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On the Races of Krug-kind


Mannamannaa
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[!] The following excerpts are written in a large scrawl of surprisingly precise Orcish script. [!]

 

On the Races of Krug-Kind

 

As the descendants of Krug grew in numbers over generations, certain lineages and bloodlines became unique among their kin. All brothers and sisters belong to one of three families, with the notable exception of hybrids called Hobgoblins. To know your lineage is a statement of pride, as the blood in every orc’s veins can be traced back to Krug himself.

 

A common feature shared by all descendants of Krug is our vast array of skin colors. Individual tones of our tough and durable skin can provide insight upon our ancestry; as an example, it is common for orcs with red skin tones to be members of the Raguk clan. Our eyes gleam in almost any hue, tusks display prominently upon our faces, and our grukkers are covered with thick dark hair. 

 

The life of any descendant of Krug quickly prepares them for battle; a brother or sister will have fully grown into adulthood in both body and mind anywhere between azhty’dub (XII) and azhty’h’gahk (XVIII) cactus weeks. Upon reaching this early age all members of our kind will be peep’d as an adult by the codes of Krug and the spirits. Over many years of combat we will then obtain various scars and marks of honor upon our flesh, slowly becoming storied veterans of honorable Wagh.

 

Around our dub’kinth (CC) year of age some brothers are blessed by the spirits, beginning to grow horns similar in nature to a ram. These originate from a plate of dense bone beneath our forehead and temples, proving study protection from attacks to the head.  These horns will continue to curve before, if unfiled, piercing back into the skull around an orc’s futh’kinth (CCCC) year of old age. To see an elder brother with horns is to meet one of great honor; only those with true strength live for so long and through so many battles.

 

Uruks

Uruks, commonly called Orcs, are the most numerous and diverse members of Krug-kind. All other bloodlines originate from the first Uruks, though the exact points of diverging ancestry are unclear. Uruks range from H’azh (VI) to H’gahk (VIII) feet in height, and can weigh anywhere between dub’kint (CC) to h’azh’kint (CCCCCC) lbs upon reaching maturity. Significantly stronger than most other descendants, uruks still share a similar level of intelligence with that of an adult humie or stout. 

 

Goblins

Goblins are the thinkers of Krugkind, the strength of body in combat having been replaced with genius intellect. While a goblin’s slender frame will only grow between futh (IV) to h’azh (VI) feet, their mental abilities surpass the brightest members of the other descendant races. Goblins are known for having wiry frames, prominent noses, and smaller tusks. Curiously, the curse of bloodlust present in all our kind presents itself as a fervent and almost anxious need to tinker or experiment with the ideas whirling through a goblin’s mind. For this reason it is common to see a goblin inventor testing some mad contraption designed for warfare.

 

Hobgoblins

Hobgoblins are the unique descendants of Krug created when the bloodlines between Orc and Goblin mingle. While inheriting both the strength of their warrior parentage and the sharp mind of a tinker, their emotions are generally more volatile than either as the curse of our kind affects them in both rage and mad genius. With lean and sculpted forms ranging from H' (V) to H'azh (VI) feet in height, their extraordinary talent is not to be trifled with. Hobgoblins display a blend of features known to Uruk-kind, though the particulars depend on their heritage and family lines.

 

Ologs

Towering above all other descendant races, the Ologs stand at a mighty h’futh (IX) to azhty (X) feet. These colossal warriors have stocky, musclebound frames, oversized jaws, and a tendency for developing layers of fat from overeating. What they claim in physical strength is lost in mental fortitude; the average olog matches a kub in intelligence, and the hulking warriors focus on basic needs more than any other concerns. Our gargantuan brothers are commonly seen with their smallest brethren in a form of partnership, acting as physical strength to carry out plans made by the ingenious and more aware goblins.

 

Spoiler

OOC Note:
Ologs are a special subrace of orcs that require a Creature Application to create and play, due to the unique challenges of balancing overpowering strength with the simplemindedness of a small child. Also note that there cannot be half-ologs of any kind.


 

Edited by Mannamannaa
V1.2 - Better defined Hobgoblins!
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Spoiler

Just a small note, a goblin/orcish crossbreed wuth another race, or 'hobgoblin' does not need a CA application for someone to play.

 

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