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The Orc Player Guide


the 1 bow
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Special thanks to all the people who wrote any information I gathered for this guide.

-The Orc Player Guide-

-Introduction-

 

G'day Tigers, my name is the1bow, and I play Kahn’Braduk who is the Rex (King) of the Orcs. Whether you be a fresh faced accepted player, grizzled veteran or someone who is yet to apply, this guide will give you the 4-1-1 of general do's and donts of RPing an Orc, as well as some general knowledge and lore of who we are as a people. We may be intimidating badarses in game, but dont shy away. You should play an orc. To make things simple, I will break it down into main points. The main points are;

 

 What are Orcs

Why you should play one

Subraces

Orc Culture

'Da Blah'

How to RP an Orc

What not to do

Shamanism

The Government

The Krughai

Clans and why you should join the

Courtship

Paying your dues

Some lore

Before anything though, I highly advise you check out the Orc wiki page. A lot of good wholesome and nutritious information is there, waiting to be absorbed. http://wiki.lordofthecraft.net/Orcs

 

-What are Orcs?-

 

Well, according to the Wiki and server lore, "The Orcs are the descendants of Krug, native to the former War Nation of Krugmar of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of Krug. Legally, however, an Orc can be any citizen that has earned his place among the Orcs of the Iron Uzg." But being an orc is so much more than that. Being an Orc is being a freak beast, being an Orc is like being a train armoured in spikes without any brakes, being an Orc is like being a walking fortress with biceps the size of boulders, being an Orc is entering into the years 7-12 Kiddie Sports Games as a bonafied Olympic gold medalist, you're better than everyone else and they might as well cancel because you already won.

You are a hulking wall of muscle mass with decent agility, and you can lift things that other people can't. Want to swing a sword bigger than the average Elf? You can. Why? Because Orcs are bigger, stronger and have extreme resilence and will power, thats why. Orcs are often thought to be dumb, this however is not the case. Whilst it is true that Orcs do not have the same level or even style of education as their pinkskinned cousins, Orcs typically have a good mind for strategy, tactical intelligence and overall cunning. Our ancestor, the Old-Father, Krug, was the most keen of the four brothers. He was the only one not blinded by Iblees' lies and false promises. Keep that in mind when a Human calls you a heathen.

-Why you should play one-

 

Discounting the obvious physical attributes that come with the race, there is a vast number of reasons as to why you should play an Orc if you are looking at applying or thinking about making a new character. Orc's have some of the most well versed, dynamic, documented and interesting lore and subsequent RP amongst the whole server. Whilst I may be bias, I'd go so far as to say it is the most, in regards to all those categories. From the Orc's signature warrior culture, to their untold spiritual secrets, there is more to us greenskins than meets the eye.

What is good about this buffet of paths you can go down with your character is that you aren't simply limited to one outlet. To elaborate, whilst its uncommon for a warrior to be a shaman, this is not impossible. You can delve into all aspects of Orcish society and culture from the get go, you can dip your feet into all of them and then find the kind of RP you like the most as both you and your character grow and develop together. This is the beauty of Orcish RP, you are only limited to the lore. Being a mighty warrior is achievable, as is being a talented shaman, a skilful tinkerer, a renown armsmen, a famed merchant, a lethal hunter, the list goes on. I wont lie, everyone starts at the bottom, and I will go into this in more detail in the Paying your Dues section, but unlike the closed interweb of royal families you see with pinkskins, in Orc society and RP, if you have a good attitude, are capable and get things done, you can climb the hierarchy. 

-Subraces-

 

There are three subraces that come under the 'Orc' banner.

(Taken from wiki)

Uruk (Orc) - Uruks are Orcs of the most common bloodline, they vary from sandy to brown-gray and Green in color, with hair almost exclusively dark brown or black. Their size and musculature set them apart from all other races of the world, sometimes considered giants, ranging from 6 feet to 8 feet. Uruks have long been thought to be utterly dull of wit,
although this is largely due to foreign ignorance of the orcish culture. Their strong bloodline is highly valued in combat, and so many are thrust into the warrior culture at an early age,
forcing them to take on a practical, no-nonsense approach to their daily life, almost entirely devoid of the formal educations and social graces of the other races. This is often misinterpreted as stupidity, much to the dismay of their enemies.

Gobo (Goblin) - Orcs of the Goblin bloodline are notably smaller than other Orcs, although on average larger than humans. Usually reaching from 4 feet to 6 feet, and not exceeding seven feet, they have lean, sinewy frames. It is rumored that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren.

