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Althea_

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  1. Yknow what? This makes sense. They are the guardians of the coven, the mama with the big chancla, not the undying wizard hiding behind an army of undead minions Give them some cannibal flavored whey protein
  2. In the meanwhile, a young horned child dreamed about sailing alongside funny 'bone-people', much like in one of those stories their (adoptive) father had told them to sleep.
  3. Cold be hand and heart and bone. . . Any respectable witch must have their accursed serfs and pawns! I also like the warmth system. +1
  4. Really good rewrite and update for the magic, surely makes it all tidier. I commend the intent on shifting focus from mere enchanting to RP-generating rituals bolstered by player creativity (as imo it should always have been the case), and the desire to further limit minmaxing by making it 2 slots from the get-go, while compensating with some small combative tools to make blood mages more self-sufficient. I also like how "Ritual Rebound" helps clarify what happens following failed rituals, making them less ST-Reliant, and how the "Serpent's Sickness" adds a nice narrative price to learning this dark art, giving more purpose to vampirism (as Corcituri are tied to BM). +1
  5. Very interesting lore! It's good to see an older unused lore concept brought back in a well updated fashion - as it should be - instead of being left forgotten. I don't know much about voidal lore, but it's nice to have further intricacies and depth added to it to allow for different avenues of RP. +1
  6. Clan Ixtzûl Sunkissed Children of the Spirits Obligatory Music Theme: Ixtzûl is a Clan culturally based on Meso & South-American Native Cultures (Aztec, Maya, Inca, + tribes) meant to bolster zealotic worship of the Immortal Spirits by seeing and treating them more in line with how these Ancient Civilizations viewed their Deities. Clan Ixtzûl offers a lot of Lore & Concepts for Diverse Character Creation: from the Old Fallen Kingdom & Multi-Tribal Era Background, to various Cultural Aspects & Worshiped Spirits, to the prospect of becoming the “Child of a Spirit”, to eventful Clan Trials & Rituals, and overall relatively Broad Aesthetic-Freedom (with Orcs of Many Colors, some of which have cultural implications). This Diversity also allows for different types of Orcs to identify with the Clan and slowly be eased into its Culture proper. Orcs with vague Backgrounds saying “oh, they come from the Jungles” can also fit into Clan Ixtzûl, given how many tribes formed in the Jungles following the Old Kingdom’s destruction, with their cultures varying from one another and with much knowledge of their past lost. All Orcs can find their Path under Aztran’s Sun, as part of Clan Ixtzûl. Lore: Through this Hub you may access the Posts on different Lore Aspects of the Clan. In case you are a skim-reader, fret not, a lot of the key phrases and words have been highlighted in BOLD text, to allow oneself to skim through all of the lore easily. Google Document Version (All Lore): https://docs.google.com/document/d/18bEUuUJnCAUuSClwfhYRxNjRpHO51GIQ-keej-Hk1TQ/edit?usp=sharing Ixtzûl Clan Culture: https://www.lordofthecraft.net/forums/topic/225384-clan-ixtz%C3%BBl-culture/ Ixtzûl Creation Myth, Spirits & "Children of the Spirits": https://www.lordofthecraft.net/forums/topic/225387-clan-ixtz%C3%BBl-creation-myth-spirits-children-of-the-spirits/ Ixtzûl Clan Backstory: https://www.lordofthecraft.net/forums/topic/225385-clan-ixtz%C3%BBl-backstory/ Ixtzûl Clan Trials: https://www.lordofthecraft.net/forums/topic/225388-clan-ixtz%C3%BBl-trials/ For a quick TL;DR though… Culture: Meso/South-American Native Inspired (as aforementioned) with Orc sprinkled over. Backstory: the Ixtzûl used to be part of an ancient civilization that subsequently crumbled due to the relentless attacks of colonizer-forces, causing them to scatter into many jungle-tribes that are only now banding together again to escape the Doom of Almaris. Ixtzûl being the name of the Orc Commander who led them in War against the Colonizers, who prevented them from being wiped out entirely and guided the dead in the Stargush’Stroh afterwards. Spirits: They have multiple Clan Spirits tied to multiple cultural aspects of the Clan, the main one being Aztran (Spirit of the Sun, Moon & Stars), being his utmost zealots and worshiping him first foremost. Gazigash (Spirit of Blood & Bone) being the 2º most worshiped, followed by Kor (Spirit of the Dead) & Luara (Spirit of the Moon). They also enact Rituals to Spirits of Wordly Balance [the Elementals & Nature Spirits such as Urin, Arwa & Freygoth (mainly Zagbal - Spirit of Jungles - more so than Freygoth herself)] to prevent the Mortal Realm from being broken. Children of the Spirits: each Ixtzûl is to find a Spirit that best resonates with them to try and become as close to them as possible (championing them, mastering their domains, incorporating traits/qualities of the Spirit into their personality, clothing, body, and so on so forth). Such serving as a great tool for Character Creation and/or Development/Roleplay in General. Clan Goals: Weaken the influence of Non-Spiritual Deities while Empowering the Spirits in hopes of helping them break free from the Spirit Realms; purge the Mortal Realm of Darkness and keep the Void at bay; ensuring Aztran’s Sun never Dims by worshiping him continuously; preserving their culture in hopes of one day rebuilding their Old Kingdom; and helping each Orc find their Own Path under Aztran’s Sun. You should still read the actual Lore though. To Join Clan Ixtzûl: Feel free to send me a Discord DM (Althea#9290), message me in game (IGN: Drasanee) or outright join our Discord below: https://discord.gg/He8QHjesHM In there we can better help you out and discuss your character!
