ORC MAGES

Orcs are known for perceiving many matters quite differently than other races. The same applies to magic. To the Orcs, magic is a discipline meant solely for war and conquest. All other forms of sorcery that fail to offer a clear advantage over the enemy are deemed inferior, fit more for amusement than for purpose.

Unfortunately, Orcs who practice magic often have differing views on the use of spells, ultimately dividing them into two mutually resentful camps. The first, called Seham-sar (referred to as the Brotherhood of the Amulet), is dominated by shamans, witches, and druids, while the second, Libra Khur (the Lodge of the Tome), is home to mages such as priests, prophets, warlocks, and alchemists.

The mages of these two camps strive by all means, in both war and peace, to prove that their path is superior. The Orc mages of the opposing camps derive great pleasure from engaging in aggressive disputes. Even the eldest and most infirm individuals, during such arguments, will grasp their staffs or magical weapons and hurl coarse insults at mages from the other camp. For the clan lord, only one thing matters: how magic will bolster his army. But for the quarrelsome mages, such a simplistic view is unacceptable. Due to these ongoing conflicts, councils determining who shall support a war expedition are convened well in advance, so that it is made entirely clear whether the battlefield will be joined by mages from the Brotherhood of the Amulet or from the Lodge of the Tome.

The dispute among Orc mages is, regrettably, irresolvable, for the Domains of Magic and their spells came into being long before the Orcs began using them. It is true that the path to a spell may be different, but its end result will be exactly the same. Mages from both camps seem to understand this completely, but their aggression and desire for dominance prevail. Furthermore, both sides consider such disputes necessary for the development of magical knowledge.

In orcish cities, within gloomy castles known as the Houses of Deliberation, gatherings are held – called Conclaves of Reason – during which mages discuss matters of magic. These meetings last for days, even weeks, and are rife with arguments that often erupt into mage-fights. As the bloody deliberations draw to a close, the mages gather at large tables piled high with exquisite meats and wines. This is a time when mages from both camps indulge in gambling, where the stakes are artefacts and magical items. Gambling, besides magic, is a passion of many Orc mages. Once the conclave ends, everyone goes their separate ways, and the disputes fall silent – for a while.

Mages typically inhabit rather secluded and sombre places within orc cities or villages. They are easily recognisable by their macabre decorations filled with skulls, animal hides, and sinister sculptures. In this forbidding place, and in keeping with orcish tradition, each mage is required to receive apprentices for instruction once a week. The highest-ranking mages ensure that this duty is fulfilled, so that magic may develop within orcish society in accordance with the dark will of the lord. It is, however, incredibly difficult to find someone who not only has a gift for magic but also wants to learn rather than fight. Young Orcs are drawn to the vision of battle, domination, and becoming great heroes –though not the kind who carry tomes and whisper incantations. For this reason, mages are always extremely severe and relentless, presenting magic as a tool of death and limitless dominion over others. This inspires both reverence and fear among the Orcs – and helps attract apprentices. No mage speaks aloud of the fact that many young adepts perish while attempting to harness magic. The mortality rate among apprentices is appalling, yet the elder mages have grown used to it and meet it only with derisive laughter. 

Mages who embark on war expeditions sometimes ride various creatures – from smaller ones such as Brown Gridons to enormous ones like Varanors. Very often, the creature that accompanies the mage is their loyal companion and a source of great pride. In battle, a mage’s support is invaluable to the orcish army, and the towering beasts they ride greatly enhance their standing within the host. For this reason, they are generously rewarded – not only from the clan lord’s treasury but also with spoils of war.

VARANORS

Orcs bring Varanors from the distant Beasts Wasteland. These are dangerous expeditions through hostile lands belonging to barbarian tribes, so many of them end in failure. Orc hunters who manage to bring a Varanor to Ugruk-hor are so generously rewarded that there is no shortage of those willing to undertake these risky hunts.

Adult Varanors stand between five and eight metres at the shoulder, possess tails several metres in length, and magnificent, sharp-edged horns. On their backs rise sharp, spiked calluses, offering protection from attacks by flying predators. They have four legs and four clawed arms, and in the upper part of their torso they possess four small, grasping limbs.

Orc mages and great orc heroes highly value these extraordinary beasts. Most giant creatures refuse to accept a rider. They may be subdued with magic, but a moment’s carelessness is enough for the beast to turn on its rider. For this reason, mages of other races usually control such creatures from afar, seldom risking direct contact. The Orcs, however, experimented with many creatures and methods of taming them, and in time – suffering heavy losses among their handlers – discovered that Varanors were the ideal creatures for the armies of Ugruk-hor. Not only are they completely devoted to their master, but they are also capable of accepting a new one, to whom they remain equally loyal. Because of this, they have become a form of currency in orcish society – a means by which a lord may bribe mages or Orc heroes to enter his service.

Miniature in progress

Few things inspire more pride than riding this magnificent creature. Though its combat value may not equal that of some other colossal beasts, the aggression and bloodlust of its Orc rider often make up the difference. An Orc astride a Varanor feels invincible and seeks every opportunity to prove it. Such mad heroism brings great joy to the clan lord.