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A BEGINNER'S GUIDE TO ORCS


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Spoiler

I’ve been an orc player since 2011 and taken on the role of Rex, Shaman, Wargoth, PVP Goon, and  uneducated Noob. This is my compiled advice and opinions on playing a child of Krug, and how to develop a better character.  I hope this helps new players, and undoes some stereotypes about the orcish community and how to play an orc.

 

 

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THE UNIQUE FACETS OF THE ORCISH MINDSET


Orcs are descended from Krug. The First Descendant of the Orcs. It is HE, and he alone that refused the words of the Daemon Iblees, and prevented the realm from being totally consumed in darkness. In his isolated rebellion against Iblees’ corruption, he was transformed by the horrific powers of the Daemon in their intense conflict, bestowing he, and orcs with their current appearance.  

 

This transformation forever shaped the Orcs, both internally and externally. Their nature, twisted by the curse of bloodlust compels them towards heated emotion, violence, and bloodshed wherever it may be felt. This vitality is not a boon, but rather a mental affliction that warps the mindsets of the orcish people. This is not to say they are stupid, but rather, are cursed with a mental affliction that emboldens their war-like path. Bloodlust takes a creature driven by pride and honor prone to flare-ups and slights at the thought of tarnishing their pride and honor. It adds to the already fierce beating heart of the orcish people, providing them with a red hot anger that often sways their decision-making in the heat of difficult situations.

 

More can be read about the disease in Kotrestruu’s Visit, or On Slavery And Bloodlust.

 

 

 

 

 

 

This is greatly contrasted by their boon, granted to them by the Aenguls after their combat with Iblees. 

HONOR is their gift, for it is that same honor that protected Krug from Iblees’ deceit. This compels orcs to act justly, even though they are subsumed by bloodlust. Such honor prevents orcs from attacking the defenseless and unarmed, especially children. They pride themselves in their ability to battle. To rob that gift from themselves would be to stain their soul, and to embarrass themselves before their great Ancestor.

 

This honor plays a part in their conquest, their religion, and their cultural practices- that range from clan to clan, and age to age.  

 


 

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HISTORY


A very lengthy piece of orcish history stretching from before the server’s inception to only a few years ago exists as a post known as The History of Orc. In recent times, the orcish people battle with their natural and industrialist ways- a clash between respecting the rights of nature, and paving the way forward toward industry and a stronger nation. 

Since the ruination of Vailor, and the betrayal of Orgon- the artes of the orcish shamans has been disparate and scattered, acolytes harboring their own Spirits- and their own beliefs on the nature of the world and the beings that rule over it. 

 

 

 

Now, the orcish nation begins a new Age. The Age of Fire and Blood. Heralding an age of forged power, and renewed faith towards the Ancestors.  The Orcs surmounted the world at its inception, and again, they seek to rise above their curse. 

 

 


 

CHARACTER PATHS


Orcs on Lord of the Craft are greatly different from their fantasy counterparts. They are as intelligent as the other descendent races, and so all characters are open to them. Due to the diversity and distinct nature of clans, shamanism and culture; they have a unique perspective beyond the common descendant,  characterized by the orcish experience. For simplicity’s sake, I’m going to outline some basic paths and how to play them. There is the path of the spirits; the shaman, the path of the warrior, and the path of the craftsperson/figurehead. Orcs may take up as many of these paths as they so wish, but culture, roleplay, and events often lean them toward specific aspects.

 
 

 


 

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LANGUAGE


Orcs speak an amalgam of different languages and dialects, but the primary one is known as the Blah, a tongue derived from the Spirits and their deific language. While normal orcs may not understand or know the language of the Spirits, many of their words have made their way into common vernacular. While Blah is not necessary, to forgo the language of the spirits and your kinsfolk is a great dishonor. To help new orcs, I've attached a blah translator to help understand their language. Utilizing Blah at first can be hard, but a translator will help.

 

https://lingojam.com/CommontoBlah!


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CLANS


The clans of the orcs are as numerous and diverse as the stars in the skies. Many choose a series of spirits or tenants to live by, but all seek to unify orcs beneath a banner, profession, or a culture all to their own. Clans are an excellent way by which a character can begin, as well as act as a catalyst for a character’s progression in joining, fighting, and interacting with other cultures inside of the orcish people. 

 


 

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Spoiler

Orgon, Former Greater Spirit of Plague, Corruption, and Failure

 

SPIRITUALISM


While a more in depth guide to Spiritualism will be written after this the simplest explanation will be provided here.  Spirits are beings outside the Mortal Realm who influence it. There are three rungs of power; Elemental Spirits who make up aspects like Fire, Water, Earth, Air, and Storm- Immortal Spirits who represent societal concepts and worldly aspects like Plague, Nature,  and Bloodlust. The last rung represents fallen orcs and honorable spiritualists who are granted privilege to become such through the Spirit Kor, and the first Orc, Krug. They rule over an afterlife that awaits every honorable orc.

 


 

SHAMANISM


Shamans are those in society who ascend from Spiritualist to diviner, servant, and invoker of various kinds of the Spirits. As every Spiritualist possesses their own view on the Spirits, So too do the shamans. Every kind, and every individual shaman often seeks to forge their own path. Spirits invoke their will upon the realm through these mediums in a variety of subtypes. 

 

Ancestral Spirits: Lutaumancy and Haruspexy 
Immortal and Elemental: Farseer(+) and Witchdoctor(-)

 

Lutaumancy and Haruspexy provide means to preserve and communicate with Ancestral Spirits; to tell their stories.
Farseers offer boons with their spirits, while Witchdoctors curse with them.

 



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COMBAT


Orcs are impressively strong. While they wield the strength of two descendants in each arm, the honor and path of Krug ingrained in their culture would cause them to temper their violence. The kin of Krug do not fight unarmed enemies with a weapon in their hand, nor would they strike a child. To steal the honor from a kill or fight would be to bar one’s entrance to the afterlife, left to wander its wastes. 
 


 

 

 

WHAT NOT TO DO


The typical orc is honorable, proud, with an extreme disdain for Undead and a path that would deny them access to their honorable afterlife. Different perceptions of honor and pride may shift this definition for each orc. The Spirits and their blood guide orcs  to unique stories not possible by normal descendant playstyles

 

 

 

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nub wae

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You’ve been playing for 11 years? And haven’t been groomed once? That’s gotta be a record somewhere

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hozh pozt bruddah

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BREELEEUNT

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@Panashea
Hello, we are writing from the headquarters of LubGrub Inc. It seems you forgot to add the part about Krugtucki Fried Chicken as stipulated by § 38 of your contract. To prevent a breach of contract claim from a crushing, we are offering an additional (1) hour for you to remedy this error. Remember, ITZ FINGAH LIKKIN HOZH. 

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On 6/7/2022 at 3:49 PM, Cheezzy_Garlik said:

You’ve been playing for 11 years? And haven’t been groomed once? That’s gotta be a record somewhere

just dont interact with elves

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