 Olog (Ogre) - Also known as orogs or ogres, Ologs are the largest of the orcish subraces. Huge, going from 8 feet to 10 feet, dull-witted towers of flesh, fat, and muscle, ologs are slow-witted and primitive. Ologs are incapable of thinking without speaking their thoughts, possess very limited vocabularies, and are said to have only three emotions, hunger, happiness and rage.

I'll put this in the simplest terms possible. When choosing a subrace, it is best to do it tailored to your playstyle. 

               Uruks are immensely strong and reasonably agile. They are smart, and have the ability to be great minds coupled with being great warriors.

               Gobos strength is typically slightly weaker than someone like a humans, but their main assets are their speed and raw intelligence. Some of the greatest contraptions known to the realm were made by Gobos.

               Ologs are unearthly strong, being able to move boulders should they feel it necessary. However, if they were to take an IQ test, their results would show that they are mentally disabled. Bluntly, they are just dumb.

So what it comes down to is, do you want to be pretty good at everything, within reason? Then you would pick Uruk. Do you want to be quick and intelligent, and don’t mind lacking in strength? Then you’d pick a Gobo. Do you want to move mountains, and don’t mind having the brain power of a small child? Well, then you’d play an Olog. These are key choices you have to make, fitting to your play style.

-Orc Culture-

 

Whilst everything in this guide is quintessential to Orc Culture as a whole, this section will be discussing the nitty gritty. Essientially the key to Orc Culture is; Might Makes Right. Only the strong survive, the weak are culled for they do not deserve to live, and the cowardly are struck down where they stand. However, Orcs do value brain power, but at the end of the day us greenskins will always turn to a strong first over a strong mind. In addition, Orcs place an incredibly high value on honour. Doing dishonourable acts will get you beaten, if not worse. Basically there are two things that will sum this up better than I can, first is Krug’s Code and the second is the Code’s of Honour.

Krugs code;

 

 

 

 

 

Might makes Right: Martial 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.

 

 

 

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.

 

 

 

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.

 

 

 

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, Targoth, Clan Wargoths, or the Durba  officially assigned by the Rex for this task.

 

 

The codes of honour;

 

- Grudges and Debts -

 

 

 

 

 

 

 

If a deal is struck between two individuals within the lands of the Iron Uzg, and one side fails to fulfill their obligations, the offended side will have a year to bring their strife to the Rex. The Rex will determine the legitimacy of the claim, and with him as witness, satisfaction will be demanded through blood, tribute, or labor. Failure to fulfill the Rex's sentence will result in death.

 

 

 

If a competition has been wagered upon within the Iron Uzg, and any cheating has been uncovered, those witness will have a month to bring their claims to the Rex. The culprits of the foul play shall be thrown from the plateaus into the water below, and forced to scale the cliffside. They will be forbidden from entering any further competitions for a decade, unless they collect the heads of five enemies in battle and offer them to the Rex.

 

 

 

If there has been theft within the lands of the Iron Uzg, the victims of the robbery will have a year to come forward to the Rex with their suspicions, or proof if they have taken initiative. If the evidence acquired proves to be legitimate, the culprit will have a crate filled with the same items, or likenesses of the item they stole - and be forced to climb with it to the peak of Mt. Vrogak before night falls. At which point, after finishing their descent, they will be expected to immediately klomp the individual they stole from - no matter how exhausted they are.

 

 

 

If a murder is committed within a clan between members, the Wargoth or Warchief has total authority over the fate of the criminal. If a murder is committed between members of differing clans, the dispute must be brought to the Rex, judgement will be proclaimed when evidence is brought forward of the claim. If a murder is committed upon a slave by an Uruk or honorary Uruk, they will be expected to adhere to the laws of theft - carrying the corpse to the top of Mt. Vrogak. If a murder is committed between slaves, the surviving slave will be given to the now slaveless owner as compensation.

 

 

 

 

 

 

 

- Insults and Boasts -

 

 

 

A guest within the deserts of the Iron Uzg, and slaves of the Iron Uzg, are to be warned a single time of their place, situation and position if an insult is directed to any Uruk. If a guest persists, the guest may be killed immediately, thrown from the plateaus into the water, dragged out of the desert with their legs tied to horses, or taken as a slave. If a slave persists, the insulted must first notify the owner of the grievance, before demanding satisfaction or acting on it, in the same forms as the guest. The owner of the slave is obligated to cooperate, as it was them who had not adequately broken the slave. 

