RACES
HUMANS
Humans in Gaia are similar to Humans in the modern world. Humans currently have the greatest dominion in the world and the largest population.
- Special Abilities of the Race: Although Humans do not possess any special abilities, their strong point is the fact that they can learn just about anything.
Basic Characteristic: Humans are well-balanced in all of their characteristics.
ORCS
The Orc race is the race of fire. Among all races, Orcs possess the greatest physical abilities. After the destruction of the giants, they were able to expel the Elven powers and attained the most powerful position on the continent. However, they were defeated by the Elf-Human alliance some time later, and the majority currently reside in an arctic area of the northern region of Guldor, although a few have found their way to the mainlandt.
Special Abilities of the Race: They have a strong resistance to negative effects, such as poison or sickness.
Basic Characteristics: Orcs have superior physical strength, with high stamina. They also have a fast recovery rate. However, they are not quick of foot and they have slow movement.
Orcs are known as the most warlike of all races though they usually lack the discipline and organization one would assume from a standing army. Instead a common pack behaviour is known to dominate their decisions on the battlefield showing only a minimum of coordination among one clan. Thus it is nearly impossible to put orcs from different clans or even tribes into one fighting unit because they'd rather turn against each other for honour and loot than fight the enemy. On more than one occasion disputes among rivaling clans and leaders have saved the day for a human, elven or dwarven army and made close to defeats glaring victories.
Nevertheless though looked upon by all other races orcs in battle are not respected as equal in any way but certainly they're feared.
To overcome the lack of a central leadership, a general of sorts, some tribes at least agreed to elect warlords for certain times and a certain task. However these warlords are still not seen to be equal to a general. In fact they're more the head of a war council consisting of all clanleaders which means that in the end they still can only depend on the warriors of their own clan. In even greater campaigns these warlords lead their own armies to the battlefield and again form some kind of council to decide what to do together.
While this system has proven to be surprisingly stable it is also the reason that orcs never make any clever battle plans. In the vast hierachies of clan relations and alliances it would be nearly impossible to force one clan to stand back as some kind of relief force or sneak up from behind while others gain all the fame. This has also proven to be the key weakness of most orcish campaigns because when fighting in their very own clan they are nearly unmatched in the way they fight together.
The orcish way of war is very clan-based. The warriors of one clan are generally the smallest orcish fighting unit which consists of between 50 to 300 warriors. This is usually enough to commence raids, scouting and smaller engagement but for a fullscale campaign one clan is generally too weak so several clans ally for a common goal and rally their troops.
For this purpose warlords are elected. They already lead whole armies of 1000 to up to 6000 warriors and command them in agreement with the participating clanleaders. In even greater campaigns, where different parties join for a common goal these warlords only coordinate their moves in councils but stay mainly independent from each other. Such occasions are only very rare.
Otherwise it can be said that you have various orcish armies that only contact each other about their plans when necessary and coordinate attacks only when the odds force them to do so.
Tactics
The smallest unit among orcs represent their clans where family bonds force them to stay rather disciplined and they're willing to watch each other's back in battle.
A clan usually attacks in a triangular formation to break the enemy line as quickly and as lethal as possible. Orcs don't have a great feel for battle formations and subtle tactics. Their favourite battle plan is an overwhelming frontal assault that either breaks the enemy lines or ends in many small skirmishes. This would be an easy to dodge situation for any well-trained army when the different clanleaders wouldn't lead their warriors independently on the battlefield, everyone of them seeking a good opportunity for their attack. For the opposing side this means that orcs usually hit them in waves from different sides, at different angels, in different strength endangering any battle formation to fall in total chaos, a situation orcs know best to exploit.
While there are no exercised battle formations most orcish clans nevertheless follow a certain order in battle.
The Skirmishers
The first line of orcs are usually Skirmishers with only spears and clubs to fight. They consist either of very poor or rather young warriors. They're meant to break the enemy line just long enough to give the following orcs room to exploit opportunities.
The Shieldbearers
The Skirmishers are followed by the Shieldbearers, orcs with wooden shields and either axes or swords. They'll draw the enemy in many small fights and will widen any gap that might have opened in the enemy's line.
The Pike and Spear Orcs
They're then followed by orcs with pikes and spears. Those orcs will push back the enemy with their long pikes and eventually cover the orcs in front of them from any quick counterattacks.
The Elite Warriors
The last line usually represent the elite warriors, orcs with sword, shield and bow, often clad in more or less effective armor, sometimes accompanied by archers with only shortbows. While the archers will just provide cover from behind the lines, the Elite Warriors will support their front men and will stand ready anywhere where the own line might break. They're the last to come to fight but they're meant to fight any serious resistance that has survived the onslaught from the other lines with their expertise and better weapons.