  7. Ixtzûl Clan Trials The Ixtzûl Trials are divided between those of Trials of Valor - for both the coming of age of orcs born into the clan and for outsiders wishing to join it - and Trials of Penance - for redeeming those who have went against the Clan, or the Spirits’, ways. Trials of Valor The following Trials are to be undertaken by not only those born in the Clan, during their Coming of Age (18), but also Outsiders intending to join the Clan as either full blown Ixtzûl Members or Honoraries. Both are to prove their mettle and dedication to the Clan in those trials, with Outsiders undertaking them after Learning the Culture through sufficient coexistence with the Clan. They may be performed alone or in groups, the trials being more difficult the more participants there are. Light in The Depths [Event] Grasping the Heavens [Event] Trials of Penance
  8. Ixtzûl Spirits - Beliefs & Children of the Spirits Having sought redemption for the Dark Shamanic Ways of Clan Dom - to which they belonged to - these who’d be known as the Tonatiuh Orcs, and later Clan Ixtzûl, shifted towards Greater Devotion to the Spirits, seeing them on a more Deifying the Spirits Further than their much of their Brethren of Krugmar & the Horde, believing the Spirits to be Directly Responsible for both the Creation of the Universe and its Phenomena. Ōmeteōtl, The Dual Creators Ixtzûl Creation Myth Below are some of the Clan’s Most Important Spirits, and the Culture/Beliefs associated to them: Aztran - Spirit of the Sun, Stars & The Ethereal Patron of the Ixtzûl & the Tonatiuh Orcs, Firstborn of Ōmeteōtl, Keeper of The Sun & Life, The Star-Forger Gazigash - Spirit of Blood, Flesh & Bone Blood-Mother, Bestower of Life Kor, Spirit of the Dead Governor, Guide & Judge Of Souls, Gate-Keeper of Micquichantli Luara, Wolven-Spirit of the Moon Celestial-Watcher, Guiding-Moonlight, Sister of Aztran Protector of the Wanderers in the Night Spirits of the Elements, Nature & World-Balance [Elementals, Urin, Arwa, Freygoth (mainly Zagbal), etc] Children of the Spirits
  9. Ixtzûl Clan Backstory The Story of the Ixtzûl Orcs started following the Great Civil War of Orc-Kind in Aegis. Descending from Clan Dom, the Orcs that’d form Clan Ixtzûl were utterly disgusted by the invention and practice of Dark Shamanism among their close brethren, defecting from their original Clan as the War progressed, leading them to repent in the deserts, beneath the burning Sun and the Stars. In their solitude beneath the skies, they begun to better comprehend the constellations, using and expanding upon the Ilzpaak, figuring they could not only be used as maps, but also believing they were a message of the Spirits beyond - more specifically, of Aztran, Spirit of the Sun, Stars & the Ethereal. It was so they decided to commune with Aztran through a Spirit Walk into the Greater Spirit’s Realm, and by him they were offered a chance to clear themselves from the Darkness that embroiled their Clan, and once more bask beneath the Light - his Light. They were to recognize Aztran’s Position in the Cosmology and Hierarchy of Spirits, worshiping him higher than any other Spirit, and they were to put down any of his enemies - the Darkness - of the Mortal World. In exchange, as all of the descendents crossed onto the plane of Eos, instead of accompanying the rest of the Orcs to Asulon, they were guided by the stars under sails directly onto their promised land - Almaris - before the rest of the other Descendents. The exact route they took, where they stopped along the way, and the date of their arrival unrecorded (left purposefully vague). Upon reaching the shores of New-Continent, these Orcs banded together to venture into its untamed Jungles, ridding it of its threats, enjoying its riches, discovering some of the mysteries of the continent, hiding in the jungles from menaces too great (only rising to take them down should they become a direct threat upon their lands), and slowly developing their own culture and identity, straying further away from the Orcs of Krugmar. They’d soon come together not as a mere clan, but as a small Tlatocayotl (their word for “Kingdom”) - Tonatiuh Tlalocayotl (“Kingdom of the Sun”), in clear homage to Aztran. They would raise great pyramids and temples in homage to important Spirits, hunt across the continent in pursuit of sacrifices to them, conquer lesser native inhabitants and small patches of civilization (some being even incorporated as honoraries) and boast great precious stones, jewels and gold in mass. Yet for as Great as it was, it would unfortunately not last forever: roughly a bit over a century before the main body of descendents’ arrival to Almaris, others supposedly hailing from Aeldin would sail over, seeking new lands to claim and fortunes to amass. They’d hear from some other natives, and especially from Whitewashes (Exiles) of Tonatiuh Tlalocayotl, about the Orcish Kingdom’s Riches, being motivated to investigate and posteriorly try to take over their lands and goods. At first dialogue was attempted, with the exchange of goods and favors, alongside information about the two cultures/peoples; the Aeldenic Humans, claiming to be from the Horosid Imperium (the veracity of it all being up to debate), tried to convert some Tonatiuh Orcs into the “One True Faith”, whilst some Humans instead came as far as to become Honoraries. In truth, it was moreless a mutual attempt to better understand the enemy - the threat or the obstacle - with the Humans justifying Genocide of the Tonatiuh Orcs by demonizing them for their bloody sacrifices and anthropophagic practices, disregarding the cultural reasoning behind it and the actually tranquil day-to-day lifestyle of those Orcs. After a decade of Warring, despite being greatly outnumbered and far less technologically advanced (incapable of metalworking), the Tonatiuh Orcs managed to defeat and slay all Colonizer Forces, having been led by a Great Orcish Commander called Ixtzûl, Tonatiuh’Tlapepentli (The Chosen of the Sun), an Orc Warrior and Shaman chosen by Aztran to lead them to victory during this crisis. Many ambush and guerrilla tactics were employed throughout the conflict, utilizing great strategy and stealth, and geographical knowledge to give the Orcs the edge in battle. (A depiction of Ixtzûl Tonatiuh’Tlapepentli) Unfortunately, Ixtzûl himself was slain, it being said he ventured into the last encampment of the Aeldinic Forces alone at night, starting a fire and slaying every single remaining one of them, to cleanse his lands of their presence. It was then at the beach, during Sun-Rise, that Ixtzûl would fall down into the sands, wounded and exhausted, having used all of his will, lifeforce and shamanic might to defeat his enemies, perishing afterwards the job was done. His body being offered to his direct family, his soulless flesh devoured by them, in hopes his strength imparted onto them. While the Tonatiuh Orcs’ efforts were not in vain (for had they failed, all of them would’ve been genocided), the War left their Kingdom in Ruins - some of which could be seen scattered around, and claimed by, the Jungles - while much of the Kingdom’s Knowledge was lost. With all their Leaders gone to the Ancestral Realm, the Tonatiuh Orcs too ended up being scattered across the woods, into Small Family Tribes, spawning different subcultures, losing contact with each other even, as the jungle buried their past and their old roads were covered in moss and dirt. These Tribes lived in solitude, hidden in the depths of the jungle, avoiding and ever distrusting the descendents that came to conquer the Continent as a whole, in special the Canonist Humans, for they reminded the Orcs of the Aeldinian Invaders and their ‘One True Faith’ religion. Only recently did things change, as the Loss of Almaris became more and more prominent, leading to the need of these Ancient Almarisi Orcs to sail to find new lands. The Tonatiuh Orcs thus began to regroup into a Clan named after their ancestor: Clan Ixtzûl. Such ended up attracting the attention of certain past Rex of The Iron Horde, Ar-Borok’Akaal; who would, amidst his investigations, end up being captured by the Tonatiuh Orcs, taken to learn of their ways, being defeated by and having a ‘cub’ with a direct descendent of the Legendary Orc-Warrior Ixtzûl - his grand-daughter, Itzpapalotl’Ixtzûl. All of this ended up being nothing more than a Plan of the Ixtzûl, for it was prophesied by many Tribes' Stargazers that this union would bring onto the world an Orc who’d guide them back to meet again with their Ancient Orcish Brothers & Sister of Aegis, unifying again under one banner, and allowing the Glory of the Tonatiuh to be reborn in a new golden age: that orc being Xiuhcihuapilli’Ixtzûl - the “Turquoise Princess of the Ixtzûl” - also known as ‘Kuvirr’ (as named by Ar-Borok of the Horde).