 

 

 

An Uruk of lower rank will be warned a single time of their place, situation and position if an insult is directed to one of higher rank. If the Uruk persists, the insulted must first klomp their foe with either bare fists or stone weapons. Upon victory, they will be obligated to seek satisfaction in non-lethal manners. Throwing the lower Uruk from the plateaus into the water, marking them in pink and purple dyes, or staining their tusks with black ink are all acceptable and temporary methods for symbolizing their newly acquired shame. If the lower Uruk wins their klomp, they will be expected to adhere to the code of boasts.

 

 

 

Any klomp within the Iron Uzg permits the victor to boast about their triumph over their opponent. A boast may only be made if evidence in the form of trophies or witnesses can be produced upon demand. In the matter of slain monsters, an Uruk may only boast if it was them that delivered the killing blow, or the one who delivered the killing blow permitted them to be included in the story. Slain monsters may be boasted about for eternity. In the matter of klomps between Uruks and other Uruks, or guests of the Iron Uzg, boasts may only be made of the klomp for a year afterward. If a boast is made afterwards, any Uruk may insult the boaster for living too far in the past, without worrying of action against them. The boaster is obligated to accept the insults out of honor, and understand they are an idiot.

 

 

 

- Visiting foreign lands -

 

 

 

If an Uruk is not in a raid, and is simply wandering outside of the Iron Uzg by their own volition, they will be expected to conduct themselves honorably and respectfully as guests within a friendly territory. If they are within enemy territory, they will be expected to return to the Iron Uzg and join the next raiding party to there.

 

 

 

An Uruk may not claim a slave within the walls of a city they have been peacefully permitted into.

 

 

 

An Uruk may not murder a foreigner within their own walls unless physically attacked without any provocation. 

 

 

 

An Uruk, if attacked, is to return to the Iron Uzg and present their grievance with the Rex. If the Rex finds the Uruk to have been wronged, and not an idiot, a raiding party will be assembled and lead to the foreign lands to demand satisfaction. No other Uruk may demand satisfaction on behalf of their brethren in foreign lands.

 

 

 

- Receiving Foreign Guests -

 

 

 

If a foreigner approaches the gates of the Iron Uzg, any Uruk or honorary Uruk may demand to know why they are there.

 

 

 

If a foreigner or group of foreigners come to the gates openly armed and armored, weapons drawn, the warhorns are to be blown and the Krughai assembled by discretion of those witness. Entrance will be permitted upon their disarming, if they refuse, they are to be killed or driven back.

 

 

 

A foreigner is not to be harmed if they come bearing tribute to the Rex, this does not apply if insults have been directed to any Uruk or honorary Uruk, and ample warning has been given of their place.

 

 

 

A foreigner claiming to be within the Iron Uzg on diplomacy, is not to be harmed under any circumstances prior to meeting with the Rex. If they come with tribute, they are not to be bothered any further beyond the initial line of questioning. If they come without tribute, they are to be escorted immediately to the Rex. Illegitimate diplomats upon declaration by the Rex, will be held to the whims of the Uruk that discovered them, as that Uruk's reward.

 

 

 

 

 

-Da Blah-

 

Da Blah, or The Blah or simply, Blah, is the language of the Orcs. It is derived from an ancient tongue, known as Old Blah. However, Old Blah has been lost to time, with only a few Orcs remaining that know how to speak it. As such, Da Blah is a bastardized version of Old Blah, incorporating practical words from it like ‘you, me, kill,’ etc. and mixing it in with common words. Because of an Orc’s tusks though, Orcs are typically incapable of speaking perfect common ie: “Hail sir, what is your name?”. As a result their speech is very gutteral, eg; “Ug bruddah, wot iz latz name?”

Firstly I will say that, yes, Da Blah can be daunting to bubbling new Orcs, but I can not stress it enough, it is not difficult to learn. But I know it will still turn some people away, but precautions have been put in place. In the past, if you were an Orc who didn’t speak Da Blah, you would be considered Whitewash (Find out what a Whitewash is in the Side note to Honouraries and Whitewashes section,) however this is no longer the case. You are allowed to speak common when you first start, but it is sort of expected that you at least try to pick up the language. I will first link you to the dictionary, then provide some tips as to how to speak it, then show some examples.

