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Orc Mega Thread 2.0

Orc Mega Thread 1.0

Original LotC Orc Wiki Page

Official LotC Orc Wiki Page

Last updated March 20, 2015

People you can talk to if you need help with Orc lore

Sosa/EGIE     Catarrh

 

Ilikefooddude     Jonhan

 

Hellfiaz     Sandk1ng

 

Travista     Kraal

 

BoogerBuster

Language

Wiki Link on Blah

Ug - Hail/Hey/Hello

Throm'ka - Formal greeting
Yub - Yes
Nub - No
Gug'ye - Goodbye
Lat - You
Mi - Me/I
Rulg/Rulgz - Thanks
Blah - Talk/speak
Gruk - Understand
Dabu - Yes/My Pleasure (Obedient, Respectful)
Bubhosh - Great/Big
Snaga - Slave
Nubhosh - Bad/Small
Buub - Pig
Pushdug - Stinky
Glob - Fool
Klomp - Attack
Flat - Dead
Blarg - Home
Brudda - Krugmar Orc (Example of Others: Outcasted Orc, Orc who lives with humans etc.)
Stowts - Dwarf
Twiggies / Treehuggers - Elf
Squeals - Halflings
quikspawn / breedurs - Human
Skah/Saahkah - (Curse word)
Agh - And
Buurz - Dark
Mojo - Magic
Uzg - World
Goi - City
Lusk - Axe
O'lig - Bow
Ligz - Arrow
Zult - Sword
Stik - Staff
Blah: Speech, speak, say, talk, word, and also the name of the language. If it comes from your skahun mouth, its blah.
Steemiez - redstone tech. Referring to the 'steam' in a steam contraption.
 
Skah: The most important word in a sailor Orc's vocabulary.
 
Shara: Human
 
Snaak: Halfling
 
Albai: Elf
 
Gazat: Dwarf
 
Nuutshara: Ascended (literally sky human)
 
Nubded: Undead
 
Buubshara Nubded: Zombie Pigman
 
Howlur: Wolf
 
Ash: 1 (to be used as 'one' the atcual word as in 'anyash' means 'anyone')
Dub: 2
Gakh: 3
Futh: 4
H' : 5
H'ash: 6
H'dub: 7
H'gakh: 8
H'futh: 9
Ashty: 10
Dubty: 20

Gakhty: 30..

This is here is a link to the old blah.

Warning: You would not know this unless you were taught IRP.

http://www.angelfire.com/ia/orcishnations/englishorcish.html

Guides

Shamanism Guide

 

Orchetypes

 

Olog RP Guide

Krugs Code

Cowardice, duplicity, greed and over-promiscuity are all dishonourable traits. Orcs who exhibit these traits too greatly may be named pug or whitewash.
 
Might makes Right: Martial and physical strength carries a lot of influence among Orcs.  It is acceptable to use threats of violence against other orcs, and to enforce those threats as long as you don’t kill or maim them.
 
All Strengths are Valued: Whilst martial and physical strength are considered a primary source of strength, there is honour in being strong of the mind or spirit. However, an Orc must try not to neglect any of these strengths: dumb brutes are just as disdainful as smart weaklings. Whether you are Uruk, Goblin, or Olog, you should try to seek strength in all areas as much as nature allows.
 
Theft is dishonorable, but demanding to buy something from another party is not.  If you can pay market rate for an item and back up your offer with sufficient threat, you can buy an item right off someone’s person, even against their will.  Just tell them you like that earring, toss some coins at them, and pull it off their ear.  If an orc wants something you have, you can either accept a reasonable offer or get ready to fight them.  If they are with a gang and you are not, better accept their offer.  This includes anything – their home, their slave, their weapon, or whatever.  It must be done face-to-face, wherever the item is.  You can’t take someone’s home behind their back and leave a pile of gold outside the locked door.  That would be cowardly.
 
A personal insult is the same as a challenge to a fight.  Note that boasting is not an insult.  You can say, “My blade is better than yours,” and that doesn’t justify being attacked.  Orcs frequently go back and forth with boasts as a social contest.  It can be something done in good spirit between friends, with the loser buying the next round of drinks.  On the other hand, if you tell an orc, “You smell pretty, like an elf,” that is definitely a challenge.
 
It is unquestionably true that physical strength holds pride of place in orcish society. Thus, a frail or crippled orc child would be considered a source of weakness, and shall be culled via abandoning deep in the desert. But conversely, an orc child that survives and returns stronger is considered blessed by the Old father.  Older Orcs that no longer are able to aid the Orcish society in any way, must seek an honorable death. Being a burden is dishonorable. Half-Orcs cannot breed into the bloodlines and cause further weakness in future generations.
 
Loot and Pillage is the right and way of life of Orcs and no one not even the Rex can deny an Orc that. A leader that does not allow raids and plunder is no leader at all. If an Orc loots an object, it's their's.
 
Orcs to an orc, the weak are simply weak, and are beneath them in society, all other races are weak.
 
