The Orks of Morak
The putrid swamplands of Morak
are home to the orks, a barbarian race of fierce and dedicated
warmongers. Orkish history
is dominated by endless military campaigns, which have involved
all other races and creatures within reach. For thousands
of years, the orks have lived only for the glory of battle
and the thrill of combat.
In recent centuries, however, a sinister
but civilizing influence has worked on the minds and culture
of the orks. Under the aegis of Azhi Dahaka, also called
the Fire Dragon, they have built cities, enslaved other
races, and begun to master the arts of strategy and tactics.
Instead of aimlessly inflicting war-bands and tribal expeditions
on the rest of Agon, the orks are now a military force
to be reckoned with.
While they may have become more advanced
as a culture, the orks are just as fierce and vicious
as ever. In fact, their newfound powers of organization
have allowed them to extend the reach of their killing
and maiming, and to achieve new levels of cruelty in the
treatment of slaves and enemies.
Orks stand slightly taller than humans, and are a great
deal more muscular. They are physically intimidating to
other races, and the individual ork puts a great deal
of pride in being strong and resilient. Weak individuals
are not accepted among them, and millennia of selective
breeding based on brawn and martial ability has shaped
a race of strong and combat-cunning warriors.
Orkish skin is thick and varies greatly
in colour between individuals: Orks can be dark green,
dark blue, deep red, and black. Almost from birth, orkish
skin resembles the bark of an ancient tree; it is as gnarled,
wrinkled and impenetrable to the wind and rain. Male orks are
bald and their bodies are hairless.
The orkish skull has a low forehead
and a roundish shape. Their enormous jaws host impressive
sets of canine teeth, with tusks protruding from each
side of the lower mouth. The size and number of protruding
tusks varies greatly between individuals, with some sporting
veritable thickets of fangs and tusks, while others have
relatively well ordered and symmetrical sets of teeth.
Orkish eyes are small and deeply
set, and come in an even greater variety of colour than
their skin. In fact, all the main colours have been observed,
with varying frequency, except brown and blue, which are
When engaged in melee combat, orks have the ability to
bite opponents with their tusks. The ork shoots his tusks
forward, tearing at the flesh of the enemy. While not
as damaging as a conventional weapon, the ork bite is
quick and, in many cases, understandably surprising.
The Angry Mode
When an ork receives damage in combat, his anger rises
slowly towards a berserker rage. When the boiling point
is reached, the ork may choose to enter the Angry Mode,
in which he deals more damage but is vulnerable defensively.
When in this state, the ork screams, beats his chest,
and swears and spits uncontrollably, not caring who hears
Weapons and equipment
Through most of their history, orks wore little or no
armour. Most individuals preferred to display their brawn
and trust in their thick hides, wearing only leather trousers
and heavy boots. In the old days, when they did make armour,
orkish smiths created bulky iron breastplates which were
unwieldy and rather ineffective.
With the relatively recent enslavement
of the svartdvergir, orkish warriors gained access to
highly skilled smiths. The raven-haired cousins of the
dwarves now work in the forges of Morak, producing suits
of armour to rival those of any other nation. Svartdvergir
smithcraft has been an important factor in the military
rise of Morak, and these days most orks prefer the new,
armour-heavy style of warfare. There are, however, some
traditionalists who still hold to the old, shirtless ways.
Modern orkish suits of armour always
include heavy and finely wrought chain shirts. The shirts
are hoodless and run down to just below the waist, while
short arms cover the biceps.
Over the shirts, orks wear lamellar
breastplates. These consist of longish, thin metal plates
that are riveted to the chain shirt in overlapping rows.
The plates cover the chest, belly and back, and broad
supportive straps run over the shoulders. The front and
back parts of the lamellar armour are connected by rows
of plates that protect the sides of the orkish torso.
Each individual lamellar plate halfway
covers its neighbouring plate to the left, and is attached
to the chain shirt with a single rivet. Each horizontal
row covers the lower part of the one above it.
