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Clan Dezokh-nur: The Scholars


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The Alchemists, the Historykeepers, and the Scholars

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Roleplay Preamble

[This section is not included on what would be, a flier advertising the clan.]

Yahzlak – a woman of many names, like Dame Viktoriya, Astaroth, and from her darker years, Al’adalm – sat hunched over a pile of documents, sweat beading along her brow. Of her late Father-in-law’s heritage, she heard the family she’d called her own for decades had split in two centuries ago. Yahzlak had found out the DeNurems were, of course, a House of humans, but also Dark Elves. She never revealed her true identity to her kin nor even her Father-in-law who managed to still cling to life despite his age, and she felt ashamed of her Mali blood, that she’d deceived her found-kin into the belief she was human like them. But …  if other elves existed within their legacy, perhaps it wasn’t too horrible a thing that she did, too. 

 

She went town to town within the borders of the Horde and their newly established frontiers, asking each Mali’ker she could find if they’d ever heard of such a thing as her old House. After nearly a year, the ‘thill began to lose hope. Returning to her home in the Iron Uzg, she settled down into her cot and began to drift asleep, then startled by a knock at the door. The woman groggily rose and opened it to find an old Ker, at least 500 years of age, at her door.

 

“I have many questionz, young Mali. But, I hear latz doez az well. Mi nayme is Valren DeNurem.



 

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In Black and Gold Reborn   

Long ago, the noble human lineage of Mirtok DeNurem split in two, creating both House DeNurem and the mali’ker Clan DeNurem centuries ago, whose allies ranged from that of Clan Azog & Magroka Gorkil to their very own Teutonic Order and the Aegean Coalition. Clan Dezokh-Nur; a bastardized version of both lines’ surname, was founded with the few remnants of the House & Clan including the founder herself, her children, and very few sparse Mali’ker after the cities of Ker’nor and other variants in later continents fell.

 

Clan Dezokh-Nur specializes in diplomacy, storytelling, historykeeping, and the material arts such as alchemy. While the clan isn’t specifically a clan of honoraries, it has a concentration of them larger than any other. As a result, those of Dezokh-Nur are Proto, Dark, or High Elves by blood mainly, with few rare Orcish bloodlines. 

 

Synopsis of Clan Dezokh-Nur

Founder: Yahzlak’Dezokh-Nur, the Hellwalker [of Clan Dezokh-nur], Mirtok DeNurem [of House DeNurem], Lazarus DeNurem [of Clan DeNurem]

Clan Colors: Black, Gold, and Orange

Clan Symbol: A skull with a gaping jaw, a flaming eye

Clan Motto: Fire tempers iron, suffering tests the brave

Favorited Spirit(s): Theruz, Kotrestruu, Smawton

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Appearance 

Those of the Clan Chieftess’ line; Yahzlak, are full-blooded or half High Elven typically with pale white irises and dark sclera. Their hair ranges from light brown to white-blonde, with some opting to completely shave their head or dye it darker reds or blacks upon finishing their Honorary trials. Those of the original Clan DeNurem, though few in number, have dark skin and black hair, with typically lighter-colored eyes like blue, or rarely, green. 

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Art by FilibusterFrog!

 

Orcs of Clan Dezokh-Nur greatly range in appearance with no set ‘norm’, but often clothe themselves more than their kin of other Clans, with leather aprons, cotton shirts, and even coats on special occasions like when crafting or working diplomatic affairs. Alongside this, the Uruk-hai and Goblins of the clan typically are clean-shaven and sport a full head of hair. Unrelated to the appearance of these Orcs, they also tend to be much calmer; having a more relaxed and less easily triggered bloodrage, but not lacking it entirely. 

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All three main races that belong to Dezokh-nur, despite typically being a bit weaker, have great fitness and blood circulation – finding comfort in the cold rather than the heat. They acclimate to such an environment well, but in contrast, dislike great warmth and find it incredibly uncomfortable to be beside for long. Fire is used as a display in their culture, rather as a show of hardiness rather than to keep warm.

 

Naming

Those born into the clan are typically given names of previous ancestors of both Dezokh-nur and the two DeNurem sects, with honoraries sometimes given both names in Blah and ones of their old kin. Naming traditions such as these are almost always for the elven or human honoraries of the clan.

