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orcThe Code of MalacathThe Code of Malacath: A Sellsword's Guide to the Orc Strongholds by
"No one bests an Orc." I don't need you to guess how many times I've heard that boast in some dingy tavern or screamed at the top of the lungs by some fellow sellsword with too much fire in him. But I'd be lying if I said the Orc Strongholds don't take those words as law. There are few places where Ms. Alleia would tell you that "tradition" and the "old ways" makes for a better fighter, but with Orcs it seems like staying true to your ancestors is the path to victory. Let me start a few steps back. The Orc Strongholds have existed as long as the Orc race has, according to them. They're armored camps in the least, and fortresses at the most. Every man, woman, and child inside the walls is trained from birth to defend it. All their weapons and armor are smithed right there in the stronghold, all the food is hunted down by Orc warriors and brought back to be eaten by everyone who lives there. They follow no laws, save their own, an unwritten set of rules called "The Code of Malacath," named after one of their gods, who is sometimes called Mauloch. Most of it's pretty simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a big list of exceptions). But Orcs in the stronghold don't have jails for their criminals. They have Blood Price. You either pay enough in goods for your crimes, or you bleed enough that the victim is satisfied. And Orcs, I don't need to tell you, have a lot of blood. The Code also sets up who runs the stronghold. The toughest male is usually the Chief and makes decisions and decides when the Code of Malacath has been satisfied. All the women are either the Chief's wives or his daughters, with the exception of the wise woman, who handles all the spiritual matters and healing needs. Matters of grave dispute are handled with short but violent fights, and those who don't get along with the Chief are usually forced out of the stronghold to live among the rest of us. An Orc grows up being told to fight for everything, that if something is not worth fighting for it is beneath the Code. Orc Strongholds don't like strangers, used to living on their own like they do. Ms. Alleia knows what she does because so many Orcs leave the strongholds to become sellswords or soldiers, and a few pints of mead gets them talking about home. I hear that sometimes an Orc will make a non-Orc a "Blood-Kin" and that person is then allowed to live in the stronghold as one of the clan, but I've never heard of that actually happening. For all their strange rules and traditions, the Code of Malacath does breed a culture of determined warriors. They're focused in ways that the average sellsword isn't. They don't hesitate to draw weapons and settle matters openly, and I think that's the real difference between the stronghold Orcs and the city Orcs. Imperial Law allows you to settle fights through the Emperor's men, but the Code of Malacath demands you settle your problems yourself, a fine way of thinking if you're leading the mercenary's life.
The True Nature of OrcsOrcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Altmeri ancestor spirits. When Trinimac was eaten by the Daedroth Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the Orcs is 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, the remains of Trinimac. Who is Malauch? He is more commonly know as the Daedroth Prince Malacath, 'whose sphere is the patronage of the spurned and ostracized, the sworn oath, and the bloody curse.' He is not technically a Daedra Lord, nor do the other Daedra recognize him as such, but this is fitting for his sphere. Of old he was Trinimac, the champion of the High Elven pantheon, in some places more popular than Auri-El, who protected them against enemies without and within. When Trinimac and his followers attempted to halt the Velothi dissident movement, Boethiah ate him. Trinimac's body and spirit were corrupted, and he emerged as Malacath. His followers were likewise changed for the worse. Despised by everyone, especially the inviolate Auri-El, they quickly fled to the northern wastes, near Saarthal. They fought Nords and Chimer for a place in the world, but did not get much. In Skyrim, Malacath is called Orkey, or Old Knocker, and his battles with Ysmir are legendary.