Disputes: Fighting:  Non-lethal(Unarmed, or Wooden Weapons), one-on-one conflict between the disputing parties.  Anybody present is more or less required to gather around and act as a living arena wall for the people involved.  Missile weapons and magic are not allowed.  
The fighting judgment is used for any kind of minor dispute where the truth is unclear. Killing your opponent in this kind of fight usually results in a death sentence for you.  The idea is to disable them as much as possible so that, in addition to being proven wrong, they are unable to do anything for hours or days.  
If one party cannot be expected to fight, they can take a few minutes to try and find someone to represent them.  If they can’t find someone, or if they refuse to try, they automatically lose the dispute.
Combat:  This is similar to Fighting but allows the use of weapons.  The bout can be immediate or as late as the next morning – no later than that.  This punishment is used to resolve serious disputes, such as accusations of murder, dishonor, or grand theft. The combatants can use what ever weapons or armor they deem fit, it does not need to be fair.
Killing one’s opponent is acceptable, but sometimes an orc gains honor or additional concessions by sparing the opponent.  It is acceptable to hold the defeated opponent at sword point asking for an apology and one of his boars, in exchange for his life.  Any such deal must be announced openly.  If the loser accepts, his life is protected.  The judge of the fight can also declare a winner and an end, if neither side seems fit to make a determination (for example, if they are both too weakened or too drunk to speak).  In this case, the declared winner has the right to execute the loser.
Death:  This is reserved for cases where the accused has fled a previous honor combat, has been declared a disgrace, is a known cheater, argues too much with the Judge, or otherwise is not suitable for combat.  A peaceful Orc or very feeble person would also fall into this category.  In this case, the Judge or his subordinate will simply drive a dagger through the chest or neck of the accused.  If the accused is somehow able to escape or avoid death, they become a fugitive and anyone can kill them for a reward.

 

Legal Judges are the Rex, Dominus, Clan Chiefs, or the Durba officially assigned by the Rex for this task.

The Government

The War-Uzg is led by the absolute rule of a Wargoth titled Rex, he is helped by the War-Council. His rule is helped by the Dominus and Wargoth of each clan who advise him in his decisions and come together as the authority of the Rex when he is away.
 
 
Government Officials
 
Rex 
Absolute ruler of the orcs and leader of the war council. Also serves as the spiritual leader of the orcs and is in command of creating regular shaman rituals, regulating the culture, and making sure that the shaman teachings are taught and passed on.
 
 
Dominus
An official chosen by the Rex. The Dominus is the only orc able to honor klomp for Rex, which is just a fist fight. Essentially the Dominus is the Rex’s right hand orc. Chosen by the Rex for his ability to lead and command in times of the Rex’s absence. The Dominus is usually younger than the Rex and acts as a counter-balance to keep the Rex in check. The Dominus will also command the Rex’s keshig who work as his personal special forces.
 
 
Under Dominus
The Dominus can also choose an Under Dominus who will take up the same duties for the Dominus as the Dominus does for the Rex. If the Rex and Dominus are both absent he is the next to take command of the orcs. Under Dominus cannot challenge Dominus for their positions. But, if he feels the Rex is unfit he may challenge him to combat, which includes armor and blade of each orc's choosing. He will also serve as a regular keshig for the Rex. His command is also above/greater than the Wargoths when Dominus and Rex are not around. Also sits on War Council.
 
Wargoth
The Leaders of each Clan, a so called “Nobility” also known as a Clan Chieftan. They have to be the Elders of their respected clan and they are usually the most valiant and the strongest of warriors. Each Wargoth has the right to assemble a warband of their own clanmates. 
Any Wargoth may challenge the Rex to combat if they see him as unfit, which includes armor and blade of each orc's choosing.
 
Targoth
A veteran fighter and military leader whose job is to train and arm all orcs of the War Nation. He will host regular klomps, battles, and skirmishes to help strengthen the orcish military. Has the right to assemble and command a warband of any orcs, excluding the Rex, Dominus, Under Dominus, and Wargoths. A Wargoth and Targoth can also come together and create a warband of any orcs. Unlike Dominus he may not challenge the Rex for his title.
 
Durba
In the War Uzg there isn’t any regular, full-time law enforcement.  Instead, there are the Durba This rank is granted by the Rex to favored warriors who are known for enforcing Krug’s Code and the Rex’s will accurately and effectively.  Durba often have considerable power, acting as sheriff, magistrate, and executioner for the Rex.  There is no office or jail or assigned duty post for these Orcs:  Their “office” is wherever they happen to be standing, sitting, or carousing.  They are never on duty and always on duty. It’s a Durba’s business to confront and correct anybody who is doing something that, in the Durba’s opinion, goes agiant Krug’s Code, Orcish Culture or the Rex wouldn’t approve of. The Dominus, Targoth, Wargoths of Clans can overrule Durba’s.
 
Domestic Officials
 
Yazgurten 
Chosen based off build prowess, organization and how active the Orc is in society. The job of the Yazgurten is to build for the War Uzg while also recruiting new skilled workers to aid him in his duties. The Yazgurten is also responsible in creating events such as massive building projects, bazaar/market events, and auctions. He is also in charge of maintaining and running the Trog marketplace. 
 
Grubgoth
The head farmer and cook of the War Uzg, they manage the farms and farmers and are in charge of feeding the War Nation, they have an extremely important job and should be respected. It is a selfless job, a hard job.
 

Time Line

If you have more information on this, send it to me since I am too lazy to update the timeline myself.

[!] = Essential to the current story line

 
[!] Rituals of the Earth: (The Orcs summon Gul’Thak, the Earth spirit. After a misunderstanding, it tells the Orcs to summon it again after they are truly ready.) https://www.lordofth...s-of-the-earth/
 
[!] Gul’Thak Rises: (The Orcs summon Gul’Thak again, this time with the Dark Shaman Zogrocka among them. After Zogrocka is chased away, Gul’Thak promises to guard and bless the tribelands. Brunhyldir is appointed to High Shaman.)
 
An Altar of Sand: (An honorable orcish klomp turns into Oxtuk’Kog proving himself as the Champion of the Earth. Gul’Thak tests the orc, finding him to be a warrior truly worthy of the spirits. The Earth Spirit says that once it has cleansed the land more, it will coronate Oxtuk as its champion.)
 
[!] Ixli: A Glimpse Into the Future: (Zogrocka, after being exiled, is contacted by Ixli, the dark patron-spirit of the corrupted Dom clan. It chooses the fallen orc as its new zealot, blessing him and sending him off on his way again.)
 