Female

Yahzlan, Viktory, Reina/Reyna, Vatar, Vanya, Enlahz, Eis/Eiz, Embrea, Lael, Lazul, Ada, Dazha, Fyora, Elyza

Male

Lazareth, Luzifer, Viador, Idravon, Alren, Alarik, Tesawa, Norais, Oztromir, Jorgen, Drako, Devorak, Tychar


 

Embedding

The members of Dezokh-nur greatly enjoy cosmetic adjustments, be them regular & Redstone tattoos, make up, and even embedding things into their flesh.

Gemstone Embedding

Naturally, as Honoraries & Orcs of Dezokh-Nur are more materialistic and refined in tastes, they amass a greater wealth than most. As a way to flaunt such, like how an Olog might boast of its strength, clan-members embed gemstones into the flesh upon their forehead as a ‘third eye’, or upon other areas like one’s throat or the backs of their hands. 

Tusk Embedding

Tusks & Horns are a large part of Orcish culture; of course, non-orcs are incapable of growing both. After becoming Honoraries and passing their Clan trials, an Honorary may go on a hunt for either a Whitewash Orc, or a formidable Beast with similar tusks [such as a hippo] and bring their head as prize to the clan Chieftain. The Chieftain will then saw the tusks from its skull and apply it to their gums with pine resin. 

Redstone Embedding

Perhaps the reason why many Dezokh-Nur are seen as physically weaker than most other Uruk-hai, many cover themselves in Redstone ink; glowing tattoos that ebb with one’s heart, but weaken the body if entire limbs are covered with it. These have proved glorious displays when an Orc of the clan falls into a bloodrage, and both his eyes and his flesh sink into a ghastly crimson gleam. 

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Summits 

Knowledge is of great importance to the clan, and usually during meetings, summits will follow afterward and the alchemists, craftsmen, and other artisans & scholars of Dezokh-nur will share their findings and retell great stories. In houses and settlements of the clan, the meeting hall or the ‘living room’ are typically substantially larger than other rooms.

 

Creative Outlets

Bookbinding

Keeping history in a nation where very few can read is difficult, and ensuring the records aren’t destroyed is even harder. Thus, the libraries of Dezokh-nur are a well guarded and sacred place that very few are allowed entry into, and some document thousands of years of history alone in a single shelf.

Ichor Ink & Paint

Intertwined with the common practice of Haruspexy within the clan, many enjoy making exotic paints and inks out of whatever they can get their hands on; including blood. Such is typically reserved for religious texts for spirits or for murals because of how difficult it is to preserve, but some Dezokh-nur tomes have been written entirely in the ink.

Incense Rolling & Candlemaking

For rituals and altars of the spirits they honor, the Dezokh-nur create herbal incense & candles to burn during these rituals. Peculiarly, some of alchemical origin have been known to disempower or rid ghosts of a certain area, leading to the superstition that a candle must be burnt at the start of every month to rid foul energies, especially during war.

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Law of the Flaming Eye

 1. Assist those who have assisted you in the past. If they’ve saved your life, pay it back doubly. 

2. Honor is the greatest aspect of all. Never betray your brethren under any circumstance.

3. No mortal is greater than another, those of Dezokh-nur are wise enough not to assume the worst. 

4. No gods or deities are above the Spirits and Ancestors.

5. Be slow to anger, but quick to strike. Do not allow fools to get the better of you.

 

Punishments

The Walk of Flames

For minor offenses, such as disrespect, rocks from the volcanoes surrounding the Goi are heated and placed upon the floor for the offender to walk over. Should they not cry, yelp, or back away from the punishment, their offense is fully forgiven.

Branding

 Branding can be used for all offenses, but typically are given to minor-intermediate offenses like dishonorable klomps, minorly dishonoring the spirits, etc. Words, phrases, or symbols are carved into the flesh of the offender, or a hot iron is used, to permanently scar the area. Afterward, their offense is fully forgiven. 

Digit Removal

For great offenses, entire digits or even hands may be removed – something that greatly detriments an orc in a society where the handicapped may die for being unable to fight. This is reserved for dishonoring the spirits a great amount or fleeing combat, and whether or not the offense is forgiven afterward depends on the severity of what was done.

Skathach’s Embrace

For greater offenses, the offender will be tied by rope and bound to a log above a pyre. For an entire minute, the entire body of the offender will be set aflame and be given horrid burns. If they are still living, they’ll be forgiven of whatever crime committed and given a second chance after being renamed.