Classes
The Gaian orcs share very similar categories of warrior classes among the different tribes, supposedly as they all share a common language and all have a common heritage. Some tribes will lack certain classes due to limitations in build or in equipment but nevertheless they at least know the purpose of certain warriors:
Noruck-chmer (Skirmishers)
Only equipped with simple weapons like clubs, spears and dagger the "Norucks" are the first line in a common battle. They usually wear no or only light armor in the form of hides or leather and consist of either very poor orcs or young warriors that have to prove themselves.
They'll either lure the enemy into a fight or break the enemy line to make room for the older and better equipped ones.
Gorucks (Shieldbearers)
The Gorucks can be considered as the orcish standard clanwarrior. Equipped with a sturdy wooden shield and a slashing weapon of considerable strength - either a sword of sorts or an axe - they are already a worthy opponent to any infantrymen on any battlefield. Sometimes the Gorucks already wear some armor pieces but their strength lies in adequate weaponry combined with great agility. Most orc warriors consist of this type, they're orcs who have proven their worth in combat.
Ashzuck (Worthy Warriors)
The Ashzucks differ mainly in status from the normal soldiers, the Gorucks. They're veterans and usually among the eldest of the clan. As an orc does not grow weak with age their combat skills do not suffer from it, instead most of them have enough foes and loot from victories to put together a very good equipment. Very often they have a sword, shield, spear and even bow and clad themselves in scale or chain - rarely in plate - mail. Only they are usually wealthy enough to afford an orcish warbow and they're known to use it well. The family and clanleaders are usually of this class with enough wisdom and experience to know where and how to fight.
Ngangas (Archers)
These are orcs who only fight with their hunting bows and a knife for selfdefense. They're looked upon by the warriors as they don't even fight in the first row of the battle. Thus they're not common among the Great Orcs - though Osther-Oc might train and deploy some for various tasks. Smaller orcs, those living in the wilderness however have been known to often participate in campaigns of the Great Orcs as such archers as they would be totally overpowered in the first battleline.
Rochock (Wargriders)
Wargriders are usually more scouts and mounted archers than anything else. While they can be formidable against infantry orcs depend more on their sturdy pikes and arrows when they move against human or elven cavalry.
Morgur (Wargs)
While these beasts are not used as mounts by every orc tribe they're nevertheless used as hunting packs by most. They're either to guard the camps or hunt down prey. In battle these packs might fight alongside their masters as wargs can fall into a bloodrush and even chain mail cannot hold off their steel-hard teeth.
Wargs exist in different sizes, from big wolves to nearly horse size.
Harach-me (Ogre Berserks)
In times of war orcs are known to hunt and capture ogres to use for their war effort. While not very bright ogres nevertheless are immensely strong and can bring down whole dozens of soldiers before collapsing from mortal wounds. On some occasions orcs seem to have made deals with some ogre groups but obviously not even orcs do trust ogres enough to let them walk free within their camps. Thus they prefer to capture them and use them as berserks. Chained, often blinded, and kept hungry the orcs will then unleash these tortured war machines in the front of the battle line and direct them with torches and sticks into the right direction. Half a dozen ogres, even when weakened by long captivity, can still bring havoc to a well-ordered battleline and kill dozens of people before being slain. Still ogres are known to not discern between friend and foe and are thus also a risk to bring to the battle when they turn against the wrong side. So even orcs do not use them on a random basis.
LIZARDMEN
The unique Lizardmen are one that is feared due to both legend and apperance. The tall warriors of the race wield weapons with strength and precision while the lash of a tail gives them an extra avenue of attack. The trident and javelin troops alone would form an army requiring strong forces to resist.
The Lizardmen of Gaia are an ancient, primitive race. They have lived in seclusion for thousands of years, prior to the invasion of human settlers, and the inevitable conflicts over land that followed. What few humans know, is that the deep in the Barthavos Desert, carved into the side of the volcano, lies an ancient city that is the heart of Lizardfolk religion. This city bears the scars of a colossal battle between them and humans. Eventually, the humans carried the day, forcing the remaining lizardmen into seclusion deep beneath the mountain. Lizardmen worship the draconic demon lord, Antharas, as a living god, and their elite warriors patrol the outskirts to ensure that infidels will never enter this sacred place.
Essential Strengths
The Lizardmen are savage, but numerous. They can drown the enemy in countless waves of scaly cannon fodder, backing them up with larger, brutal units. The bulk of the Lizardmen army consists of Saurus, a warrior species slightly larger than Men, and Skinks, a smaller, more intelligent species of skirmishing warriors. These troops are bolstered by Sand Drakes, the mounts of the skinks, the giant Crok warriors, the flying Terradons, and Salamanders, the living artillery of the Lizardmen army. Together, these troops constitute a powerful force that is much feared by most humans, who know little of this strange and alien race.