The Pig ChildrenNo one -- not the oldest Dark Elf of Mount Dagoth-Ur or the Ancient Sage of Solitude himself -- can recall a time when the Orc did not ravage our fair Tamriel. Whatever foul and pestilent Daedra of Oblivion conjured them up could scarcely have created a more constant threat to the well-being of the civilized races of Tamriel than the obnoxious Orc. Orcs are thankfully easy to recognize from other humanoids by their size -- commonly forty pertans in height and fifteen thousand angaids in weight -- their brutal pig-like features, and their stench. They are consistently belligerent, morally grotesque, intellectually moronic, and unclean. By all rights, the civilized races of Tamriel should have been able to purge the land of their blight eras ago, but their ferocity, animal cunning, and curious tribal loyalty have made them inevitable as leeches in a stagnant pool. Tales of Orcish barbarity precede written record. When Jastyaga wrote of the Order of Diagna's joining the armies of Daggerfall and Sentinel "to hold at bay the wicked Orcs in their foul Orsinium fastness... and burn aught in cleansing flame" in 1E950, she assumed that any reader would be aware of the savagery of the Orcs. When the siege was completed thirty years later, after the death of many heroes including Gaiden Shinji, and the destruction of Orsinium scattered the Orcish survivors throughout the Wrothgarian Mountains, she further wrote, "The free peoples rejoiced for that their ancient fell enemy was dispersed into diverse parts." Obviously, the Orcs had been terrorizing the region of the Iliac Bay at least since the early years of the First Era. 16 Accords of Madness, v. VIIMalacath's Tale In the days before the Orsinium's founding, the spurned Orc-folk were subjected to ostracism and persecutions even more numerous and harsh than their progeny are accustomed to in our own age. So it was that many champions of the Orsimer traveled, enforcing what borders they could for the proliferation of their own people. Many of these champions are spoken of yet today, among them the Cursed Legion, Gromma the Hairless, and the noble Emmeg Gro-Kayra. This latter crusader would have certainly risen to legendary status throughout Tamriel, had he not been subject to the attention of certain Daedric Princes. Emmeg Gro-Kayra was the bastard son of a young maiden who was killed in childbirth. He was raised by the shaman of his tribe, the Grilikamaug in the peaks of what we now call Normar Heights. Late in his fifteenth year, Emmeg forged by hand an ornate suit of scaled armor, a rite of ascension among his tribe. On a blustery day, he pounded the final rivet, and draping a heavy cloak over the bulky mantle, Emmeg set out from his village for the last time. Word of his exploits always returned home, whether defending merchant caravans from brigands or liberating enslaved beast folk. News of the noble Orc crusader began to grace even the lips of Bretons, often with a tinge of fear. Less than two years after ascending to maturity, Gro-Kayra was making camp when a thin voice called out from the thickening night. He was surprised to hear the language of his people spoken by a tongue that obviously did not belong to an Orc. 'Lord Kayra', said the voice, 'tales of your deeds have crossed the lips of many, and have reached my ears.' Peering into the murk, Emmeg made out the silhouette of a cloaked figure, made wavy and ephemeral by the hazy campfire. From the voice alone he had thought the interloper an old hag, but he now decided that he was in the presence of a man of slight and lanky build, though he could discern no further detail. 'Perhaps,' the wary Orc began, 'but I seek no glory. Who are you?' Ignoring the question, the stranger continued, 'Despite that, Orsimer, glory finds you, and I bear a gift worthy of it.' The visitor's cloak parted slightly, revealing nothing but faintly glinting buttons in the pale moonlight, and a bundle was withdrawn and tossed to the side of the fire between the two. Emmeg cautiously removed the rags in which the object was swathed, and was dazzled to discover the item to be a wide, curved blade with ornately decorated handle. The weapon had heft, and Emmeg realized on brandishing it that the elaborate pommel disguised the more practical purpose of balancing the considerable weight of the blade itself. It was nothing much to look at in its present condition, thought the Orc, but once the tarnish was cleaned away and a few missing jewels restored, it would indeed be a blade worthy of a champion ten times his own worth. 'Her name is Neb-Crescen' spoke the thin stranger, seeing the appreciation lighting Gro-Kayra's face. 'I got her for a horse and a secret in warmer climes, but in my old age I'd be lucky to even lift such a weapon. It's only proper that I pass her on to one such as yourself. To possess her is to change your life, forever.' Overcoming his initial infatuation with the arc of honed steel, Emmeg turned his attention back to the visitor. 