon, the Prismatikon. The tribes who live here are notoriously firey even by Aqshy standards, and many of them view Sigmar&#039;s folk as invaders no different than the forces of Chaos or Death. Also the home of the Caverns of Fulminax, an elemental used to fuel the Agloraxi&#039;s superweapons. Within these caverns lives a type of unique fire-loving Troggoth species; the Sulphurbreath Troggoths, who prey on the giant lizards native to the caverns.&lt;br /&gt;
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*Edassa: African-esque nation with a heavy lion theme going on, to the point where they often worship Sigmar in the form of a man with a lion&#039;s head.&lt;br /&gt;
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*Anvilguard: Coastal city perpetually shrouded in mist, which is actually a weedkiller sprayed into the air to prevent the jungle from overtaking it. The city is secretly ran by the Blackscale Coil, who are basically all the old Dark Elf factions from Warhammer Fantasy united with the purpose of dicking everyone else over. Nearly overran by a horde of undead dinosaurs until the Seraphon came, saved the city, and started their own colony there for their own inscrutable purposes. &lt;br /&gt;
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*Anvalor: Legends say this city is cursed, for whenever the forces of order try to reclaim it they always get foiled, be it by Chaos, Skaven, greenskins or just natural disasters. Doesn&#039;t stop them from planning to try it one last time, because in addition to being on a major trading route it also has a good source of precious water.&lt;br /&gt;
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===Golvaria===&lt;br /&gt;
Formerly a nation ruled by necromancers, until their crimes saw them invaded by Aspiria and banished to the Isle of Ghouls. With the coming of the Necroquake, it is now rumored that the necromancers are growing in power and planning to reconquer their old homelands. &lt;br /&gt;
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*Hallowheart: Founded in a formerly Tzeentchian stronghold, Hallowheart is a city of wizards, with the local population being significantly more likely to have magical talent. The citizens aren&#039;t unaware that being built on an ex-Chaos stronghold isn&#039;t a good omen, and as such have become extremely superstitious and paranoid.&lt;br /&gt;
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*Castle Drakesbane: The home of the Daemon Prince Lord Zaronak, also known as the Fist of the Everchosen. Charged by the Everchosen to stamp out all hope within the Great Parch, he mostly spends his time working on his schemes to destroy Hallowheart.&lt;br /&gt;
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===Khul&#039;s Ravage===&lt;br /&gt;
The name of this land has long been forgotten, [[Khorgos Khul]] having wrecked it so bad that everyone has just named it after him instead. This was the first theatre of war the Stormcast Eternals were ever deployed to (more specifically the Brimstone Peninsula, where the original starter box for Age of Sigmar took place), and as such Order now has a decent grasp over this territory, even if the land is still too damaged to support proper agriculture.&lt;br /&gt;
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*Tempest&#039;s Eye: Mountaintop city with a strong alliance with the Kharadron Overlords. The vast observatories of the city keep an eye on the rest of the realms (both through scrying the future with astrology and just spying on shit with giant telescopes), so the armies of Tempests Eye have a habit of miraculously intervening when they&#039;re most needed.&lt;br /&gt;
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*Obsidian Fortress: Former Chaos fortress that was taken over by the Tempest Lords. Spends most of their time teaming up with the armies of Steel Spike to kill whatever Tzeentchian abomination crawls out of the Timestolen Empire.&lt;br /&gt;
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*Horn of Ignax: Nobody knows what this bright... thing is. Some say its the literal severed horn of the solar drake Ignax, others that its just some naturally occuring gas vent. Whatever the case, it makes a convenient lighthouse for nearby sailors, as its so bright that on a good night even the Idoneth Deepkin can see it from the bottom of the ocean.&lt;br /&gt;
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===Vitriola===&lt;br /&gt;
The tribes of Vitriola were once famous for two things; having the reddest hair in the realms, and being notoriously fickle mercenaries who switched sides at a moments notice. This did not endear them to the forces of Chaos, who punished such betrayal brutally, and now the remaining few tribes of Vitriola are weak and desperate, especially because their old reputation means they have few allies willing to help them reclaim their lands.&lt;br /&gt;
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*Hag&#039;s Delta: This marshland has long been known to house the Daughters of Khaine. Although the Witch Aelves stationed here were recalled to defend Ulgu during the Age of Chaos, recently the Khailebron sect has returned to the Delta to embark on a campaign of guerilla warfare against the forces of Zaronax. &lt;br /&gt;
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*Kindling Forests: Long ago, the Bright Wizards of Aspiria, seeing that their lands were about to become the target of a Waaagh!, decided to summon a whole bunch of fire spirits to start a perpetual wildfire that would stop anybody from invading them. This has pissed off Claggit&#039;s Smotherers, the local Gloomspite Gitz clan dwelling beneath, who have vowed to put out every fire in Aqshy.&lt;br /&gt;
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[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:8923:86EC:F641:43F9</name></author>
	</entry>
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