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Clan Lur [Azuras]

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Wasteland_Shaman

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We are the Hunters, The Enemy is Our Prey 

 

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 From ages past, the Lur Clan has always been a constant in the life of the orcs of the Horde. From the first days of Lur himself, the lastborn son of Krug alongside his brothers Rax and Gorkil, the path of the Lur orc has always been to hunt and scout the world for new lands for the Uruk Hordes.  Mastery over beasts and the land itself is intrinsic to the Lur way of life, with Lurs dominating the animal husbandry industry of the Horde along with growing an array of herbs & hallucinogens to assist in healing and shamanic rituals. The Lur relies not solely on his Krug-given strength, for Lur was the smallest of his brothers and relied on his wits and lithe frame to outwit and outmaneuver his quarry when compared to his brothers. To this end, Clan Lur carries Lur's legacy of the Lurwolf, the holy beast Clan Lur takes as their Totem, along with the taming of great beasts and teamwork with their sworn siblings to take down their prey. To those who have crossed blades with a wolf before in the wild, they would know...

 

Wolves hunt in packs, and Clan Lur is no exception to this adage...

 

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The prowess of the Lur in the art of Hunting extends to any who would defy the Horde, with Clan Lur's scouts raising the flayed skins of their enemies as banners to praise the Spirits and demoralize their foes. Beast, Darkspawn, Descendant. All can be considered quarry to a seasoned Lur Hunter. This skill in battle is tempered with a deep Spiritualist understanding of the Lur orc, with Lurs focusing on tempering their rage and taming their Bloodlust, for it is an afront to Lur their Ancestor to lose sight of oneself and become the beasts they seek to overcome. The skin of blooded Lurs is always Green, a reflection of their pure nature as the cubs of Krug and devotion to the Yasaq, a Code of Honour that sets the course for the Clan to follow and stay true on the path to righteousness. 

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Like most of the early Orcish Clans, the Lurs take their name from Lur, their Great Ancestor and Krug's last son. The Lur Clan is one of the oldest of the Horde's Clan, stretching back to the days of the old War Uzg and before. The Lur Clan's culture and history is long and as storied as the Horde's existence, with a Lur taking great pride in their lineage and heritage. Much like the other Great Clans of ages past such as the Ugluk and Gorkil, the Lurs ride the great Lurwolves first tamed by Lur himself, a tradition that has been passed on to his successors. The Lurwolf is a sacred beast, they possess intellect above that of their canine kin and are solely loyal to thier Lur masters. When a fullblood Lur takes one for a companion, they do so for life, with many Shamans believing that the bond between wolf and orc is a spiritual one, a belief many Lurs hold that they will be united with their wolves in death at Kor's Gate.

 

The stories of Clan Lur begin with Lur himself, when he fought great beasts in the name of his father, Krug, ancestor of all orcs and goblins, and of Votar the Great Spirit of the Hunt. Tales of Bloodriders who swore fealty to Lur, forming the Bloodlines that mark the Clan's lineage and prowess in combat. The Lur Clan shuns the use of dark magicks, for it was Clan Lur that put the Dom Clan to the sword when they turned to such foul ways for their own power. The keeping of these stories is told orally by the Elders who keep their traditions, and of the Lurgoth, their Chieftain in epic poems that recount the heritage and battles of their noble Clan.

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Being one of the oldest Clans, Clan Lur are staunch traditionalists and guard the Old Ways of the orcs carefully, being open minded yet skeptical of novel ideas. The Lurs pride themselves on embracing the new while maintaining an unbroken link to the old. This acknowledgement of adapting allows them to excel in their famed prowess of hunting.

 

The Clan Trials

 

To prove oneself worthy of the Clan, it is tradition that all who come to the Clan and those of the age of Thirteen to undergo the Three Trials as it has been for all time. The First Trial is the Trial of the Hunt, a beast is chosen by the Clan's Lurgoth or one of the Clan's Khural to be either brought back or slain depending on the skills of the Cub and the danger of the beast in question. The hunt must be done by the Cub alone, without any assistance save for basic tools for trapping the beast, else the Cub shall be ordered to take penance for profaning the sacred nature of the Hunt. The Cub must return with either the captured animal or a trophy taken from their quarry. Once they have passed this test, the Second Trial begins after a period of time after the First.

 

Spiritualism is central to Clan Lur, and the Second Trial is no exception, the Trial of the Spirits. The Trial requires the Cub to serve either Votar, Freygoth, or a lesser of either for a time. The tasks requested of the Spirit may be to build a shrine, offer a sacrifice from a hunt, or participate in a Spirit Walk with one of the Clan's Elders. After this task is done, the Cub must imbibe a cocktail of carefully prepared drugs to induce the applicant into a blood-rage. The Cub must reflect on their time serving the Spirits, chanting mantras and meditating on their service to the Spirits, if they manage to tame the rage through these rites they have passed this, passing onto the final trial.