As the Lizardmen are cold-blooded, they are sometimes slow to react to battlefield conditions. Terrifying monsters, huge outnumbering forces, and the deaths of their brothers-in-arms � things that would cause other troops to panic and flee � have little effect on the Lizardmen. It is only the bloodlust that motivates the Lizardmen, and they tend to fight on, regardless of consequences.
Classes
Saurus
Mighty Saurus Warriors form the basis of the armies of the Lizardmen, for it is they who were created specifically for the purpose of warfare. Saurus are spawned in dark pools in the caverns beneath the desert. From the moment they are grown enough to crawl from the spawning pools, they know how to fight and conduct warfare. Many are the accounts of the Saurus launching perfectly timed ambushes and manoeuvres, even when it might seem to an outside observer that there was no communication amongst the Saurus themselves.
Skinks
Skinks are small, agile, intelligent creatures bred from the giant amphibious creatures that have inhabited the region known as the Barthavos Desert since the dawn of time. In times of war, Skinks often take up their weapons to fight alongside Saurus. They are stealthy and swift creatures, and can be deadly when using their favoured weapons, in particular the blowpipe, against an unwary foe.
Croks
The Croks are cousins of the Saurus, bred for their brute strength and power. They are large, powerful creatures, yet their intellect and speech abilities are very limited. Nevertheless, they obey their instructions diligently, showing that they understand rather more than might be thought from their brutish appearance.
They are terribly strong creatures, able to bear enormous loads, and in battle are given heavy weapons to smash the enemy with. These weapons are often chained and bound to the arms, wrists and tails of the Crok so that they do not drop them, for the most natural and instinctive way for Crok to fight is with their massive clawed hands and teeth. The Crok are heavily armoured with natural scaling, and bony protrusions protect their stooped backs.
Terradons
Dwelling in the volcanic ridges hundreds of metres above the ground, Terradons are dangerous predators. Their keen eyesight can pierce the length of the sands, enabling them to spot potential prey at great distances. Their huge, leathery wings can propel them at great velocity, and they are surprisingly agile, able to fly at full speed through the heated days.
Skinks have mastered the skill of riding Terradons. These Terradon riders are exceptionally useful in battle, flying ahead of the main army, scouting the position of the enemy, and striking suddenly and silently from above. The Skinks launch javelins from the backs of the Terradons, and the dangerous creatures themselves attack with their long beaks, filled with razor-sharp teeth. Descending with mighty beats of their powerful wings, they attempt to latch onto their foes with their strong claws, ripping them into the air before dropping them to plummet to their doom.
Salamanders
Salamanders are giant, predatory amphibians that inhabit the volanic region of Barthavos as well as the underground springs. They are swift-moving creatures on both land and water, and voracious hunters. Within their bodies is an organ that produces a fiery venom, and the Salamander is capable of launching a burst of the highly corrosive, flaming liquid.
Salamanders have a vicious temperament, but despite this they are sometimes captured and raised by Skink handlers who use them to hunt the larger creatures dwelling in the jungles. It battle, Salamanders are directed towards the foe, though so aggressive are the creatures that they need little encouragement. Indeed, it is often the case that the Skinks must restrain them to prevent the Salamanders from launching themselves straight into the enemy!
Desert Drakes
The Desert Drake is one of the few drakes - both great and lesser - that cannot fly. In fact it has no wings at all, and to even further that, they seem to hate heights. These burly drakes compensate for the lack of wings with an unusually thick hide, which ranges from lighter tones of black to deep browns and grays. The hide itself is made up of thick overlapping plates, very much like scales, but harder, and more rock like in texture and appearance. The body is very much like that of an elephant, only somewhat larger, and it has six legs rather than four. Huge curved retractable claws can be found on the drake's first two rows of legs, the hind set are used only for walking and balance. The front legs double as hands, able to grip and move objects, much as any humanoid can, and as such tend to be shorter than the back two rows. The second row is much more foot like, and is used almost primarily for digging - if not then this row is used for walking as well. The back row is solely for walking purposes, and is very wide at the base, aiding in balance when digging, again no claws can be found on the back legs. The drake's neck is somewhat long, usually about the length of one of its front legs and is covered in a much softer hide then the rest of the body. The neck is therefore very flexible and can move with relative ease. The Desert Drake's head is covered with the same hard hide as the rest of its body, except around the eyes and back jaw, where it is a little softer. Large eyelids can be shut over the eyes, to prevent rocks and other debris from damaging the eyes, and the jaw holds, a mouth full of jagged teeth, interspersed with large grinding molars.