'Your words are fine, old man,' Emmeg said, not masking his suspicion, 'but I'm no fool. You traded for this blade once, and you'll trade for it again tonight. What is it that you want?' The stranger's shoulders slumped, and Emmeg was glad to have unveiled the true purpose of this twilight visit. He sat with him a while, eventually offering a stack of furs, warm food, and a handful of coins in exchange for the exotic weapon. By morning, the stranger was gone. In the week following Emmeg's encounter with the stranger, Neb-Crescen had not left its scabbard. He had encountered no enemy in the woods, and his meals consisted of fowl and small game caught with bow and arrow. The peace suited him fine, but on the seventh morning, while fog still crept between the low-hanging boughs, Emmeg's ears pricked up at the telltale crunch of a nearby footfall in the dense snow and forest debris. Emmeg's nostrils flared, but he was upwind. Being unable to see or smell his guest, and knowing that the breeze carried his scent in that direction, Emmeg's guard was up, and he cautiously drew Neb-Crescen from its sheath. Emmeg himself was not entirely sure of all that happened next. The first moment of conscious memory in Emmeg Gro-Kayra's mind after drawing Neb-Crescen was the image of the curved blade sweeping through the air in front of him, spattering blood over the virginal powder coating the forest floor. The second memory was a feeling of frenzied bloodlust creeping over him, but it was then that he saw for the first time his victim, an Orc woman perhaps a few years younger than himself, her body a canvas of grisly wounds, enough to kill a strong man ten times over. Emmeg's disgust overwhelmed the madness that had overtaken him, and with all his will enlisted, he released Neb-Crescen from his grip and let the blade sail. With a discordant ringing it spun through the air and was buried in a snowdrift. Emmeg fled the scene in shame and horror, drawing the hood of his cloak up to hide himself from the judging eyes of the rising sun. The scene where Emmeg Gro-Kayra had murdered one of his own kind was a macabre one. Below the neck, the body was flayed and mutilated almost beyond recognition, but the untouched face was frozen in a permanent expression of abject terror. It was here that Sheogorath performed certain rites that summoned Malacath, and the two Daedric Lords held court in the presence of the disfigured corpse. 'Why show me this, Mad One?' began Malacath, once he recovered from his initial, wordless outrage. 'Do you take such pleasure in watching me grieve the murder of my children?' His guttural voice rumbled, and the patron of the Orismer looked upon his counterpart with accusing eyes. 'By birth, she was yours, brother outcast,' began Sheogorath, solemn in aspect and demeanor. 'But she was a daughter of mine by her own habits. My mourning here is no less than your own, my outrage no less great.' 'I am not so sure,' grumbled Malacath, 'but rest assured that vengeance for this crime is mine to reap. I expect no contest from you. Stand aside.' As the fearsome Prince began to push past him, Lord Sheogorath spoke again. 'I have no intention of standing between you and vengeance. In fact, I mean to help you. I have servants in this wilderness, and can tell you just where to find our mutual foe. I ask only that you use a weapon of my choosing. Wound the criminal with my blade, and banish him to my plane, where I can exact my own punishment. The rights of honor-killing here belong to you.' With that, Malacath agreed, took the wide blade from Sheogorath, and was gone. Malacath materialized in the path of the murderer, the cloaked figure obscured through a blizzard haze. Bellowing a curse so foul as to wilt the surrounding trees, the blade was drawn and Malacath crossed the distance more quickly than a wild fox. Frothing with rage, he swung the blade in a smooth arc which lopped the head of his foe cleanly off, then plunged the blade up to its hilt in his chest, choking off the spurts of blood into a steady, growing stain of red bubbling from beneath the scaled armor and heavy cloak. Panting from the unexpected immediacy and fury of his own kill, Malacath rested on a knee as the body before him collapsed heavily backwards and the head landed roughly upon a broad, flat stone. The next sound broke the silence like a bolt. 'I - I'm sorry...' sputtered the voice of Emmeg Gro-Kayra. Malacath's eyes went wide as he looked upon the severed head, seeping blood from its wound, but somehow kept alive. Its eyes wavered about wildly, trying to focus on the aspect of Malacath before it. The once-proud eyes of the champion were choked with tears of grief, pain, and confused recognition. To his horror, Malacath recognized only now that the man he had killed was not only one of his Orismer children, but very literally a son he had blessed an Orc maiden with years hence. For achingly long moments the two looked upon each other, despondent and shocked. Then, silent as oiled steel, Sheogorath strode into the clearing. He hefted Emmeg Gro-Kayra's disembodied head and bundled it into a small, grey sack. Sheogorath reclaimed Neb-Crescen from the corpse and turned to walk away. Malacath began to stand, but kneeled again, knowing he had irreversibly damned his own offspring to the realm of Sheogorath, and mourned his failure as the sound of his son's hoarse pleas faded into the frozen horizon. Orc
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Orsinium
The Orc homeland of Orsinium has had a troubled history. Indeed, for most of the past two thousand years Orsinium has existed only in the dreams of the Orc people. The current land, sometimes called Nova Orsinium, is the second incarnation of an Orc homeland in the Wrothgarian Mountain oh High Rock. The first was a creation of the tenth century of the Second Era, a refuge for Orcs harried from High Rock, Cyrodiil, and Skyrim by the expansions of the Empires of the men and mer.