Due to the proficiency of svartdvergir smiths, orkish
weaponry has evolved just as much as their armour, quality-wise.
But rather than abandon their old designs, the orks have
refined them, creating weapons which are both quintessentially
orkish and highly effective. Even though enslaved, the
svartdvergir take pride in their work: often unbidden,
they make beautiful hilts and add luscious, intricate
details along blade-ridges.
Orks prefer blades which are curved
and viciously jagged. Their longswords have the shape
of scimitars, and are equipped with wicked, saw-like jags
that tear at the flesh and bones of opponents. Reflecting
the strength of their wielders, orkish swords are heavier
than those of other races. Orks have retained their tradition
of etching evil-looking runes and symbols along their
blades, but due to the skill of svartdvergir smiths, the
work is done more subtly these days.
More and more orks prefer the longsword
and shield combination that is used by the armies of king
Grrak. But extremely
large two-handed weapons are still quite common, with
two-handed greatswords and double-bladed axes being particular
favorites. Nowadays, these tradition-steeped weapons are
made with great craftsmanship, and have been subtly improved
upon, making them more balanced and battle-efficient.
When they have time, svartdvergir smiths add intricate
details to the obligatory vicious runes along the blades.
Some of the more exotic orkish weapons
have also survived the weapons renaissance. The Flattener,
for instance, which is a large slab of metal attached
to a stout metal pole. These weapons are slightly smaller
now, and improved crafting techniques mean that the metal
slabs fall off rather less frequently. Additionally, the
Flatteners of today are covered in a layer of brass which
is finely decorated, in some cases with kvitjarn, mithril
Shields and helmets
When wielding a single-handed blade, orks always carry
shields in their off hands. These shields are always decorated,
sometimes with the symbol of the ork’s clan, other
times with symbols representing the Fire God, or the kingdom
of Morak. In addition, orkish shields are always equipped
with one or more stiletto-like blades that protrude from
the middle of the shield, opposite the hand-straps. Orks
traditionally prefer buckler-type shields that are fastened
to the off hand, but larger types are gaining in popularity.
The armies of Grrak the One-eye use fairly large, torso-covering
shields which nonetheless have blades for slamming attacks.
Orkish helmets are low-fitting, offering
protection all the way from the lower edge of the orkish
cranial ridge. They are tight fitting and simple in design.
In the old days, orks despised ranged weapons, preferring
to charge into melee combat as quickly as possible. In
recent times, however, the orkish kings have trained longbow-orks
for their armies, and the custom has spread throughout
Morak. Now it is fairly common to see orkish warriors
who, in addition to melee weapons, have a longbow hung
on their backs. Orkish bows are stout and even longer
than those used by humans, but shorter than the long,
slender bows of the elves.
Orks are fond of large engines of war. They build mobile
catapults and ballistas, as well as things that are more
exotic – and often quite deadly. The quality of
the construction has increased recently, but many of the
basic designs go back centuries. Teams of goblin slaves
often get the job of pulling orkish war engines.
The Mancrusher is rightly feared:
it is a large siege machine that launches slabs of rock
into the air at a very steep angle. The blocks gain a
lot of height, but only move a few hundred meters forward,
before hurtling down towards the ground with frightening
speed. As the name indicates, the Mancrusher was designed
to flatten soldiers rather than buildings.
The ork dispenser is a more quirky
engine. It catapults a single ork five to six hundred
meters, and is used to send individuals straight into
the midst of enemy armies. It shoots orks headfirst at
great speed and at a slightly flat angle. Those living
missiles that survive both the impact and the braking
down, try to kill as many enemies as possible before being
The so-called Slapper consists of
a huge, flat wooden plate, covered by sheets of metal
and spikes. The plate is wound up by orks using winches,
and when released it snaps forward and to the right or
left, mowing down anyone who doesn’t get out of
the way quickly enough. Slappers tend to be very large,
and with a perfect hit they can send ten to twenty enemies
The Hellfire Catapult is basically
an ordinary catapult, but it is designed to throw large
animal stomach balloons filled with an unstable liquid
substance. Upon impact, the balloons either explode in
balls of deadly flame, or merely burst, covering everything
in harmless goo.
