Out of the Calamity came the orcs, braving the vengeful seas to escape from the death of the Tarijan empire. Led by Kraloth Gar, general of the orcish soldiers during the rebellion, the orcish refugees touched down on the coast of Central Guayal, guided through the seas with minimal casualties by the enigmatic Farseer Trakath, the orcs immediately set about clearing the Atamara forest of the beasts and monsters that dwelled there. Before long, they came into contact with the elves of Baru Atamar, who had long lived in a shining city on the Kitan Lake. Having just fled from oppressive elven masters, the orcs showed no mercy to the elves of Baru Atamar, slaughtering them to a man. However, restrained by Farseer Trakath, Kraloth Gar ordered Baru Atamar to be preserved and occupied instead of being razed as the orcs had originally planned. For several centuries, the orcs lived under the rule of Kraloth Gar and his descendents in a strong, centralised kingdom that at one point even began expanding into South Guayal. Orcish culture flourished, with grand cities being built in imitation of the elven style of Baru Atamar, which had been renamed to Gar’abai in honour of Kraloth Gar, which served as the capital of this orc kingdom. To fuel the demands of orcish industry, the Atamara forest was steadily logged, its timbers going towards the construction of numerous towns as the orcs proliferated, having found the cleared land fertile and plentiful. Soon the orcish population grew too large to be governed by the king alone, who was forced to cede more autonomy to local figures, eventually culminating in the orcish cities declaring independence, leaving the kingdom as a rump state surrounding Gar’abai, beginning the city-state period that has persisted ever since. Orcish society reflects their origins as a military caste, being generally focused on athletic prowess and martial skill. While each city-state has diverged in their political structure over the years, they nonetheless maintain strong armies with which they engage in constant warfare, with city-states rising and falling into subjugation relatively frequently. Gar’abai remains as the most populous and richest city-state, being in a position to control the water supply to most of the coastal city-states; however, for this reason they are constantly assailed, effectively keeping their ability to project any power outside their borders highly limited. No longer do the descendants of Kraloth Gar rule, having been overthrown in the succeeding years after the disintegration of the kingdom. Despite this, Kraloth Gar and Farseer Trakath have become the centre of Orcish religion, having achieved apotheosis in the eyes of their people by embodying the virtues of strength and skill, and wisdom and cunning. The arrival of the sea reavers has not changed the power dynamics of the Coastal Plain significantly, for they arrive in numbers too small to truly threaten the armies of any single city-state. Nevertheless, the coastal city-states have seen a heightened level of mobilisation in anticipation of a new threat from the sea. Similarly pragmatic, the city-states close to the Mother Mountains have capitalised on their positions to enter trading relations with the elven lords, at times hiring specialist mercenaries as auxiliaries for their own forces. The most prominent city-states of the Coastal Plain are: Gar’abai - Former capital and largest city Karond - Home to the Beastmasters, a sect of monster breeders and tamers Trak Talu - Claims the mantle of spiritual heart of the orcish people Kor Enam - Holds a virtual monopoly over Atamara lumber Drekar - Uniquely oligarchic republic Orcs speak Orcish, a language heavily influenced by Tarijan Common Elven. As a result, Orcish and the Elven dialects are largely mutually intelligible, and would not take long for a student of either to learn.