[!] Burzum - Frum: (The Azog Clan is tempted by Zogrocka’s dark power, and the two become allies. Krug witnesses this, angering and declaring war against his fallen children.)
 
[!] Blood Spills, Earth Shatters: (The Azog Clan and Zogrocka attack the Goi, capturing the High Shaman, the Wargoth of the Kog clan, and other orcs. After killing them, Gul’Thak and a party of humans attempt to stop the corrupt orcs, yet they too fail.
Krug whispers to an Immortal spirit from the Frum’Stroh, instructing it to aid his people.)
 
[!] Frum'vajodhar: (The Orcs begin a summoning ritual for a spirit of guidance, only to be interrupted by the ear-piercing screeches of a scaddernack. After regrouping and mending one of their bruddas who was stung by the beast, they discover a sludge-covered cave inhabiting a dead dark shaman and the Immortal Spirit Veist.
Veist causes the High Shaman Brunhyldir to contort and morph into a goblin, although it promises to aid the orcs in fighting the Azogs.)
 
[!] Rivals: (Zogrocka and Brunhyldir clash in a final battle of Shaman versus Shaman. The Dark Shaman is inevitably defeated, settling the land in a state of peace -- yet the blood of the once-corrupted Azogs still runs rampant.)
 
[!] A New Rex: (Reksam'Kog challenges Malog'Yar, the Rex, to an honorable klomp, and defeats him. The uruk of Kog takes the place as Rex, hoping to get more involved in the defeat (or peace) of the Azogs.)
 
Ancient Visions: (Brunhyldir has a vision as he is kept up in restless sleep. In his dream, the urukhai and the Azogs go into war, fighting until Krug himself speaks from the Spirit Realm to tell them that they cannot be split -- or else.)
 
A Renaissance of Sand and Blood: (Reksam'Kog, the new Rex, inspires his people with a glorious speech, reforming the Warnation of Krugmar and promising to crush the Azogs in the impending battle to come.
 
[!] Civil War - I: (Before the first skirmish of the Urukhai/Azoghai war, Brunhyldir and Faunher'Gorkil gather the supplies mentioned by the Immortal Veist. Upon bringing the items to him, however, the spirit tricks them, turning Brunhyldir into a chicken for a short time.
The Urukhai and the Azoghai engage in their first real battle, with the Azoghai taking a victory here.)

 

[!] Peace Comes at Last: (The Urukhai and the Azog and Dom uruks come to terms of peace, ending the war and uniting the orcs once again.)
 
[!] Reformation: (With the orcs reunited, several changes are made to the Orcish government. The military force of the Orcs, known as the "Urukhai", is disbanded and replaced with a more spiritual war force, the "Baur ob Kil". The Orcs open the Trog marketplace, allowing other races to interact with them -- and the Rex appoints a council of elder urukhai, known as the "Rex Ghashan".
Lastly, Brunhyldir disappears for a short while, allowing Rusk'Dom to rise into the position of High Shaman.
 
~
 
[!] Reformation, II: (Through some bloody and glorious battle, Rex Reksam is nearly killed by Rusk'Dom, the leader of the Dom clan. Taking the position of Rex, Rusk is met with little opposition, as those who might have fought against his rise have lost all power, or seem to have disappeared. Among these missing Orcs is the Goblin Shaman, Brunhyldir.) 
 
[!] A Foe Returned: (Under Rusk'Dom, the Orcs join the fight with their brothers against the sudden rise of the Undead. Ascended are considered neutral to the Orcs, except for a few select Aeriel-related forces.)
 
The Kashaul Ob Frumz-Burim: (The Shamanistic Council of the Orcs is closely defined.)
 
Orcish Standpoints: (Rusk'Dom states that the High Elves, with their continued arrogance and racism, aren't to be trusted. War is not yet declared, but Orcs are at the ready. In the meantime, Kharajyr are recognized by the Orcs as slaves to the Undead, and the Orcs intend to enslave the Kha after the war with the Undead is over.
A mention of Orcish allegiances is restated, with the Orcs clearly siding with the forces of Athera as the fight with the Undead continues.)
 
[!] A New Rex Arises: (Rex Rusk'Dom disappears, supposedly approving Goktar'Dom to fill his position.)
 
The Final Ride of an Old Orc: (Craotor'Lur, perhaps one of the oldest remaining Orcs of this time, passes on to the spirit realm. Without him, few Orcs from the times of Aegis remain, and a few ancient histories of the Orcs are lost. The Urukhai of Athera mourn his passing with an honorable commendment.
 
Orcish Standpoints, II: (A whitewash is rumored to have the Axe of Krug, an immeasurably powerful and important artifact of ancient time.
The Orcs reconsider their disposition on the Kharajyr, and the two races settle themselves, agreeing to work together in the fight against the Undead.)
 
[!] A New Rex Arises, II: (Somehow, Goktar'Dom loses his position as Rex. With Lurtz'Gorkil now in power, he declares war against the Elves for their treacherous acts against the Orcish people.)
 
[!] A New Rex Arises, III: (A new Orc by the name of Angbad'Gorkil claims ownership to the position of Rex. Although it seems to be unknown what happened to Lurtz'Gorkil, most Orcs accept this new leadership, having heard rumors that this new Orc is related to the fabled Mogroka.
Orcish government is reformed under Rex Angbad'Gorkil.)
 
[!] A Disturbance in the Force: (A deep, dark, powerful entity struggles in its captivity. All mortal magicians feel this waxing of power, especially the Orcish Shamans.
Having been gone for quite a while now, the ancient Shaman Brunhyldir is revealed to have been in meditation atop a hill somewhere in Athera. Disturbed by this force, Brunhyldir returns to his people.)
 