Many ancient creatures, who died out elsewhere long ago,
have survived in the depths of Morak’s swamps. One
such remnant is the Artok, a giant, horned lizard which
is the preferred mount of the orks.
In the wild it is an herbivore, but
well-equipped to defend itself against the fierce predators
of Morak’s swamplands. Exceedingly thick, leathery
skin protects the artok’s entire body, while two
horns allow it to counter-attack: The largest horn, located
on the forehead, is used to impale attackers. The smaller
one, located halfway between the upper horn and the mouth,
is used for ripping into opponents with upward thrusts.
The artok’s forehead is covered in reinforcing plates.
The artok’s mouth resembles
the black beak of a giant black bird. The rest of its
body has a dark green hue, with the exception of a pale,
yellowy field which runs along the belly, from the neck
to the hind legs. Unlike many other giant lizards, the
artok has no tail. Its four legs are less trunk-like than
those of many other giant lizards, but still impressively
thick and muscular.
The orks ride artoks in large saddles
that are fastened around the reptiles’ torsos. While
the artoks are relatively slow mowing, they can run steadily
for days without tiring, and are capable of short bursts
of high speed. A charging individual can even outsprint
a horse. Skilled artok-riders can train their mounts to
fight for them, ripping into enemies with their horns.
of the Orks
In many ways, slaves built the kingdom of Morak. Countless
goblins have died building cities, roads and monuments,
which in turn were planned and engineered by another,
more skillful group of slaves, the svartdvergir. Svartdvergir
smiths have also revolutionized Morakian smithcraft, inventing
new weapons and armour-types, and improving old designs
which their masters are fond of.
The policy of taking slaves, instead
of just killing everyone, developed due to the influence
of Azhi Dahaka, a fire god originally worshipped by the
orks of the central Gutlands. Five hundred years ago,
a massive eruption of the Flaming Skull volcano was taken
as a signal by Gutlands orks, who launched a particularly
determined campaign of conquest. Slightly more than one
hundred years ago, all of Morak was finally united under
the rule of Flaming Skull. The worship of other gods than
Azhi Dahaka was eventually outlawed, and the old tribal
gods are now – practically speaking – dead
Most orks, male and female, see themselves
as warriors first and foremost. While some eccentrics
take up trades because they feel like it, extremely few
actually need to do so: In Morak, menial tasks are left
to the numberless hordes of slaves.
Orkish clans feud and fight among
each other, just like they always have done. Technically
speaking, they all owe allegiance to Flaming Skull, but
the king generally leaves them to their own devices. This
is a considered policy: The ever-belligerent orks need
a steady outlet for their aggression, and lasting peace
in Morak is neither possible nor desirable, in the eyes
of King Grrak. When the time is right [See magic &
religion, below], Grrak will summon all clans to join
him in a crusade against the other races of Agon. In the
meantime, he needs the orks to stay combat-sharp and content.
Names and clan-names
Orks prefer short, fierce-sounding names, often followed
by an honour-name taken by the ork or given to him or
her by his friends. The honour-name often changes many
times during an ork’s lifetime. Thakk the Angry
is a typical example of an ork from the land of Morak.
Clans are generally given names that
are meant to intimidate rivals. Other than that, names
vary wildly, with no rigid traditions obstructing orkish
creativity. Examples include Chopping Necks Clan, Iron
Maiden Clan, and Red Tusk Clan.
