Ork Lands

Overview

The politics of the Ork Chiefdoms can be contentious, with powerful clan leaders frequently bickering and feuding for control and higher positions, often culminating in ritual combat. This sometimes leads to clan leaders challenging high chiefs to duels that are notable spectacles. The Ork Chiefdoms, particularly the high chiefdoms not centered around Kra-Gutz and O’Grush, have a low level of centralization, with laws that can vary wildly across the lands. This lack of centralization makes Felder's Ork lands feel fractured and disjointed.


Government Operation

The operation of Ork politics is straightforward: the chief's word is law. Every Ork village, town, and city is ruled by a chief, and a chief's power is directly related to the amount of territory they control. This is why the chiefs of Kra-Gutz and O'Grush are regarded as the High Chiefs of Felder. When a higher-status chief gives instructions to a lower-status chief, the latter is obligated to comply. If a lower-status chief disregards the warnings of a superior, the conflict is typically resolved through combat. Chiefs with greater territory often earned their position through their combat skills, meaning that superior chiefs are frequently more accomplished warriors. Orkish debates that don’t end with a few words end with many bruises. 

A chief usually retains a wise man, often a childhood friend or a sworn brother in battle. Orks tend to be spiritual, so the chief is frequently surrounded by shamans, medicine men, and witch doctors from their settlement, who provide counsel on various matters. While Ork chiefs are open to receiving diplomats or ambassadors, they are reluctant to send them to other kingdoms.

High Chief: The Chiefs of O’Grush and Kra-Gutz, the supreme authority of all Ork Lands, and the most influential figures in all of Felder.

Chief: A leader of any Orkish settlement across Felder. The more territory a chief holds, the more sway they have. 

Wise Man: A chief's hand-chosen advisor who stays with them at almost all times. Often, a close friend of the chief, despite the title, a man or woman can be a Wise Man.

Shamans: The many witch doctors, shamans, and medicine men who surround the chief and offer spiritual and mystical advice. 


Military

The military structure of the Ork Lands is straightforward, much like their politics. When the chief calls for war, all able-bodied Orks respond. Those who are crucial to the economy or infrastructure of a settlement are forced to remain behind, while the rest pack their belongings and march to battle. Orks often engage in skirmishes among themselves to resolve disputes between chiefs of equal standing. This practice not only helps create stronger leaders who bring stability to the region but also keeps the Ork warriors combat-ready. While Ork warriors do not receive a regular wage, they are typically compensated directly by the chief for their service and the risks they face in battle.

Chief: Chiefs are also the supreme military authority in an Orkish settlement; more prominent chiefs often command larger numbers of warriors. 

Warrior: Orkish warriors are savage fighters who always answer a chief's call. They don't receive a normal wage, but they are often compensated for their efforts in spoils and are required to supply their own equipment.