Orsia (Nation): Difference between revisions

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  | currency = Essence Gems, marks
  | currency = Essence Gems, marks
  | founded = Reunified in 128:Conquest
  | founded = Reunified in 128:Conquest
}}The nation of Orsia has been come and gone out of existence several times throughout Tuyin's history, with the most recent incarnation dating back to 128:Conquest. When they are united, it is often due to the shared worship of the orc god Umkebiku during times where the influence of their god of war, Umvakare, is declining.
}}The nation of Orsia has come and gone out of existence several times throughout Tuyin's history, with the most recent incarnation dating back to 128:Conquest. When they are united, it is often due to the shared worship of the orc god Umkebiku during times where the influence of their god of war, Umvakare, is declining.


Orsian diet is primarily meat, often raw, with little vegetables mixed in. Their fashion matches their brutal history - hard leather, furs, and paint. Orsian children are often violent in their play time in order to build up and hone their own strength.  
Orsian diet is primarily meat, often raw, with little vegetables mixed in. Their fashion matches their brutal history - hard leather, furs, and paint. Orsian children are often violent in their play time in order to build up and hone their own strength.  

Revision as of 12:31, 7 July 2025

Orsia
Capital Az'gith
Government Tribal Confederacy
Population 89,000
Language(s) Orsian
Currency Essence Gems, marks
Founded Reunified in 128:Conquest

The nation of Orsia has come and gone out of existence several times throughout Tuyin's history, with the most recent incarnation dating back to 128:Conquest. When they are united, it is often due to the shared worship of the orc god Umkebiku during times where the influence of their god of war, Umvakare, is declining.

Orsian diet is primarily meat, often raw, with little vegetables mixed in. Their fashion matches their brutal history - hard leather, furs, and paint. Orsian children are often violent in their play time in order to build up and hone their own strength.

The nation's population was well into the millions until the Mage-Rupture Event in 124:Discord, which glassed most of the island and wiped out every orc town except for Az'gith. The relatively few surviving orcs have begun to rebuild and call upon orcs living in other lands to return home. Every orc in Orsia is now required to serve time in the central military stationed at Fort Az'xep, although their training no longer focuses on conquering but in survival and defense.

Since the Mage-Rupture Event, Orsia has attempted to maintain positive relations with the rest of Tuyin, requesting aid from Elori and the Dwarven Holds. They have limited trade for essential goods from Alkland and routinely hire mercenaries from Pirtair to deal with the occasional bandit raid. Trog'cent sometimes sends supplies but otherwise remains largely silent, and the Serpent Theocracy has no interest in involving themselves in the rebuilding of another nation.

Orsian Legal System

Government Structure

Orsia is ruled by a single Warlord surrounded by a court of chieftains representing each tribe. The warlord is chosen by being the toughest and besting the other chieftains in combat. Laws focus on honor, bravery, and loyalty and are maintained orally through the Code of the Warrior, making it difficult to spread word when a new law is passed.

Law Enforcement

Justice is handled within the tribe by the chieftain and his clan guardians. The chieftain plays the role of judge and most affairs are over within a few hours and not always fairly. Clan guardians break up fights and resolve minor conflicts at the time that they occur. Should a citizen be unhappy with the decision made by the chieftain or a clan guardian, they may invoke the Warrior's Trial to prove their innocence or argument - these are trials by combat that can often result in death.

As a result of the Mage-Rupture Event, magic is completely banned from the remaining settlements, and any visitors found to be practicing any form of magic risks execution on the spot.

Orsian Locations

  • Az'gith
  • New Orsia
  • Fort Az'xep