 

The Last Trial is the Trial of Loyalty, one cannot and should not be considered part of the pack unless they demonstrate absolute loyalty to the Clan. The Trial begins with the Cub submitting themself to being marked by the Lurgoth themself, the rite involves being tattooed over several hours with the design reflecting the Cub's own trials before. While the Lurgoth marks the Cub, they must recite the Lur Oath:  "I swear that I will ride like the wind, hunt like the wolf and kill like my ancestors before me. My weapon belongs to Lur, my body belongs to Lur, my life belongs to Lur. I am loyal above all to Lur, I will die for Lur. I forsake my land, wealth and glory, all that is mine belongs to my clan." The Cub must not waver or cry out during the rite, for every word said the marking deepens into their flesh, solidifying the bonds of blood and spirit into the Clan. The Trial is considered complete when the marking is done and the Khural welcomes the Cub as a Wolf of Clan Lur. Bearing the responsibilities of an adult and may be permitted to bond with a Lurwolf as a full Lur with the rights and privileges of the Clan being bestowed upon them.

 

Flaying & Bone Crafting

 

Clan Lur considers it dishonorable and disrespectful to waste a kill by leaving it to rot, with Lur settlements often being decorated with hides and bones of great beasts as it was done during Lur's own lifetime. The skins and bones of Lur's bounty are often used for a variety of implements ranging from tools, jewelry, weapons, paints and even building materials for yurts and huts. The Clan attracts smiths, alchemists, tinkers and other artisans that can work on these materials for bettering the Clan even selling their wares to other lands to raise a profit for the Clan's coffers.  Yet when performed on descendants, the rite of Flaying or Scalping can be seen as an act of respect to the defeated if they have performed honourably in combat or as an act of extreme ire in the case of a Lur Orc taking their downed foe and skinning them alive. In either case, the Lur shall take the skin or scalp and bring it to the Clan's Hall to be displayed as a trophy, with the skinned corpses of their victim either left at an altar to the Spirits or impaled as a warning to those who would make war on the Clan.

 

Nomadism

 

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The life of a Nomad is one that some of the Lur Clan may take on the open road, with the Lur setting up a yurt over an open fire with the meat of a kill hanging from smoking racks to make Boorts (Jerky), herding animals or practicing shooting from wolf or horseback to hunt better or evade their enemies as they gallop off, with hit and run tactics being a staple of Lur warfare. Nomadic Lurs are zealous in their faith, praising the Spirits of Votar, Freygoth, the Travel Spirit Ghorza and the Elementals who can make their journey easy with proper praise and sacrifice. Lur himself was a nomad, and so it isn't unheard of for a Lur to take a long trip with a few hunters or even by themselves for a period. Yet when the Khural calls, the nomads must answer and return to the halls to rejoin the pack and make ready for war or a Great Hunt that requires all of the Clan to take part in.

 

Ordeal of Votar

Honour is the bedrock of the Lur identity, breaking the Lur Yasaq and showing dishonour can lead to the Ordeal of Votar being performed on the orc who has broken the Yasaq. Honor is sacred in the clan. The condemned is lead to a hunting ground, bound and prepared with no weapons or clothing beyond a simple garment before being released and chased by the rest of the Clan. This punishment is treated as any other hunt, with the Clan in pursuit of the condemned armed with spears and axes, should the condemned escape and survive the ordeal they are granted a pardon by the Khural, for Votar has favoured them in this Ordeal and has proven their innocence. If the Condemned should fail, they are flayed living and offered to Votar as an offering, their flayed skin is branded with the crime and name of the offender before being hanged outside the wall of the Clan's settlement.

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The Horde may have it's own laws, yet Clan Lur governs by the Yasaq, a legal system that has been passed down from Goth to Goth, with the Five Laws having been with the Clan since the time of Lur that have remained unchanged, standing as both a constant and precedent in times when the Clan is at a loss of identity & crisis. The Yasaq represents Clan Lur's commitment to honour, serving as a moral guide for the Clan, not merely a set of laws that are to be obeyed blindly by the Clan but as a set of rules that dictate behaviour as well.

 

Ash I

Only when in great need will a Lur hunt the weak, for there is no honor, respect and glory in killing which provides no challenge to hunt and or kill. 

Dub II

A Lur will always seek strong prey. The greater the challenge, the greater the prize, and with a great challenge, great strength follows.

 Gakh III

Never to hunt, or kill another Lur outside of a Mak'Gora. Challenge those that oppose you, do not kill them foolishly.

Zag IV

Obey the Lurgoth with no hesitation, for they were chosen by the ancestors, the elders and Lur himself. 

Krâk V

Never attempt the sabotage or the taking of another Lur’s position for your own personal gain. The clan always comes first. 