Zogrocka's Return: (Zogrocka bouts with several shamans before being reverted to a form before his corruption. Now cleansed of taint, Zogrocka walks among the other urukhai in tentative peace.)
 
Another Confrontation: (In the exploration of some elven ruins, Brunhyldir confronts the recently-revived Zogrocka, having been unaware of his return. In an attempt to capture Zogrocka, the spirits somehow react against Brunhyldir, sending him flying out of the ruins and down the side of a mountain to his temporary death.

 

Orcish Animals

Source - https://www.lordofth...of-orky-beasts/

Lur Wolfs
The Lur Wolf is a beast of massive proportions, much bigger then its smaller cousins, the regular wolfs. Measuring almost 9 feet tall when standing on its back paws. Their teeth seem to be as big as a small dagger and just as sharp as one. Some I have seen can even pierce a suit of iron plate with a single bite. The animals claws can easily carve through flesh and rip it to shreds. A pack of over 4 wolves can easily take down any animal even the huge Jabbernacks can be hunted by these beasts The wolves seem to have taken residence in the territory North of the War Nation’s Capital, using it as hunting grounds most likely. Even from a good distance away of their territory you can hear the howls of these animals, as if their stalking you from far away. Beware that if you go into their land alone you will become their prey.
 
Aside from the Lur Wolves size and killing capacities the most interesting thing about them is that they can be ridden by only one kind of orc and unlike other mounts they will only be mounted by a single master through its whole life. The orcs that ride these beasts are the ones of the Lur clan. They appear to have a special bond with them and often treat the wolfs like they are their friends and family. While mounted these wolves run at incredible speeds rivaling the speed of a horse and sometimes surpassing it. The Lur’s don’t only use them for riding and hunting but also in battles. Once in battles they obey solely to their riders. Used as cavalry like the humans use their horses, used for flanking and breaking enemy lines but the wolves seem to enjoy hunting down routing enemies the most. After battles and during them they will be seen with their fur stained with blood and jaws filled with heavily gnawed and chewed meat and sometimes bits and pieces of armor.
 
The Lur Wolves almost saw the end of their kind during the clan wars with the massacre of San’lur when more then half of all Lurs died and so did many of their wolves. The surviving wolves from the massacre seemed to crave for vengeance for their fallen riders and stalked the Dom lines during the rest of the clan wars. The wolves who still had a rider almost all died during the suicidal assault of San’Dom which destroyed the last stronghold of the Dom clan. But the beasts continue to live thanks to the efforts of Craotor’lur and other missing Lurs they have reproduce and the pack still seems to be living strong.
 
It appears that each Lur has his own wolf for his whole life and that is it.From what I can gather when a Lur cub completes his first year he is given his wolf most of the times the wolf will be much larger then the cub.The cub and the wolf will then be left in the woods near the Lur lands and will stay there for 4 days and must hunt to live and survive.This forms a pact between wolf and rider.Also if the parents of the cub are killed in war the wolf will raise the cub like its own.This ofter makes a stronger and more savage orc then usual.Other legends are that the orks from the extinct Vorn clan a sub clan of Lur leave their cubs to be raised on purpose by wolfs so the cub grows to becomes as savage as possible
 
The current pack is almost all made up from cubs of Craotor’lur’s wolf Skar, a large black Lur wolf. Skar is the oldest of the wolfs with reports of him and Craotor coming all the way back from the Clan Wars almost 400 years ago his name comes from the scar he had when Craotor first found him,it goes from his right eye to it’s jaw. But despite being the oldest he is not the biggest in any way. The wolf of Urak’lur is one of the few that is not a cub of Skar and definitely the strongest and biggest of them all, measuring almost 11 feet.Urak’lur’s relatives inside the Lur clan seem to have an even bigger affinity with the giant creatures. Their wolfs are always bigger and more ferocious then any other. It may be because of the ancient founder of Urak’lur’s lineage Kurak the wolf of Lur that first brought the wolfs to Lur.

 

Red hawks

The Red Hawks were only recently found by the orcs. Their natural habitat is the mountain range which surrounds the city of the orcs, Strigzgoi, these beast are magnificent to watch fly. They jump begin their flight going as high as they can and will stay there until prey is spotted. Once they spot their victim they will close their wings and swoop down at it grabbing it with its talons. Prey is varied, they will eat small rodents, snakes and the biggest of Red Hawks will often try to hunt small farm animals like sheep and pigs. But its favourite prey seems to be other birds which they hunt from the air; they appear to like more the thrill of the hunt then the actual reward which it brings.
 
The species has a 4.5 feet wing span and were named Red Haws because of its feathers having red coloring feathers and at the top of its head he has a ruby coloured plumage.
 
The orcs who discovered were Skur’lur and Grijkor’Gorkill. Both the orcs were having a race to see who could reach the top of the mountains first. Once they were there they saw two of the Red Haws was waiting at the top. They were both intrigued by the Red Hawks and tried to lure it and tame, all their efforts were in vain. The Red hawks were not impressed. Then after observing it for a few days they decided to do something. Skur and Grijkor both jumped off the mountain and the hawks followed them down, they hit the ground and broke some legs but both hawks were tamed to Skur and Grijkor.
 
The orcs have an interesting use for these creatures, sometimes used to send messages between orcs but most importantly it is used as an interceptor. It hunts down messenger birds and strikes them down; unfortunately the message is most of the times lost. It seems like they combined the lust that these birds have for hunting other flying creatures and the need to intercept messages from the orcs enemies.