Blah dictionary from wiki http://wiki.lordofthecraft.net/Blah

Some tips for speaking Da Blah,

-Spell everything phonetically ie; how it sounds. (Connection=Konnektshun)

-Replace S’s with Z’s (Whats=Wotz)-Replace ‘ve’ suffixes with ‘b’ (Have=Hab)

 

-When referring to individuals, use ‘is’ instead of ‘are’ (Are you coming?=Iz lat komin?)

 

-Replace the word ‘the’ with ‘da’ (The man is weak=Da man iz week)

 

-Incorporate Blah words when applicable, and use phonetically spelled common for everything else, keeping in mind the way I speak Blah is quite thick, some examples of this are;

 

 

 

“Oi! Who the f*ck are you?!” “Oi! Who da skah iz lat?!”

 

“My axe is bigger and better then yours.” “Mi luzk iz bigga agh more bub’hozh den latz.”

 

“I’ll kill you if you try to hurt my friend.” “Mi will flat lat if lat triez tu hurt mi bruddah.”

 

“I’ve been walking the desert for twenty years, and never have I seen an Elf as fat as you.” “Mi hab been walkin da desert foh dubety yearz, agh nevah hab ah peeped ahn Albai az fat az lat.”

 

 

 

-How to RP an Orc-

 

 

 

Ok, we’ve covered some basics, now its time for me to open a can of whoop ass on ignorance and drop some knowledge about how to RP an Orc. As an overview, the fact of the matter is, Orc’s were cursed with bloodlust, so you are going to be aggressive. However, it doesn’t stop there. Whilst Orc’s have to have that sense of aggression, they are not utterly bound by it. You can be an angry, racist brute, or you can be a more mellow, wise and diplomatic Orc. It is all about finding your play style. It is quite out of date, yet the main bulk of the information holds, so here is a link to a page about ‘Orchetypes’ which goes into a bit of detail about Orc personalities and the specifics. https://www.lordofthecraft.net/forums/topic/122013-orchetypes/

 

 

 

 

Once you have decided how you want your character to be, you now join the ever growing story of the Orc Race, and the sever as a whole. What does this mean? Well when you read a novel, we’ll look at the main character as an example, are they unchanged and overall the exact same person they were on the first page in comparison to the last page? No. Character development ladies and gentlemen I cannot stress this enough. Being a generic grunt is all well and good, but I mean come on, show some diversity. I will use my character Kahn as an example to show his development.

 

 

 

When Kahn was born he was basically told that he was the one who was going to rebuild his clan, and was constantly pressured into being a great leader. He shyed away from this, not wanting the power, nor responsibility. He didn’t want anything to do with his, at the time broken clan, so he and his younger brothers left and traveled to the Orc Nation, because at the time his family was living away in solitude. Seeing a broken shadow of his kin, because the Orcs were in shambles, Kahn left, and he and his brothers became soldiers of fortune. Kahn was basically running away from the idea that he had to be a ‘great leader’, and was apparently destined to do so. Things go south resulting in great loss, turn of events happen and Kahn finally accepts who he is and what he is destined to do, rebuilding his clan. He then takes his clan to heights it has never seen, but then a crisis hits the Orcs which results in most Orcs disappearing and leaving which leaves Kahn incredibly bitter and angry. However, Kahn soon realizes or believes that his destiny was not to just rebuild his clan, but the Orcs as a whole, and he ascends to Rexdom.

 

 

 

So in that all over the place, brief paragraph of my characters life, he starts out as an angry young Orc who doesn’t want responsibility, becomes a quite proud and prideful Warlord, but is then haunted again by that anger when the Orc exodus takes place, but manages to use it to his advantage as a drive to help his people. May be a bit hard to grasp and far fetched for the average Orc to achieve, but the average Orc can have more of a story than “Hates foreigners and has sworn to kill all pinkskins.” So after a long diversion I return to my point, develop and grow your character.

 

 

 

-What not to do-

 

 

 

You have seen what to do when RPing an Orc, now its time for what not to do. Its common sense but you would be surprised how many people still do all this stuff. Three main points.

 

 

 

Trolling:

 

Do not troll, or meme, or anything like that. Take it seriously, and you will be taken seriously. Trolling gives Orcs a bad reputation, and it will not be tolerated.

 

 

 

Being an OOC *****:

 

This means bringing OOC into RP. I don’t care how you OOCly view the player, youre characters are interacting, not you two people. Keep OOC and RP separate, and do not spam the chat with OOC flaming.

