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[Completed]Klan Iron'Heartz Lair application


Ofrider
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https://imgur.com/a/wgFTyyE (This contains all the Photos for the build, more can be taken and the build can be found on the Haense build server as well as the planned location! :D)

Lair PRO MC Name:
Ofrider

 

Lair Name: Kharzi Iron-Hold

 

Proposed Lair Locations (Highlight 3 on the map): (Please refer to the Imgur link, the first three areas are posted within the link  along with the exact areas from my perspective in game)

 

Lair Lore (could link to an existing creature or other lore) (1000 words minimum): There was an Orc called Jorg, viewed as an unusual one, considering today's standards. An orc that used to live in Krugmar, along with his brothers and sisters. One that represented what an Orc should be - honorable, brave, and strong. However, he was unlike his people; he was tender-hearted and gentle. He was eager to acquire knowledge and experience outside of his homeland, in the vast nations of the elves, dwarves, and humans, amongst other strange and fantastical things amid his countless journeys and deeds. Although, in doing so, he discovered that not all things are quite what they seem to be. 

 

He was unlike his kind, for they raided like bandits; they pillaged cities and villages of the helpless, just for the coin, for food and things that shone, rather than something challenging to face. They enslaved the weak and vulnerable, lying would make them stronger, but instead, it only weakened them more and more. The orcs spoke of honor, but acted against their own words, backstabbing, lying, cheating… Whatever this was, it was far from the way Jorg had been taught. In his eyes, it was not what orcs should truly be.

 

His efforts to change the crude ways of his kind proved to be futile; Jorg attempted to set an example for the Orcs, but upon the dwarves' declaration of war, his kin eagerly took the opportunity. Despite the dishonor behind the Orcs’ actions, Jorg was the one reprimanded, for trying to stand for Rex. He tried to stop his kin from taking the Goldhand, and ultimately saved her life… but not that of his kingdom. They came like a hammer upon a poorly wrought anvil - Krugmar cracked. Jorg witnessed his brothers wither away right in his arms. He sought out the friends they made, but everyone simply shook their heads… In the end, he was all alone. Too wounded to continue defending his kin, he had to watch his mother, and his six siblings die, tortured in front of him before a dwarf, a Grandaxe, saved him for what should have been his death. Much to his dismay, the Orcs were bloodthirsty. They sought revenge. But how could they? Their women were murdered, their cubs were butchered, and the elders slaughtered...what revenge? They had to build, bury their dead. But instead of mourning, his skin sought more bloodshed, more violence, and more decay. He alone was left to bury the dead, and he did, over many days, grave by grave. He eventually lost count of them, but he remembered their faces, each one, and how they died, and to this day, it still haunts him.

 

He sought death, and when he couldn’t find it, he left. Krug was no longer his home, but a place of violent thieves and murderers. No longer was it a place for what it means to be an Orc; the spirits did not smile there, and in the case that they did, they were not spirits with righteous intentions. He left in search of a purpose, of anything, what was he without Krug? He had no more family, his clan was so besmirched with dirt that to say it with pride brought only pain and sorrow… this needed to change, and so he decided to make the change himself.

Iron’Heartz was then created - a new clan, a new family for him. To teach the ways he knew, the ways he thought were best. A new path for what it meant to be an orc, something he felt was true, something he felt Krug had long abandoned. He started recruiting, no longer there to take, but to teach and guide; to be strong one must learn it, so he sought members. One by one he tested them, putting them through trials until he was proud of them enough to call them kin, family. They were orcs despite their race, what honorary should be, and the clan welcomed them as family. Some may call this shame, where are the blood orcs? Like himself, they would come, slowly but surely, and even if he were to die, the rest would carry on Jorg’s legacy of what being a true orc means, so that when Krug does fall, those seeking the path of the Orc would find it. Even if it took forever, he would make sure his clan would last just as long.