 

Later codes were added by succeeding Lurgoths to improve the Clan's standing, while these laws may not have the same pedigree as the Five, they are still part of the Yasaq and are to be followed regardless despite being amended or removed depending on the Lurgoth's orders and the conditions of the Clan as a whole.

 Rut VI

Only Elders and Chieftains may challenge for Wargoth, and it must be done with the support of the Hunters who will have to live under their ruling. (Yarrow'Lur)

Udu VII

Betrayal of the Spirits is a Betrayal against the Clan, a Lur must pledge to take refuge in no gods but the Spirits and honour their oaths with them. (Gutlug'Lur)

Skri VII

The flesh of Descendants and Bûrz is for the Spirits and Beasts alone, the consumption of which is forbidden for Lur's Cubs. Take only their Hide and Bone for that is your due. (Gutlug'Lur)

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Religion for Lurs revolves around the veneration of the Immortal and Elemental Spirits along with a heavy veneration of their Ancestors, especially that of the ancestors of the Five Bloodlines (Sword, Fist, Wolf, Axe and Trickster) and of Lur himself. The Lurs are fanatic spiritualists, with Shamans of Clan Lur often taking the role of Warrior-Ascetics, spending time on long pilgrimages and spirit walks to hone their connection, fasting and making sacrifices to the Spirits to gain Votar's favour for a successful hunt or encouraging a good weather for travelling the lands in search of prey or a good site to set up camp. Lur Lutaumans (Death Shamans) and Haruspexies (History Shamans) keep a knowledge of the Clan's genealogy, tracking Bloodlines and regaling the old stories at campfires, beating drums while singing praises to their Ancestors to keep the memory alive and pass on their legacy. Lur Farseers (Spirit-Guides) and Animists (Elemental Samans) often serve the Clan through preaching to the Clan in ceremonies or leading Spirit Walks & meditation circles through trances and powerful substances. The Lur Shaman may appear as a monk or a dervish of sorts to the untrained eye, their devotion of the Spirits matched only by the sacred nature of the Hunt and it's sanctity. 

 

The Patron Spirits of Votar and Freygoth, along with their lessers, make up the core of the Lur Clan's worship. Though, individual Clan members can worship any Spirit not forbidden by the Khural or the Horde in their own personal practices. The Clan does not suffer heretics or those not of the Spiritualist Faiths to be practice, with exceptions only being granted to non-Krugkin serving as Ughlans (Bannermen) to the Clan if the Khural agrees which is a seldom occurrence. 

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Holding steadfast on the traditions of the Old Horde, Clan Lur maintains a chain of command similar to older Clans centered around the Lurgoth or "Lur Lord" in the Common Tongue, is the Paramount Chief of the Clan and the enforcer of the Clan's traditions. They are in charge of maintaining order and disputes, along with setting the Clan's agenda. Chieftains act as seconds to the Lurgoth, each serving as head of one of the Five Bloodlines and can lead the Clan in cases of absence.  The Elders act as advisors both both Chieftains and the Lurgoth themself, acting as keepers of the Clan's memory and ways to better guide the Clan's future. The Clan's Packmaster is in charge of the Clan's resources and beasts, making sure the Clan is well stocked hunts. All are members of the Clan's Khural, or assembly, the governing body of the Clan at large and they discuss and debate how to lead the Clan with the Lurgoth having the final say in all matters, as it was in the old days.

 

Below the Khural are the Bloodriders, the Clan's elite hunters and warriors, two of which are bound to each Chieftain and selected for their prowess in battle along with their personal qualities. They serve as the bodyguards & enforcers of the Clan, with each acting as the eyes and ears of their respective Chieftains. Hunters are the Blooded members of the Clan, orcs and other Krugkin of Lur Blood that have passed their trials and have been granted their marks. Below them are the Ughlan, a new term with the abolition of honouraries to describe non-Krugkin  sworn to the Clan as Bannermen, they are considered members of the Clan yet are not of Lur Blood and have the right to be outfitted with the Clan's equipment and bear the Lur Banner in times of war, Ughlans may not hold office or further rank beyond Bloodrider. Cubs are young Lurs  and new recruits who haven't yet completed their Trials, they are not full members yet.

 

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The Chain of Command

 

The Khural

Lurgoth

Chieftain

Elder

Packmaster

 

The Blooded

Bloodrider

Hunter

Ughlan 

 

The Unblooded

Cub

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Clan Lur is always looking for new blood of all races to join its host, send a raven to Lurgoth Gutlug'Lurgoth (Wasteland_Shaman) or the Packmaster Madoc'Lur (TheAmazingSewer) to see if you are worthy of pledging yourself to our ranks, 

 

Our Clan Hall can be found below for those wishing to join us, to be part of the Clan one must pass their Trials and have a presence in the Clan Hall (Discord Server).

 

https://discord.gg/AjqwHDmEz3

 

Lûp Votar!

Lûp Krug!

LÛP LUR!

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Edited by Wasteland_Shaman
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