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Economy & Craft
| Aspect | Details |
|---|---|
| Currency | Iron-Teeth stamped iron discs of standard weight. High-value trade uses Siege-Bonds (contracts backed by clan honor, enforced by blood oath). Barter is common for everyday transactions. |
| Core Crafts | Siege Engineering (Ironclad Rams, Catapults of Doom, reinforced towers), Iron-Smithing (crude but durable weapons and armor), Leather-Working (war harnesses, tents, saddlery), Beast-Training (war-boars, thunder-hawks). |
| Export Goods | Siege engines (sold to allies and mercenary clients), Iron-forged weapons, War-boar livestock, raw iron ore, War-Jerky. |
| Import Goods | Dwarven forge-steel (for advanced engineering), Azarian alchemical compounds (siege ammunition), grain and timber, Sylvan healing herbs. |
| Trade Routes | Ironspine Trail (overland to Dwarven Holds and Azarian border). Highland Passes (connecting tribal territories). River-Barges (for heavy siege-engine transport downstream). |
Economic Challenges
The Orcish economy faces several pressures:
- Dependence on iron ore
any disruption to mining (such as the Plague of Iron-Rot) can cascade through the entire economy. - Limited agricultural capacity
the mountain terrain supports herding but not large-scale farming, making grain imports essential. - Skilled labor shortages
the decade-long training required for Stone-Keepers and Runic Bards means these specialists are always in short supply.
Mercenary Contracts
A significant source of external wealth comes from mercenary siege contracts, where Orcish Siege-Companies hire out their services to foreign powers. These contracts are governed by the Code of the Hired Hammer, which stipulates that Orcs will never fight against another Orcish clan, never breach a wall protecting civilians, and never serve a client who has broken a previous contract. The most renowned mercenary company is the Stone-Breakers, led by Captain Grul Anvil-Born.