The swamps of Morag teem with these
green-skinned humanoids. They live in ill-organized tribes,
and subside on a combination of hunting, gathering, and
The orks have enslaved large numbers
of goblins, who are forced to perform a wide variety of
tasks, from housework to hard labour. They are kept in
abhorrent conditions, in so-called Worker Pits, which
they are only allowed to leave when a job awaits.
One of the most important tasks assigned
to the goblins, is pulling enormous stone blocks from
quarries to building sites. The puny goblins are ill equipped
for this kind of heavy labour, but their orkish masters
compensate with mercilessly driven quantity. Literally
thousands of goblins die from exhaustion during the construction
of ambitious orkish structures, such as the ziggurat at
In Morak, goblins are regarded as
animals rather than sentient beings. An ork is free to
kill any goblin he is displeased with, as long as he pays
the cost of a replacement. Orkish communities breed semi-countless
numbers of goblins in their Slave Pits.
Hundreds of years ago, a bitter civil war tore the dwarven
nation of Dvergheim in two. After the final battle, the
defeated clans were scattered and driven from their ancestral
lands. Most fled down into the bowels of the earth, but
a single clan fled overland, settling in a then-uninhabited
part of present-day Morak. They lived in freedom for a
time, but as the power of Flaming Skull grew, most of
them were slaughtered in battles, or captured and used
In time, however, the Orks realized
that the Svartdvergir possessed skills which made them
more valuable as workers than as sacrifice. The remaining
Svartdvergir were rounded up and forced to work in the
cities and villages of Morak.
Today, svartdvergir perform many
important tasks in orkish society: They carve the stone
in orkish quarries; oversee all important construction
work; and serve as weaponsmiths and blacksmiths in Morak’s
Given the importance of the svartdvergir,
it should be no surprise that they are fairly well treated.
They are allowed to construct and live in their own homes,
and are given more than enough food to be comfortable.
They are even allowed to worship their own god, Heimar,
and to live according to svartdvergir customs. However,
they are under no circumstances allowed to leave their
home settlement, and should an individual dare to disobey
a ranking ork, the local ziggurat awaits.
Unlike goblins, svartdvergir are
considered useful individuals. Killing a svartdvergir
slave has the same consequences as killing an orkish servant.
The Court at Flaming Skull
Flaming Skull lies in the heartland of Morak, in the shadow
of an active volcano. The volcano is constantly spewing
out smoke, and at irregular intervals, minor eruptions
threaten the surrounding area. At these times, Grrakk’s
city is covered in ashes and daytime darkness. For a full
description of the town, its king and its environs.
geography of Morak
Morak is a watery mud-waste where only orks, lizards and
goblins could thrive. A seemingly endless stretch of insect-plagued,
disease-ridden swamp covers the centre, while tundra,
mud lakes, and sodden mangrove forests are found in the
The swamps of Morak are dominated
by ankle-deep, brown and slightly sticky mud, interspersed
with tufts of grass and occasional trees. Copses of waterlogged
forest, fields of soggy grassland, and the occasional
stretch of rocky highland break the monotony.
Southern Morak receives spectacular
amounts of rainfall. Here, it rains more often than not,
and a semi-permanent layer of clouds covers the sun. The
mud is deep in this part of the realm, making travel slow
In the southeast, the swamps drain
into a huge mud lake, which is traversable by neither
boat nor foot. Wind and currents have clustered what little
vegetation there is into small islands, which float in
lazy patterns around the lake. A tribe of lizardmen, who
inhabit some of these rotting islets, have built primitive
villages, and constructed precarious walkways between
islands. The lizardmen of Mud Lake are a fairly primitive
people, who live in makeshift reed huts and subside on
a diet of lizards and Mudfloater fish. They are distant
relatives of the Sadayel people.
In the south and southwest, along
the border with Mercia, stands a massive mangrove forest.
The water level is quite low throughout this area, and
most parts are traversable by foot or horse. However,
the trackless interior of the evergreen forest is home
to alligators, wild goblins, trolls, and worse.