 

And to have a clan meant that one needed a place to stay, to grow the people, to store food, to smith armor, to have a home! So he sought one, in the mountains beyond where he worked as a mercenary, in Haense, amongst strange trees on high mountain tops, where most would never reach, he finally found traces of an old stronghold, an old dwarven fortress, hidden deep in the mountains. It was perfect, it was the orc way, to take over what was once lost and make it one’s own. Orcs were like weeds, sprouting up in expected spots, even old and forgotten ones.

 

He led his clan towards the mountains, where they fought against rogue dwarves, those that deserted from Urugan, as well as animals, well-fed by the bountiful green mountain, tribes of creatures from the deep that rose to raid food from the animals they hunted. And even groups of minotaurs, snorting at the welcomed challenge that was the clan moving into scout for a place to call home.

 

Then they found it after an earthquake, revealing the entrance to the old dwarven keep. This particular hold was archaic, more olden than any living dwarf. It dated back generations, back when the deep roads of the dwarves were still strong and well used. It was held by an old clan, now forgotten by time itself in rotten books that held nothing but dust and decay. The hold was supposed to be for scouting, gradually developing into the fort, the deep roads expanding at this point to involve more of the land into what some might eventually call a settlement… Then something came.

 

They dug too deep, the caverns too long, the roads too wide, they awakened something, something terrible, and it came up to attack the unprepared and surprised dwarves. Whatever it was, it was winning, and they didn't have any forces from within... it was supposed to be their domain. In the end, they collapsed the mountain and ran out, refusing to let what dark horror awaited below to come to the surface.

 

It has been many years, and a recent earthquake revealed what was hidden, the dwarven hold, one empty, overgrown from deep cavern plants, one ripe for harvest for orcs...and something waited for them in there...something deep, forgotten, powerful.

They would reclaim it, building massive shrines in the name of their spirits, calling it home, a place that would one day become a legend in Orc history, as the grand home, of Klan Iron’Heartz.

 

And when it would get taken over, everything would change. From the library filled with orc history, to teachings on blacksmithing, about spirits, a great collection of books of all races, to learn, replacing old dank books, too soaked in humidity to be read, other recovered that could be recovered

 

The forge was remade, what was once cold was re-born. The strength of dwarven forges combined with orcish might as technologies mixed in weird ways. Seeds and gardens were planted for there to be life...something that orcs rarely did, so new life could grow and feed the ever-growing clan.

 

A great throne room was re-done, a great fighting pit, of the ancient art of those blessed by Arwa was made, called a Sumo pit, a place for those to train was made. Rooms made for all arts and crafts. A hold truely fit for generations of Klan leads to come. 
 


 (That is the link to the Clan lore page! Please enjoy, this contains more lore about the clan in general) 

Lair Build and Infrastructure (photos required): (Please refer to the Imgur link)

 

Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’).

 

It is a perspective on Orc culture that would not be allowed in Krugmar. Additionally, due to roleplay events, Jorg is no longer part of Krugmar, but continues to view himself as an honorable Orc and desires to instill Orcish values in his own derivative way, and perhaps even have his own family. This lair would allow for a welcoming and controlled environment, where casual and friendly roleplay may exist without political or violent (unless necessary) interference. It aims to cultivate Orcish culture amongst players of other nations and races, integrate honoraries into an Orc clan and experience  Orc roleplay, which tends to be limited to Krugmar. Our lair provides a unique setting for both those part of the clan, as well as those who simply wish to visit.  

 

What does this lair add to the greater world around them?: Clan Iron'heartz is one of the largest Orc clans outside of Krugmar, demonstrating a neutral environment for many, if not all, races and nations. Our laid build has considered its members and has allowed access to the deep roads for its dwarven participants, which in turn may open roleplay opportunities and is also a strategically built area with events in mind. The deep roads are highly connected to spiritual lore and thus expand possibilities of religious roleplay, and intends to share the beautiful orcish lore that is otherwise confined to Krugmar. 

The location in question is in tile 143 I think

Edited by Ofrider
Editing to add in to what I think is the tile location
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