The Wild Regions
ArgoniaThese vast swamplands were once part of the Second Empire, which, in 1E2837, had seized a large portion of it to create the Imperial Province of Black Marsh. Many humans still refer to the region by that name, but the Elves call it Argonia, after some ancient battlefield where many of their ancestors fell1. Thus, the native inhabitants of the swamplands, a collection of beastly tribes of "lizard-men," have become, in common parlance, the Argonians. Argonians are rarely seen outside of their homeland, except for a relatively intelligent strain called the hist. Individuals of this strain are repulsive, but peaceful enough to be tolerated among the human kingdoms, and can be found as far from Black Marsh as western Hammerfell. The rest of the Argonians are primitive, reclusive, and practice heathen rituals of nature worship that necessitates a proximity to a certain type of spore-tree, which grows only in the interior of their native swamplands. Black Marsh never regained its Provincial status after the dissolution of the Second Empire, though some parts of it are still considered Imperial territories. In CE560, the Knahaten Flu spread through greater Argonia, claiming the lives of the Kothringi tribesmen, the only humans to have persisted in the area for long. The hist proved immune to the effects of this plague, leading to wild rumors that they had, in fact, created it through a manipulation of their cherished spore-trees. PyandoneaFar to the south of the Summerset Isles is the island kingdom of Pyandonea, home to the Maormer, a rare breed of tropical elf. It is covered mostly in dense rain forest, and is a playground for the southern water spirits. The Maormer almost never travel to Tamriel or visit their cousins at Summerset, for they were exiled from the latter kingdom in ancient times. They are known to possess a strange, chameleon-like skin, an involuntary process that is similar to the forest-coupling skills of the Bosmer. They also practice a powerful form of snake magic. With this, they have tamed the sea serpents of their island for use as steeds and warbeasts. The Maormer ruler is King Orgnum, a deathless wizard who is said to be the Serpent God of the Satakal (see Hammerfell). ThrasThe coral kingdoms of Thras, a set of islands southwest of the Chain in the Abecean Sea, are home to a godless tribe of beastmen called the Sload. These amphibious slugmen, perhaps the most hated race in all of Tamriel, were long thought to be extinct. After the Sload released the Thrassian Plague in 1E2200, which claimed more than half of the continent's population, the largest allied naval force in Tamrielic history sailed to Thras, slaughtered all the Sload they could find, and, with great unknown magicks, sunk their coral kingdoms into the sea. Sadly, it has been reported that Thras has risen again, and that its masters, the Sload, have recently been seen in various areas of Tamriel. Citizens are encouraged to avoid these beasts, and contact the nearest Imperial authorities when they learn of one's existence. Much is remembered about the slugmen, and has been collected for you in the nearby sidebar. Be vigilant. Collected from the Notes of Bendu Olo, West King of Anvil and Baron-Admiral of the All Flags Navy, and Dealer of Swift Justice to the Foul Spot of Thras. Life Cycle:
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OrsiniumLiterally, 'Orsinium' means Orc-Town in the early Aldmeris. The goblin-ken (orcs, ogres, gremlins, and other beastfolk) that live in Orsinium favor the Elvish name for their settlement, for it suggests, at least to human ears, a glorious and beautiful fortress-city instead of the squalid and filth-ridden village-and-keep that it is. It was founded during the Camoran Dynasy, when hundreds of beastmen were set free by the rulers of the Summerset Isles and allowed to settle lands north of Valenwood. These Orcish tribes chose an uninhabited mountain region near Old H'roldan in High Rock, for their people were (and most still are) dependent on a rare shaggy giant centipede herdbeast that can live only at high altitudes on alpine and sub-alpine forage. Orsinium did possess considerable strength during the First Era, when Orcish refugees fleeing the Ra Gada invasion of Hammerfell joined the beastman army already gathering there. This army was determined to take control of the Bjoulsae River and force the kingdom of Wayrest to pay Orsinium regularly for its use. Other powers of the area rose to confront the Orcs, principally the Yokudan Order of Diagna and the chieftan-kings of early Daggerfall. The Siege of Orsinium lasted thirty years and ended in its ruin. Orsinium briefly became an Imperial territory under the Akaviri Potentate, though this ended with the death of Savirien-Chorak in CE431. The Orcs have recently petitioned the New Emperor to grant them a similar status, but Tiber Septim is famous for his hatred of their kind, and has yet to bestow the beastfolk good answer. Annotations by YR: 1. "Does anyone on the Thalmor know what the humans are talking about?"
The Pig ChildrenNo one, not the oldest Dark Elf of Mount Dagoth-Ur or the Ancient Sage of Solitude, no one can recall a time when the Orc did not ravage our fair Tamriel. Whatever foul and pestilent daedra of Oblivion conjured them could scarcely have created a more constant threat to the well-being of the civilized races of Tamriel. Orcs are thankfully easy to recognize from other humanoids by their size, commonly forty pertans in height and fifteen thousand angaids in weight, their brutal pig-like features, and their stench. They are consistantly belligerant, morally grotesque, intellectually moronic, and unclean. By all rights, the civilized races of Tamriel should have been able to purge our land of their blight eras ago, but their ferocity, animal cunning, and curious tribal loyalty has made them inevitable as leeches in a stagnant pool. Tales of orcish barbarity preceedwritten record. When Jastyaga wrote of the Order of Diagna joining the armies of Daggerfall and Sentinel "to hold the wicked orcs in their foul Orsinium tower ... and burn all" in 1E 950, she assumed that any reader would be aware of the savagery of the orcs. When the siege was completed thirty years later, after the death of many heroes including Gaiden Shinji, and the destruction of Orsinium scattered the orc survivors throughout the Wrothgarian Mountains, Jastyaga wrote, "the people rejoiced for their ancient enemy was dispersed." Obviously, the orcs had been terrorizing the region of the Iliac Bay at least since the early years of the first era.
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