Scaddernacks

These beasts were first discovered millennia ago. No one knows exactly when but the oldest reports of them come from the time when Krug still lead the Orcs. They say his son Lur tamed one of these mighty beasts at a very young age, the authenticity of these stories can be questioned but this is the oldest report of a sighting of a Scaddernack.
 
The Scaddernacks were almost hunted to extinction a long time ago, killed by orcs to prove their worth and might. The only Scaddernack left alive is a huge black monstrosity that serves the Lur clan, it is named Lurgoi. I have had the chance to see this great creature when the Lurs went to hunt. It slept most of the time but when his master ordered it to raise it rose immediately. As to the use of these creatures it is said that they were used in battle as siege equipment and to kill massive amounts of clumped up enemy soldiers.
 
 
Concerning the physiology of these creatures; they are huge easily 15 to 30 feet and resemble a mix of spider with scorpion having 8 legs a huge pincer that can kill its enemy human with ease and two claws the size of an orc with the size to smash down a forts wall in a single hit. They also have a sting that cannot deliver a poison, instead it is used as a weapon in a similar manner to a flail. They are generally black but it is said that there were a kind of sandy colour. Their exoskeleton is immensely tough, though weaker on the underbelly and around the mouth, I have found no record of anyone managing to penetrate the exoskeleton on its back or head. Due to this, they do not need armour to protect themselves; indeed I have heard tales that many orcs of old time used their carapace to forge armour.
 
None of the orcs that answered my questions know how to tame one of these massive creatures but I assume the oldest of orcs who wanted to hunt me instead of answering my questions know how they can be tamed. My speculations are that you need to prove yourself to this creature doing an act of courage and bravery but I cannot confirm this.

Jabbernacks

Jabbernacks seem to have always been with the orcs, being used in the great orc caravans of the times that orcs were purely nomadic. Being used as pack animals and as transport. Although the orc clans have their own specific mounts, all of them utilise the Jabbernacks in some way. One common use is for transport, as they can carry as many as 3 orcs over great distances.
 
They measure at least 14 feet in length, using their razor sharp teeth and claws they rip their enemies to shreds in seconds. They also utilise their massive size and the protectiveness of their hide to soak up damage and await the right time to strike.
 
They seem to be incredibly hard to tame and only a few specific orcs seem to be able breed them. Their natural predators are few consisting of Lur wolves, Scaddernaks and of course, orcs who wish to hunt the wild kind of these beasts. It is said that in ancient times the massive beasts called Scaddernacks would hunt Jabbernack packs and the Jabbarnacks could not fight these beasts. This was confirmed when I saw Jabbarnacks skeletons near the only remaining Scaddernacks lair.

Sand rats

Little rodents that live in the sand dunes,they nearly went extinct after orks realised that they taste like beef.They act exactly like normal rats except when threatened they dig holes in the sand and to try to hide from the agressor. 
The Sand rat is also a close relative to the swamp rat.

Braduk Rhino's

Discovery
In Aegis, when the Braduk Clan was just starting off, a village war had broken out between the Braduk village, Kenuk, and a rivalling village led by Braduk’s half-brother, Gorjol. Dishonourable raids were leaving Kenuk in ruins, and the Braduks needed an edge. Braduk discovered rhinos roaming the mountain pass. The problem was that they only stood around the height of the average human, so they couldn’t support the weight of most Orcs. Braduk, however, still saw potential in the beasts’ sharp, sturdy horns and incredibly thick hides. After a short raid on Kenuk, Braduk decided to inspect the rhinos more closely. One was captured and brought to the village, and Braduk watched it stomp around in a pen for a while, pondering how the beasts could be used to their advantage.
 
Breeding
Braduk ordered for a few more to be captured, and started a breeding program in hopes of bigger, mountable rhinos to use in the Village Wars. He only bred the largest rhinos, which, at the time, weren’t much bigger than the average ones. Each generation was slightly larger than its parents, and as such the progress was painstakingly slow. It wouldn’t be until long after Braduk’s death that the rhinos would be big enough to ride. Two Chieftains after Braduk’s reign, Goregutz was finally pleased with the size and tried to mount the first Braduk Rhino.
 
Taming
At this point, the rhinos hadn’t been properly tamed yet. The larger ones were dangerous, and were kept locked up in caves situated not too far from the clan fort. Smaller ones were usually killed for meat and leather, though the clan was still eagerly awaiting the fruits of labour to be harvested from the massive Rhinos. Goregutz, as a show of strength and bravery, decided to try his luck with the only ten-foot rhino they had. He entered the pen with several other Orcs, and immediately the animal went berserk. It began to smash around, killing many that stood in its path, impaling and crushing the slowest of the Orcs with no more than a turn of its head. Goregutz, being one of the biggest, jumped at the rhino and mounted it. He grabbed it by its two long horns, holding on for his life as the Rhino tried it’s best to throw the Orc off its back. It bucked around like this for several minutes until it threw Goregutz off. The beast was tenacious, but so was Goregutz. He jumped back on the rhino, holding on even tighter, but even then he was bucked off multiple times. It took hours for it to tire out, and Goregutz barely outlasted it. Finally, the rhino grew tired and stopped. Exhausted just as much as the Rhino, Goregutz relaxed a bit, sitting on it calmly.
“Mi kall lat Gurtog,” said Goregutz.
The rhino grunted, and looked up at him with what resembled a look of respect.
 