In the northern provinces, the swamps
are replaced by frozen tundra which stretches endlessly
and featurelessly between horizons, before fading into
the ice-covered arctic.
The heartlands of Morak are dominated
by the Gutlands, a volcanically volatile highland plateau.
See the orkish capital document for a description of this
Orks worship a god of fire, Azhi Dahaka, who they venerate
as a great destroyer: Wood burns when he touches it; water
vaporizes when he licks it; stones crack before him. The
orks believe that Azhi Dahaka is present in all fire,
even that which burns on torches, or in the hearth of
Azhi Dahaka manifests as a gargantuan
dragon; a leviathan of the air who covers the land in
shadow beneath him, and who destroys cities with a single
breath. He is black in colour and smolders with invisible
flame; his shape, though constant, appears to be shaped
out of molten black lava. Fittingly, his orkish name translates
to ‘Fire Dragon’.
The Fire Dragon’s eyes consist
of the purest fire imaginable, and countless lines of
sharp light explode from them, like the rays of a painted
sun. When Azhi Dahaka speaks, his voice is deep and fluid
like a dragon’s, but at the same time it crackles
and roars like a hundred fires. When he lands, the immense
heat he gives off makes everything near him burst into
Worshipping the Fire Dragon
Azhi Dahaka craves sentient sacrifice, and he grows stronger
when it is offered to him. If enough hearts are thrown
into the sacrificial pits of Morak, priests prophesy,
Azhi Dahaka will be able to manifest on Agon. When he
does, they say, he will lead the orks to war, and all
other races will fall before them - slaughtered or enslaved
The orks worship The Fire Dragon
on ziggurats that stand in the centre of their settlements.
The ziggurats all have the same step-pyramidal shape,
and all have an obsidian altar, on which priests cut out
the hearts of victims. The heart is first held up towards
the sun, and then both heart and body are thrown into
a burning pit that stands next to the altar. While the
ceremony is taking place, all the orks of the settlement
gather on the lower levels of the ziggurat, chanting and
bowing down in supplication.
Orks believe that a gate to Azhi
Dahaka’s home plane exists inside the Flaming Skull
volcano, which towers over the northern Gutlands. The
very choicest pieces of sacrifice, such as elflords or
human knights, are therefore taken to Flaming Skull and
sacrificed there. The priests of the capital always hold
the still-throbbing hearts of their victims up to the
volcano, not the sun.
The priests of Azhi Dahaka
Orkish priests wear clothes and wield weapons that went
out of general use in Morak decades, if not centuries
ago. They tend to wear hide loincloths and keep their
torsos bare, no matter what the season is. All orkish
priests carry staves made of human or elven bone. When
wielding weapons, they prefer the large, jagged-edged
axes of their ancestors.
Orkish priests mark their bodies
and faces with hideous networks of scars. The patterns
of scars seem completely random, and involve no symbols,
religious or otherwise. Priests keep adding scars throughout
their lives, and the face and torso of an aging priest
is a tangled, whitish mass of old and new self-inflicted
The gifts of the Fire Dragon
He might be a destructive deity, but Azhi Dahaka understands
the need to build up the power and sophistication of his
followers. For centuries, he has whispered suggestions
in the ears of priests and kings, slowly goading the orks
of Morak towards civilization, while preserving their
It was Azhi Dahaka who suggested
that the orks should build cities and abandon their nomadic
lifestyle, and it was he who suggested that svartdvergir
and goblins should be enslaved, not slaughtered. Under
his subtle guidance, the orks have changed from a scattered
race of savages, to a nation of skilled and well-equipped
Soon, the Fire Dragon is ready to
gather his armies and embark on a campaign of conquest
and enslavement. Countless souls will be offered up to
him, and he will grow in power. If he succeeds, his orks
will rule all of Agon, and there will be no limit to the
amount of sacrifice available to him.
