Wood Orc - AllisonNil/Elder-Kings-2-Wiki GitHub Wiki
"The Wood Orcs live in Valenwood, with their core in the area around Reman’s Bluff. Warlike like most Orcs, they make a living through lumbering, mining and raiding nearby people for what they cannot get in other ways.
Whilst the local Bosmer don’t look upon them favorably, they provide an invaluable service with trade in metallic and even plant products through their convenient non-adherence to the Green Pact, although that last part would be further reason to never compromise with them for some hardliner Bosmer..."
Tradition | Description |
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Stronghold Culture |
• Can recruit Orc Marauders as Men-at-Arms
• Permanent Trait injuries such as Scarred, Maimed or One-Legged give bonuses • Can appoint the Hunt-Wife, Forge-Wife, and Hearth-Wife Court Positions • Rulers, if allowed by Gender Law, can have up to 3 spouses • It will be easier to progress in the Overseer Lifestyle • Vengeful Characters are admired whilst Forgiving and Fickle individuals are scorned • Marriage Acceptance towards cultures of a different Heritage: -100 • Very unlikely to arrange Marriages outside their own Culture • Vassalisation Acceptance towards different Cultures: -20
Available Mercenary Companies: +100%
All Wood Orc Characters:
All Wood Orc Holdings:
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Living in an Orcish Stronghold is both hard and easy. Self-reliance is key... yet everyone must be dependable. Know your place and fill your role, so that the community can thrive. | |
Garrisoned Smiths |
• Castles in Counties of this Culture provide an additional 5 Defender Advantage per Holding level
• Rulers of this Culture gain Prestige and Renown from Castle Holdings • Rulers of this Culture are more likely to construct Castle Holdings • Rulers of this Culture are more likely to construct Buildings that increase Fort Level • The Royal Armories line of Buildings have additional bonuses in Counties of this Culture • The Crown Smithies line of Buildings have additional bonuses in Counties of this Culture
All Wood Orc Characters:
All Wood Orc Holdings:
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Sturdy fortifications and quality weapons are the basis for safety. Our blacksmiths and masons will ensure we have no lack of both. | |
Practiced Pirates |
• Duchy-Tier and lower Rulers may Raid over seas, regardless of Government
• When returning from a successful Raid, non-Tribal and non-Pirate characters lose 1.5 Prestige per 1 Loot delivered Characters with the Land Raids Perk are unaffected by this penalty • Characters with the Plunderer Trait are seem as Prestigious and can Raid faster • A Dynasty Head of this Culture can use the Pillage Dynasty Legacy
All Wood Orc Characters:
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Storming a port, setting it ablaze, and taking everything that isn't nailed down may not be noble, but it is profitable. | |
Jungle Dwellers |
• The Outposts line of Buildings have additional bonuses in Counties of this Culture
• Increased Hunt Success Chance in Jungle
All Wood Orc Characters:
All Wood Orc Counties:
All Wood Orc Holdings:
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This culture makes its home along the edges of Black Marsh, where dark swamps and deep jungles otherwise makes life inhospitable, but through stilted homes and drainage also this corner of Tamriel has been conquered. | |
Only the Strong |
• Knights must have at least 12 Prowess
• The Aspiring Blademaster Traits have additional bonuses • The Martial Education Traits also grant Prowess
All Wood Orc Characters:
All Wood Orc Holdings: Levy Size: -25% |
From a young age, we are more in tune with Aetherius than others. Heinous criminals should be condemned to magic dissonance, rendered unable to cast a single spell |