Characteristics and relation with Orcs
Braduk Rhinos have a diet consisting of grains, grasses and small plants. Usually the untamed rhinos are kept in a pen and fed their daily meals, but once paired with an Orc they are let free to roam and eat as they please. Stunted Rhinos, a somewhat common occurrence in Braduk forts due to the lack of grasses, are usually killed and processed. Their hide is used in armour, their horns sometimes sharpened into daggers, and their meat is cooked up in stews and casseroles, being too tough for any other meal.
The rhino’s most common colour is grey though rare sand coloured rhinos can be born. The very first rhinos were black, but as time went on their skin lightened through reproduction. It is unknown if a black rhino remains, the last being Ghazkull’s, and there has only been one recording of a white rhino.
During infancy, the Braduk rhino will have just a bump where the horns will develop. As they mature, they grow two horns; one directly in front of the other. The front horn is longer than the back horn, and usually reaches an average length of 47 inches (120 cm), while the second horn usually reaches 35 inches (90 cm). If a horn is cut off, it will take decades to re develop, and during the first couple days, the hole will remain. It is a lethal spot, and if stabbed will result in a fatality. It’s common practice for a Braduk to customize his rhino’s horns by sharpening them, overlaying them with iron, or sometimes carving his name or important symbols into them.
Their thick hides cover most of their body and legs. It’s too thick to be penetrated by arrows, but hard swung weapons are capable of breaking the bones of the beasts. On some occasions, an Orc will use rhino hide as a moderate substitute for leather armour, and the clan mothers have been known to replace an Orc’s flesh with a rhino’s in serious injuries to prevent infection. The rhino’s underbelly is loose fat, and is the weakest spot on their body, save for the soft flesh behind their large ears and underneath the horns.
The average Braduk rhino stands from 9-10 ft tall, and can weigh between 8,000-8,500 lbs. As a result of their incredible size, their speed is depressingly slow. Bursts of speed are not uncommon, however; a charging rhino is capable of reaching a maximum speed of 40 kmh (approx. 25 mph), with enough force to break through solid brick walls. Additionally, what Braduk Rhinos lack in speed they definitely make up in stamina, being capable of maintaining a constant speed for as much as a day without rest.
The Braduk Rhinos grow at about the same rate as a normal Orc does. When an Orc cub is born into the Braduks, a rhino will already be chosen for him by one of the Elders of the clan, usually one born at around the same time. At the age of ten an Orc is shown to the Rhino, and this is where they will be bonded for life. They must first gain each other’s honour by engaging in a klomp. The Orc must do as Goregutz did, and mount the rhino until it ceases retaliation. The Orc will name the rhino, and in turn, the rhino will name the Orc. The Braduk Rhinos have their own respected contingents and have their own names; communicating to each other using a series of grunts, snarls, grumbles and roars. The bond between a rhino and an Orc is strong, and one can rarely live without the other. After the two have been paired, the rhino will scar the Orc with its horn, and in turn the Orc will scar the rhino with his favoured weapon.

The Braduk rhino is extremely difficult to train and control due to their ferocity and their horrible eyesight. They’re known to charge upon the slightest provocation, and it’s rare that a particular rhino can be approached by anyone other than its familiar rider. As a result, an Orc must spend tremendous amounts of time familiarizing himself with the rhino he wishes to ride. Due to their foul tempers, the rhino will commonly go into a bloodthirsty fit during battle, requiring truly masterful skill for a rider to maintain control, and such fits can cause just as much damage to the rider’s enemies as to his friends. Because of their poor eyesight, the rhino must also rely heavily on its strong sense of smell, though this of course presents further difficulty in training and control; a stray scent sometimes causing a Braduk Rhino to plough through a nearby wall without warning.

((The following lore was originally written by Makka_Pakka_99 and the1bow, eventually edited by Catarrh, ilikefooddude and yimmya, but the previous lore is here))

Vourukhs

Original Thread

Anatomy

The Vourukh (Voo-rook) would be classified as birds of prey, to those who would call them birds.  ((In OOC contemporary terms, they would be described as theropod-esque as well as raptorial)).  A normal venturer of Athera would mistake it for a dragon, however.  Their thick, leathery skin, which very much resemble scales, are partially the cause of this misidentification.  
 
The hide is on average two centimeters thick, a quarter thicker around the underside and the talons, and a half thinner at the spot atop the head, where the skull joins to the spine.  This thick skin protects the Vourukh from many perils, including the attacks of other animals.
 
The beak is short and hooked, like many other raptors and the neck of the Vourukh is short and immensely powerful. This is beneficial as it allows the Vourukh to apply tremendous force, used for cracking and shattering bones.  The beak of the Vourukh differs from other predatory birds though in that it is serrated.  Towards the front end of the hooked beak, sharp and small serrations are spaced between larger, pointed ones, which are pointed back, so as to savagely tear the flesh of prey attempting to escape.  These front serrations are used primarily for predation, and are frightfully effective.  The serrations towards the base of the beak, however, are smaller and less pointed.  Similar to mammalian molars, these back serrations are used for grinding and crushing.  In the Vourukh’s case, it is the grinding and crushing of bones.
 
On the beak are four nares, two larger ones closer to the eyes, and two smaller ones further down the beak.  It is believed that the larger ones are solely for breathing while the smaller ones are solely for smelling.
 
The eyes of the Vourukh are red, like their feathers, and the irises range from a deep amber to a golden yellow. 
 
The bones of the Vourukh are solid, very strong, and reinforced, comparable to that of sturdy mammals.  This is not beneficial to the flight of the Vourukh, as it limits them from large migratory patterns.  Otherwise, it allows the Vourukh to absorb heavier blows.  As well, stronger and more lean muscles (compared to other birds) can develop without risk to the integrity of the bones.
 
The Vourukh’s feet are anisodactyl, adapted to grip prey, but are also similar to basal theropods in structure in that the base of the feet are lifted from the ground, allowing for limited walking and running.  The talons are unique in the fast rate that they grow.  If left alone, the talons would grow too large and become cumbersome to the Vourukh.  Because of this, the Vourukh whittle their talons down on rocks, which sharpens the talons as well.
 