The Burning Lands
Azhi Dahaka’s home is the Burning Lands, a semi-dimension
which borders Agon. The Fire Dragon rules the Burning
Lands, and all who live there worship him unreservedly.
Either Azhi Dahaka created the Burning Lands himself,
or he conquered it long ago.
In the Burning Lands, all plant life
has burned away, and all that remains is a scorched and
blackened wasteland. Most parts of the land are volcanically
active, and since a thick layer of smoke blocks out the
sun, the non-active areas are very cold.
Azhi Dahaka has made his home inside
the largest volcano in the Burning Lands. Here he rests
in a lake of lava, building his strength, and plotting
his campaign on Agon. For now, he is too weak to leave
his home dimension, and must work his schemes through
priests and other minions.
The servants of the dragon
The natives of the Burning Lands all serve Azhi Dahaka,
and do his bidding both on their home plane and on Agon.
Foremost among them are a race of fire giants called the
Erodach, who are smaller than the fire giants of Agon,
but more numerous, intelligent, and magically inclined.
Azhi Dahaka sometimes sends Erodach to serve as temple
guardians or army captains in Morak.
Serpentines and fire drakes are also
common in the Burning Lands, and powerful orkish priests
occasionally summon these creatures to Agon.
Draupnir, the Bane of Orks
Since the dawn of creation, Azhi Dahaka has been locked
in an eternal struggle with Draupnir, the feathered serpent.
Draupnir seeks to protect the life and happiness which
Azhi Dahaka seeks to devour.
On Agon, Draupnir sees it as his
primary task to counter the spreading power of Azhi Dahaka’s
orks. Like the Fire Dragon, Draupnir is bound to his home
plane, Shimmerdal, and he must act through agents. Chief
among these are the Sadayel, a race of intelligent lizard
men native to Morak, who Draupnir has helped in the same
way as Azhi Dahaka has helped the orks.
Draupnir is just as large as Azhi
Dahaka, but his body is covered in feathers, instead of
serpent scales. His many-coloured plumage seems to gently
shimmer, and an aura of light and kindness flickers around
him with soft light. Under the feathers, Draupnir’s
shape and features are basically those of a large dragon.
While most lizardmen are crude savages, some of those
who dwell in Morak have built a civilization. Inspired
by the benevolent deity Draupnir, they have turned swampland
into farmland, built beautiful villages, and mastered
such arts as weaponsmithing, writing and wizardly magic.
The Sadayel wear loose-fitting, white
scale mail that bears a passing resemblance to the scales
of a silver dragon. They wield graceful longswords that
are made of the same whitish metal as their armour, and
carry round, metal-plated shields. They regularly throw
volleys of thin, metal-tipped spears at their opponents
before entering melee combat.
In honour of their god, the Sadayel
wear feathered headpieces, and decorate their shields
and spears with colourful bird feathers. Their shields
are commonly decorated with a portrait of a rampant feather-clad
The Sadayel are the sworn enemies
of the orks. While less fearsome warriors than their foe-race,
they claim superiority in the ways of magic.
The straight walls of the finest
orkish houses are made of expertly cut stone blocks, laid
in even rows. All their houses are square-shaped, and
straight lines dominate completely in orkish architecture:
no arches and very few corners are seen.
All orkish homes have jagged battlements
along the edges of their flat roofs. When orks build a
second story, they always make it smaller than the first,
leaving a narrow gap between the new walls and the original
battlement. If a third story is added, this procedure
During construction, viciously hooked
wooden pikes are inserted into the walls of orkish buildings.
These stout pikes are assembled in straight lines along
the length of the wall that contains the main entrance,
halfway between the battlements and the doorway. The heads
and limbs of slain enemies are traditionally hung from
these pikes, or impaled on them.
The stone blocks to the right and
left of the main entrances are always decorated with orkish
carvings. Each motif is carved onto a single block, covering
its visible side entirely.
