Nation name: The Kingdom of Orsinium History: Much has changed for the Orcs since they moved to the Hammerfell-Skyrim border. Since 4E 201, the men and women of Orsinium have been riding out the oncoming storm, rebuilding their position following the sack of their city at the beginning of the Fourth Era. King Burkash gro-Nagorm seized power following a minor civil war amongst the Orcish people between the Malacath Traditionalists and the Trinimac Reformists. The dominant Malacath Traditionalists won out the day, seizing power while simultaneously putting the Trinimac Reformists firmly in the minority. Since then, Burkash has been quietly marshaling his forces, stamping out Trinimac worship within the walls of Orsinium. Though, amongst all the chaos, few have noticed that Orsinium is on the rise. 4E 204 showed the Orcs beginning to go into full-time weapons and armor production. Now, in 205, with the assassination of the Mane, Valenwood and Elsweyr abandoning the Aldmeri Dominion, and the Empire in a weakened state...Well, I'll put it simply: The Warriors of Orsinium hunger for bloodshed, and soon they will be sated. Leadership: Orsinium is primarily ruled via a 'might makes right' idea of monarchy. Burkash's word is law, however, any Orc can challenge him for the right to be called King of the Orcs. Orsinium is governed primarily by the King, as he is the Head of State and Head of Government, however there is a council consisting primarily of chieftains who have pledged their fealty to Burkash. This council advises the king on matters of diplomacy, military actions, and domestic issues. Politically, the Orcs want their own province, be it through bloodshed or diplomacy, they want lands to call their own, particularly the kind where they can never be cast to the four winds again. The Orcs are unsure as to how they will do it, but that is what drives their political machine in the short-term. In the long-term they want to expand, particularly to the East and North into Skyrim. Allegiance: Neutral, for the time being. Military: Orcish military doctrine adheres predominantly to having large groups of heavily armored and armed troops that grind the enemy into non-existence through brute force and sheer endurance. However, there are sizable elements within the Orsinium forces, archers, lightly-armored berserkers, healers, and herbalists. The new Orcish military draws from Orcish tribal populations, as well as via requesting men and women from the Strongholds. Culture/society: Orsinium is a brutish land, as it often has been. The caste system that has come to define Orcish culture remains, however, the men and women of Orsinium are virtually equal under the eyes of the law. They have the same opportunities within Orsinium, a stark change from the Strongholds. Religiously, the Temple of Malacath has taken prominence, as opposed to the doctrines of Burkash's ancestor Gortwog, who championed the Trinimac reformist movement. Ultimately, the Daedric Lord of Outcasts won out the day. The Priesthood of Malacath controls the religious community almost totally, though secretive enclaves of Trinimac Reformists still meet in secret. Economically, Orsinium is a large producer of Orcish weapons and armor as well as a major producer of Orichalcum ore. Although the Orcish people are not primarily agriculturalists, the practice of raising crops and herding cattle has become a necessary one, with these members of society somewhat higher than the dregs, yet they still do not garner the same amount of respect from the populace as those who are smiths or warriors. Other info: None, at the moment.