When outstretched, the wingspan of the Vourukh averages around five meters.  The wings are very large and muscular, to keep the heavy body of the beasts afloat.  To power these wings, the Vourukh have pectoral muscles comparable to that of an Uruk or an Olog.  The wings themselves are separated into two parts that can fold in and downwards slightly.  This allows the Vourukh to catch currents in the air with more ease and more efficiently ride them.  As well, there are two long and curled talons near the first joint of the wings.  These talons can bend in, and allow very limited grasping, and aid in walking on land.
 
The Vourukh have nearly all of their body covered by feathers, except for their feet and their wing-talons.  The plumage of the top of their wings tends to be dark colored, with white to gray intermediating in streaks, whileas the plumage of their bodies are white. It is exceptionally rare to find a white Vourukh though, as they stain themselves red in the blood of their prey.    From below, the wings are near to invisible, while the body stands out.  The tail feathers of the Vourukh are long, outspread, and rounded.
 
Differences between make and female are few.  The furcula of the female protrudes further and is thicker than the male's, and the female's tail feathers are narrower and more pointed.
 
 
Behavior
Vourukh, surprisingly, are social creatures.  They arrange themselves into strict hierarchical groups--similar to a wolf pack--called flocks.  The flocks are generally associated with locations, and are very territorial collectively and individually.  A flock associated to a location is called the Vouruk’hai of that location.  
 
Within each flock, there are ranks, with the top being the Taasav (meaning warrior-father).  The Taasav is usually an older Vourukh, and grows to become fairly larger than the rest in the flock.  The Taasav is distinguishable by it’s darker-red to maroon feathers, and a thick black comb that grows upon its head.  When the Taasav becomes old and frail, or even when it is strong and powerful, the most prominent Vourukh of the rank below, the Tumarz, can challenge it to a battle, which always results in the death of one of the Vourukh.  Below the Taasav are the Tumarz, which grow larger than the normal Vourukh, and begin to sprout a black comb smaller than the Taasav’s.  The Tumarz’ numbers are dependent on the size of the flock and the area the flock encompasses.  Below the Tumarz, rank in the flock is based on the age of the Vourukh, with the fledglings being the lowest.
 
The Vourukh, being predatory animals and scavengers, require large amounts of land.  Because of this, they often separate into different camps.  The leader of each camp is the Tumarz.  These camps often have Vourukh of the same bloodline, and are similar to clans among the descendant races.  Variations between different camps of Vourukh are minor, consisting of small variations in wing feather patterns.
 
Despite having camps, the Vourukh have a main nest, which is where the Taasav resides.  Vourukh often visit the nest individually to bring bones as tribute, and as a camp when they are called on.  Every three years, before the hottest of the hot season occurs, the camps all return to the nest to breed.  The eggs are laid and hatched by the peak of the hot season, and by the time the cold season begins to set in, the fledglings are able to fly the distance to their camps.  If they fail to make the journey, they are left to die.  This is generally detrimental to the population as a whole, since each mate produces no more than two eggs per three-year cycle, but it ensures the population is strong.
 
Conflict does occur between Vourukh, often caused by food or space within a camp.  These conflicts normally do not result in death or serious maiming, and when they do, the Tumarz will often punish the offender.  Vourukh form mating pairs for life, and mates are often seen together constantly.  Therefore, when conflict caused by transgression of a mate-bond occurs, it almost always results in the death of the offender with no intervention by the Tumarz.
 
Conflict also occurs between camps, though rarely.  When it does it is because of issues regarding land.  If the issue is not resolved by a non-fatal fight between the Tumarz, or it is not mediated by the Taasav of the flock, it may escalate into a war.  A camp war has only been recorded once before, and it escalated large enough to envelope the surrounding camps and the nest in a civil war.  It ended with the deaths of a substantial portion of the flock, the abandonment of two camps, and the ascension of a new Taasav.
 
Conflict between different flocks is common as well.  If the flocks are located near each other, war will more than likely occur.  If not near to each other, a camp from one flock may still be called upon by the Taasav to fly onto the other flocks camps, in a sort of raid.  Abandoned nests and camps, and substantial differences in wing markings within a flock suggests that as a consequence of flock war, the defeated flock assimilates with the victor.  The nest of the defeated flock is dismantled and is used to build upon the victor’s nest.   
 
Conflict with other races is yet to be recorded.  Most flocks have not been in direct contact with a descendant race.  From the understanding of Vourukh territorial behavior, it is assumed that conflict would occur if they felt threatened.
 
On occasion, solitary and nomadic Vourukh are seen flying outside of flock territory.  Physiologically they are smaller and none grow a comb.  These Vourukh generally have no distinguishable wing markings.  They fly in mate-pairs, and occasionally with the young.  It is believed that they breed on a two-year cycle, and that the young are given more substantial care.  It is common to find a nomadic Vourukh in conflict with a flock, and almost always the flock Vourukh will kill the nomadic one.  Occasionally, a nomadic Vourukh may join a flock by proving itself in battle.  These foundling Vourukh are easy to spot as they have no wing markings while their adopted flock-kin do.
 
During the hunt, the Vourukh may assault creatures as large and larger than it with little fear of self-harm.  On larger prey, they descend quickly upon it and beat it with their massive wings to disorient the creature, then they plunge their talons into it to bleed it before they return to the sky and follow the quarry.  When the prey is sufficiently weakened, the Vourukh dives down once more and finishes the creature by biting out its eyes, its jugular, or breaking its neck with its powerful beak.  If the corpse is too large to fly back to the camp, then the Vourukh will peel away the flesh and return to the camp with only the ribs, leaving the rest of the body to be brought back over the next few days.
 