The homes of poor orks are cheaply
and hastily constructed, and as a result, they are much
cruder. The uneven walls of these buildings consist of
jagged, hastily cut blocks that fit badly together, and
the gaps between blocks are either filled with gravel
or left open.
Orkish rock carvings
Orks build primarily in stone, and they decorate their
buildings with stone carvings. While technically and artistically
impressive, the carvings are almost exclusively preoccupied
with warfare, religion and ritual sacrifice. Orkish art
is primarily intended to frighten and intimidate.
Orkish stone carvers are technically
and artistically sophisticated. Intricately carved details
are combined with solid, straight-angled outlines, giving
their work both power and grace. Orks subtly colour their
rock carvings, often in soft shades of red, blue and green.
Favored motifs include warriors killing
enemies in battle, and priests sacrificing members of
other races. These carvings always include a high level
of inventive, graphic and gruesome detail, as if the artists
relish this part of the job.
Slightly less morbidly, depictions
of the Fire Dragon are common, as are the various symbols
of the orkish nation of Morak.
The most frequently used symbol of Azhi Dahaka is a yellow
reptilian eye surrounded by a circular aura of stylized,
jagged flames. Another commonly encountered symbol of
the Fire Dragon, is an orkish sacrificial dagger against
a stylized black sun.
The red outline of Flaming Skull
Mountain is a much-used symbol, symbolizing the nation
of Morak. The current king, Grrak, uses the red, vertically
aligned outline of a battle-worn two-handed axe against
a black background.
Orkish inns tend to be among the largest buildings in
a holding, and among the most shoddily constructed. They
are usually made of especially large, unevenly cut stone
blocks, hastily put together. Inside, extremely solid
wooden furniture bear witness to the fights and mass brawls
that frequently break out.
Inside, the guests sit on benches
lining long tables on each side of the central area, in
which food is made. There are two, four or six long tables
on each side of the central area, depending on the size
of the inn. The extremely strong beer, often locally made,
is usually served by goblin slaves, while all guards are
Broad stairs leads down to one or
two subterranean floors, which house the sleeping chambers
of the establishment (after all, it’s easier to
roll them down than to carry them up). Most halls only
offer two kinds of accommodation: Poor and decent. However,
more and more halls have opened luxurious (by orkish standard)
rooms, to cater to the growing number of wealthy orks.
Orks enclose all their livestock within the same large
and sturdy pen. Pigs, sheep, cows and horses are all forced
into the food enclosure, where they are kept until someone
decides to kill and eat them. Teams of goblin slaves work
in the food enclosures, feeding animals, tending them,
and cleaning out dung. Still, the enclosures are horrible
places full of mud, offal and the occasional dead animal.
The giant orkish mounts are usually quite docile, grazing
peacefully and contentedly inside their large enclosures.
If they aren’t well fed, however, the herd will
seek greener pastures, and few things in the world can
contain it. Therefore, the surprisingly flimsy wooden
fences around artok enclosures are more territorial boundaries
than anything else. Artoks do not mind rain, and there
are no roofed or walled sections within the enclosure.
The shorty hut
Orks have little time for their young. At a fairly young
age they are placed in a common hut with other orks of
their own age, with little or no adult supervision. They
are rarely given enough food, and the strongest are thus
encouraged to take food from weaker individuals. After
a while the weakest orks die, while the strongest grow
to dominate the others, and thus they learn orkish leadership
skills from a young age. The shorty tent is usually an
unclean, anarchic and violent place.
The angry pit
A large, oval hollow is always dug out of the ground at
the heart of the stronghold. Its walls slope gently towards
flat centre, and its floor is of flat-packed earth.
The angry pit is the clan’s
dueling arena. Orks of the same clan aren’t ordinarily
allowed to take their grievances out on each other, but
anything goes inside the angry pit. The combatants don’t
need to arrange a formal duel in advance, since it is
common knowledge that no rules apply inside the pit.