 

 

 

PVP whoring:

 

PVP is a big part of Orc society. But this is an RP server. If someone wants to emote fight, you emote fight. Do not go around PVP defaulting people and what not, actually RP. And do not live for PVP so when we are in peace time you just mope and complain that you are bored, actually RP.

 

 

 

If everyone works together, putting other peoples fun as the first priority we would get on fine and this section of the guide would not be needed. But, unfortunately, it is needed. If you want to enjoy being an Orc, do not do what is listed above. Rulg.

 

 

 

-Shamanism-

 

 

 

As I have said many times throughout the guide, there is more to Orcs than just klomping. Shamanism, and subsequently spirituality is an important and fascinating aspect of Orc RP. I will provide a link to the Shaman sub-forum that will go into greater detail about what Shamanism is and give you all the know-how that I cannot, purely because I am not a Shaman. https://www.lordofthecraft.net/forums/forum/462-shamanism/

 

 

 

With that being said, I will say if you wish to become a Shaman, pick the field you wish to study and seek out a experienced Orc who practices that particular art, they should be willing to take on a student. Be for warned however, it is not easy to become a Shaman. It takes weeks, months even. So be prepared that if it is something you see your character doing, it is going to take commitment. Best people to contact about shamanism if you have any queries is helfiazz, ilikefooddude and Catarrh.

 

 

 

-The Government-

 

 

 

https://www.lordofthecraft.net/forums/topic/133371-the-iron-uzg-government-structure/

 

 

 

 

The Orcish government is led by the Rex, which is the Orcish word for King. He is in charge of all matters regarding the Iron Uzg. However, there are ranks which act as ministers of certain aspects of Orcish society, like the economy, hunting, food etc. This information can be found in the link above.

 

 

 

-The Krughai-

 

 

 

https://www.lordofthecraft.net/forums/topic/133368-the-krughai/

 

 

 

 

The Krughai is the military force of the Iron Uzg. All Orcs, Uruks, Ologs and Gobos alike are expected to fight and serve in its ranks.

 

 

 

-The first three ranks (Runt, Grunt, Bezerker) may only be ascended by promotions given out by superiors.

 

 

 

-A Bezerker may challenge a Nob to a klomp for the title. If the Bezerker wins, he takes the rank. If the Nob wins, the Bezerker is at his will.

 

 

 

-A Nob may challenge a Warboss to a klomp for the title. If the Nob wins, he takes the rank. If the Warboss wins, the Nob is at his will.

 

 

 

-Targoths can only be assigned by the Rex, the position is unchallengeable. This is to prevent incapable Orcs being commanders of the military.

 

 

 

-Clans and why you should join them-

 

 

 

https://www.lordofthecraft.net/forums/topic/133597-orcish-clan-types/

 

 

 

 

There are three types of clans,

 

 

 

 

 

-Chieftain: The new, unblooded clans

 

-Warchief: Middle tier clans who have proved their worth

 

-Wargoth: The most powerful and prestigious clans

 

 

 

Each clan has their own culture and traditions. Read up on them under their clan posts on the Clans sub-forum https://www.lordofthecraft.net/forums/forum/532-clans/

 

 

 

 

Clanless Orcs do not get far. Being in a clan gives you guaranteed support in crisis, it gives you a home and a place, as well as food, armour and weapons. You become legitimate family with your clan brothers and sisters, who are obligated to help you, and you them. The current clans are,

 

 

 

Braduk

 

Gorkil

 

Lur

 

Raguk

 

Yar

 

Zhul

 

 

 

If you are thinking about joining one of these clans, I will outline the typical traits that they each hold, to see which one your character will best fit within.

 

 

 

Braduk-A strict warrior clan, they are the biggest Orcs in the Uzg. They are aggressive, yet many have an excellent mind for stratergy. (If you are a warrior, join Braduk)

 

 

 

Gorkil-A well rounded clan, the Gorkils embody every aspect of Orcish society, and are produce extremely capable leaders. (If you want to be able to delve in everything, join Gorkil)

 

 

 

Lur-Leaner than most Orcs, Lurs are a hunter clan. They tend to be very cool headed and work well under pressure. (If you are a hunter, join Lur)

 

 

 

Raguk-Red Orcs, the Raguk clan is a clan of excellent miners and smithers who are always well armed. (If you are a miner/smither, join Raguk)

 

 

 

Yar-Wise diplomatic Orcs and Shamans, the Yars are a clan who hold intelligence in higher revere than pure physical strength. (If you are a Shaman, join Yar)

 

 

 

Zhul-Grey Orcs, the Zhuls are smaller than most Orcs, but make up for this with their agility. (If you are on the smaller side, join Zhul)

 

 

 

-Courtship-

 

 

 

Orc Love. What is it, how do we do it, why do we do it.