Skathach’s Sacrifice

For unforgivable acts such as attempting to kill another Uruk, burning the tomes the Dezokh-nur so value, or an equally bad offense, the offender will be carried atop ‘Skathach’s Peak’; the highest volcano of the land they dwell in, and sacrificed to the Fire Elemental spirit. Such a death is typically quick due to the heat of the lava, but they believe those killed at the Peak have their souls devoured by the Elemental, only to return, if they return, as an ember and nothing else.

Soul Scrapping

Soul scrapping is reserved for the worst of acts, whatever they may be that the clan deems so horrid that not even their soul deserves to be carried to the Spirits. While preparing for their death, they’ll ignite Sigismund’s Incense; the candle that rids a space of ghosts and stray souls, and typically maim them close to death. Before they may pass, typically they’ll be forced to ingest a potion such as Dragon’s Flamebreath and their mouth will be sutured shut, burning them from the inside-out. They believe this damages the spirit as they pass, and the candle ensures that it’s properly vanquished. 

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In order to become apart of Dezokh-nur, the aspirant must complete a number of trials to prove their worth. Unlike other clans, however, absolutely none of them involve combat unless the participant accidentally comes upon it during a quest. Typically, only three are performed due to how long both take, but the Chieftain may assign more should it be deemed necessary.

 

AZH

Walk of the Spirits

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As their first trial, after being given time to research a Spirit, the aspirant and another Dezokh-nur will participate in a spiritwalk to one of the clan’s favored spirits. The aspirant will have to find a way to impress the spirit by pacting, swearing allegiance, or performing a sacrifice in their honor.

 

DUB

Storyteller’s Inscribement

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Not only may stories be kept upon the pages of books, but upon one’s skin, as well. The aspirant must give a written version of an important moment in their life, such as a battle, and tell it verbally as someone tattoos an image depicting it upon their skin via stick-and-poke. As long as they do not back out of the tattoo nor halt the story, they may pass this trial easily.

 

GAKH

Venture of the Scholar

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The aspirant is given a short time to prepare for being cast off into temporary exile for a full year into a random portion of the continent, usually the Tundra hinterlands. While they must find a way to survive in the environment without dying, they must also find a phenomenon to research and publish a study of it once they return. If the clan deems it sufficient, the tome will be placed in their great library, and the Eye of Dezokh-nur will be tattooed upon their forehead or throat. If unable to find anything significant or they’re unable to come up with something that hasn’t been written about before, inventions and creations of new potions or other ‘things’ have been accepted.

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The Lexicon

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An incredibly old tome bound in Descendant’s flesh, told to hold thousands of years of history, knowledge, and practices within it; alongside the secrets of many of its members and a full catalog of who claims allegiance to the clan. Such a book is highly guarded and kept within the deepest depths of their library under lock and key – it’s said not to have seen the light of day since a hundred years ago and counting. 

 

Effigy of the Primordial

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A staff crested by the Flaming Eye; the symbol of Dezokh-nur, said to hold a portion of the ashes  of the demonlord that captured the clan’s Chieftain in the Infernal War. Potions and odd, ancient keepsakes are tied to its wood, kept there for god-knows-how-long and used in rituals and sacraments to the spirits.

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Joining

If you’d like to join, please comment on this post, or message me over discord [tree#6855] to arrange a time to roleplay!

 

[IRP] Name:

[IRP] Race:

Timezone:

Discord:

 

Related Links

https://discord.gg/FFhhpAHZNN

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Ostromir smiles from his throne.

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[!] Dr. Indor peruses the flier before sending a missive back to the clan.

 

"To Clan Dezokh-Nur,

 

I am delighted to extend a provisional offer of membership within the Congress of Scholars to your clan. As an umbrella organization for all academic societies in Almaris, we believe that Clan Dezokh-Nur would benefit from mutual collaboration with our fellow member institutions, such as the Northern Geographic Society, the Vortician Society of Scholars and Artisans, the Celian Academy and the University of Vaelya. Your summits sound fairly similar to our own academic conferences. By no doubt, having Clan Dezokh-Nur sit on our board would yield mutual benefits. Please do contact me to discuss further, I can be reached by aviary or in the Karosgrad museum."

 

Best,

Dr. Elibar'Indor

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