If hunting prey slightly smaller than it, the Vourukh will swoop in and grab the creature from the legs, while beating it with its wings to disorient it.  It will then lift it in the air to a substantial height then drop it to its death, before flying the corpse back to the nest to salvage.
 
Small prey, such as rats or Kha kittens, are usually left alone unless the Vourukh eats it as a snack while en route to a destination.
 
Combat between two Vourukh is a sight to be seen.  If non-fatal, the Vourukh lock on to each other mid-air and beat the other with their wings to fatigue them as they spiral towards the ground.  This continues until one can no longer fight, or until one plummets into the ground.  Fatal combat between two is much more glorious.  They lock onto the other with their wing-talons, and bite and claw with their beak and feet.  They often aim for the neck to bleed the opponent, or for the wing to cripple them and drop them to the ground.  These skirmishes occur for hours often between flocks, with the Vourukh disengaging and re-engaging in waves.  Rarely does one side retreat, unless their Tumarz is killed.  The dead are left to decompose, and are only reclaimed when they become skeletons.
 
The diet of the Vourukh is almost entirely bone marrow.  The bones are ground up with the flat serrations of the beak or sometimes consumed as shards.  The meat is rarely eaten by adult Vourukh, and instead it is reserved for the fledglings that cannot crush the bones yet.  The mother Vourukh may crush up the bones and swallow to regurgitate the bone and the vile for the fledglings to consume.  This vile possesses the qualities of fire, or a strong acid, in that it burns and melts, and can disfigure.  The fledglings and the Vourukh are immune to the vile though.  The same vile may be produced and sprayed by a Vourukh upon an assailant, causing grievous bodily harm.
 
The call of the Vourukh is a rare one, as they seem to be silent creatures while prowling the sky.  While communicating among themselves, the Vourukh produce many different sounding guttural chirps.  Before and during a battle, the Vourukh let loose shrill and terrifying screeches to disorient the enemy.  These same screeches may be used to do the same to prey.  Many of the Vourukh are capable of voicing a screech so offensive that an Orc would be brought to its knees in pain.  While skirting the edge of their territory, one may hear the differing caws of the Vourukh.  The reason for these caws are not entirely known.
 
The recorded flocks occur solely in the margins of the natural world, where adversity reigns.  Deserts, mountainous areas, the canyon, and open plains tend to be where flocks occur.  Forested areas are home only to pairs of nomadic Vourukh.  Nests tend to occur at high elevations for both flocks and nomads, and are littered with bone shards and decorated with bones and the feathers of previous Vourukh.  A nest can be identified from a distance by the putrid smell of decay.
 
 
 
TL;DR/OOC
Giant vulture/therapod-like predatory birds.  Like bearded vulture.
Strict, advanced hierarchical flock systems as well as solitary nomad-pairs.
Sharp talons, beak, and wing-talons.  Strong wings. Spit very erosive acid.
Paint themselves red with blood.
Very territorial and combative.
Carry corpses as big as themselves, can kill bigger.
Rarely found alone.
Mate for life.
Tough for hatchlings to survive.
Breed every 3 years for flock, 2 years for nomad
Flock=bigger nomad=smaller
Flocks occasionally war, camps within flocks may have civil war.
Advanced inter-species communication with chirps.
Loud and shrill screech can disorient and cause pain to whatever hears.
Live in camps, mate at nest.  Many camps per flock, one nest. 
Names are in Orcish because they were discovered and documented by an orc, other races can have different names :)
Cannot be ridden.
Enjoy the hunt and combat.
Cannot be made subservient, only befriended, by proving oneself worthy of friendship
Can be communicated with by Druids.

Lore

 

Orc Lore

Orc Wiki

 

Fe-Orc/Goblin/Olog Nesting Behavior

 

Child Rearing

 

The Warlords, The Rex

 

The Clash of Clans

 

Mating

 

Orcish Clans

(Outdated)

Clan History

Clan History

Clan Lak

Clan Lak

Clan Lur

History of the Lur Clan

Clan Rax

Rax Clan

Clan Yar

An Orcish Genealogy

Chapter 1

Guldur

 

Chapter 2

Yar

 

Chapter 3

Bula

 

Chapter 4

Borug

 

Yar and Nargii

Shaman Lore

The Spirits

 

The Spirt Realm, The Spirits, And Shamans

 

Cults & Shamans

 

Farseer Lore

 

Dark Shamanism

Stories & Literature

Legends, Fables, and Folktales

 

Tale of Dom

 

Tale of Gorkil

 

Story of Lur

 

Remains of the Shurr'dru Saga

 

Prologue

The Sand Dread

 

Part One

War of the Swimming Sands

 

Part Three

War of the Swimming Sands

 

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Nice thread, though you're missing somethings. Glad you went through with my suggestion. I'll PM you said things on Skype.

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 Hey thanks! New Orc on the block, and this thread is actually really helpful. Thanks for taking the time to do this, I'll be reading through it :)

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Amazing! You are an amazing member of the orc community! Perhaps I will rejoin...

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Thanks for dropping my name there, fam.

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B-B-Bu-But....I helped,

:crys:

You only sent me links of what to put on there as far as I saw in the skype chat.

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Man, great thread. But you should put the list of orcish guides in there. Hmmmm. Wait, there is only one! Hahahahaha

 

But all jokes aside, good show old chap, good show.

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You only sent me links of what to put on there as far as I saw in the skype chat.

The disprespect m8. I suggested you make the Mega Thread in the first place!

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I'm pretty sure yall were talking about the megathread that Patato made, and I said 'Well, I have nothing else to do. Might as well make a new mega thread.' Or something along those lines.

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  No more arguing, you two. This is a great thread.

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Helpfull as f**k! Thanks! For a new green-skin i've found some usefull information here...

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