 

 

 

Well, Orcish Courtship is much, much different than any other type on the server. Orc’s don’t really care about your physical appearance, nor do they care about beauty. Strength is the key aspect Orcs look for in their partners, which are referred to as ‘mates’. Also, Orcs show affection differently. Their love is often brutal, it is not uncommon for mates to beat eachother until one passes out; this may seem odd, but a punch to the jaw is an Orc’s way of saying “I like like you”. Moreover, as Orcish society holds both Males and Females (known as Ferocs) as equal, one should not be surprised when a male strikes his mate for getting out of line, or when a female goes for her mate’s jewels if he is being disrespectful. To summarize, they beat eachother, but it is a sign of affection.

 

 

 

Tenderness is not unheard of amongst Orc’s, but it is typically kept in the privacy of the two’s home, but things like kissing and hand holding aren’t exactly practiced. Gentle physical contact is about as tender as Orc romance gets.

 

 

 

To simplify, there are three stages to the average Orcish relationship.

 

 

 

Meeting:

 

When an Orc and a Feroc meet. This is typically hostile as they seek to test the other’s strength so they will produce the most valiant children (known as ‘cubs’). Throughout this period, routine challenging, klomping and the hurling of insults will ensue.

 

 

 

Mating:

 

Once the two have taken a liking to eachother, and view eachother as strong and worth their time. So, they will mate. When Orc’s are mates, there is no official commitment there. They can choose to mate as many times as they want, or they can mate once and go their separate ways. An Orc can have more than one mate at a time, because at this stage it is purely about making babies.

 

 

 

Lifemateship:

 

A holy pact, taken before Krug. When two mates choose to become Lifemates, it is because they care for one and other, and view eachother as the strongest partners in the Uzg. It is not a right to take lightly, as it is for life, and you are bound to your Lifemate, forbidden to mate with another.

 

 

 

To quote Urara, ‘Mates’ are like boyfriends and girlfriends (except you can have multiple), ‘Lifemates’ are husband and wife, but divorce is not an option.

 

 

 

In regards to inter-species courtship, breeding is strictly prohibited, and is viewed as an abomination to Krug. However, simply mating with non-Orcs is frowned upon, but if you K.O anyone who questions you, well they’ll just have to suck it up.

 

 

 

-Paying your dues-

 

 

 

It is an unwritten rule of the Orcs, both IC and OOC. If you want respect, you’ve got to pay your dues. This means, you are going to start from the bottom, that’s life. Don’t over step, don’t over reach, realize you are the lowest of the low, and build up. Every Orc in a high position has paid their dues, ICly and OOCly, they have earned their title. A sure fire way to piss them off is to be a Runt and bark orders at them or disobey because you think you are above them. Listen to your superiors, take the hard slog and accept you’re at the bottom, and work to contribute. Climbing the ranks isn’t easy, you are handed anything, you’ve got to work for it. Everybody has got to start somewhere, and I will tell you from personal experience, when you are respectful to your superiors you get further because they will be more willing to help you.

 

 

 

Food for thought.

 

 

 

-Lore-

 

 

 

Some real good reads about Orc history, suggest checking them out

 

 

 

Story of Lur

 

https://www.lordofthecraft.net/forums/topic/37850-story-of-lur/

 

 

 

 

Tale of Dom

 

https://www.lordofthecraft.net/forums/topic/110215-tale-of-dom-repost/

 

 

 

 

Tale of Gorkil

 

https://www.lordofthecraft.net/forums/topic/110217-tale-of-gorkil-repost/

 

 

The Clash of the Clans

 

https://www.lordofthecraft.net/forums/topic/8879-the-clash-of-clans-story-feel-free-to-comment/

 

 

 

 

The Braduk Sagas

 

https://www.lordofthecraft.net/forums/topic/119187-war-stories-the-braduks/

 

 

 

 

 

 

-Closing-

 

 

 

Whilst a lot of Orc RP may come across as complex, daunting and intimidating, we are a bunch of chilled guys who are excited to have new people join us. We are a friendly community, so don’t shy away.

 

 

 

The fact that Orcs are utterly badarse death machines doesn’t hurt as well.

 

 

 

 

 

 

 

 

 

 

 

 

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I'm here, 5 years in the future.  This is something Krugmar needs during these strange times

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