  10. Ixtzûl Culture The Ixtzûl are the Surviving Remnants of a Once Great Civilization with a Rich Culture, upholding its culture and keeping alive its legacy both in homage to the fallen and in hopes of having it perhaps one day rise again. Their struggle rises, now being faced with the Doom of Almaris, traveling to new lands, leaving behind their own, and having to rejoin their Orcish Brethren and the rest of Descendent-kind as a whole, having much to learn and adapt to, while still bearing much Mistrust for the Qui̱xtiöno (Mahuizahtotl: “Outsiders”, referring to the Descendents that came to Almaris after them, or those that aren’t part of their Clan/People). In their Clan Hierarchy, they are led by the Tlatoani (Mahuizahtotl: “one who speaks; leader”), chosen and seen by the majority of the Clan as the best individual to lead them, and often revealed by Farseer Shamans and Ilzhonal, who gaze the truth in visions beyond and in the stars. Beneath the Tlatoani are the Shamans, Ilzhonal & Honorable Elders; who, while not bearing true power, are greatly respected socially. The Tlatoani Ascension Ceremony revolves around the Chosen Clan-Leader being Covered in Gold-Dust, bathing in a Great-Lake beneath the Sun & Stars, washing off the gold in offering to Aztran; golden trinkets, jewels, and other non-organic material offerings would also be thrown into the lake for the same purpose. The Clan is mostly composed of Uruks; for, during their voyage to Almaris, about almost every Olog starved and/or entered a state of bloodrage overseas due to the lack of food, requiring the remaining Orcs to put them down. Likewise, many goblins perished during the Ixtzûl Ancestors’ time in the deserts of Aegis, or in the boats. For these reasons those that made it to New-Continent were chiefly Uruks (albeit of course not entirely). Physically most Ixtzûl stand Taller than most other Orcs, with Muscular albeit leaner builds, instead of being bulky. Due to a diet consisting of many vegetables and fruits, instead of just meat, their tusks slowly dwindled over the centuries, being generally smaller and even curved, albeit still sharp. Their hairs are straight, being common even for the males to grow them longer, adorning them with feathers, trinkets and braids. Despite this, beards and bodily hair is exceedingly rare among the Ixtzûl. Their Skin Colors are darker and more vibrant overall, thanks to excess of melanin due to often basking under the Sun, and come in Various Colors overall, some bearing Social Meaning: Those Beliefs don’t always state the Truth, being Cultural Superstition in the End, whereas the Castes System of the Kingdom of Tonatiuh have been long forsaken alongside it, being but memoirs of the past, but may still play out culturally. The Ixtzûl boast Remarkable Hygiene, especially for Orcs, taking baths regularly and employing a wide variety of herbs, fruits and plants to produce creams for the hair and the body, even serving as perfumes. This is further bolstered by their idea of Seeing their Body as a “Temple” (somewhat literally), thus taking good care of it overall, and instead refining them in the image of the Spirits they take after (more in the ‘Children of the Spirits’ section). For their Clothing the typical Tribal-Wear fit for the Jungles (such as Loincloths) is highly common, though mantles, robes, furs, pelts, cloaks and capes of various colors are also highly present. Tattoos, Paints, Markings, Piercings, Earrings, Necklaces, Trinkets/Ornaments & Jewelry are also all present. All of it in homage to the Spirits. Due to their history, especially the eventual decentralization into jungle tribes following the fall of their Kingdom, the Ixtzûl (or the Tonatiuh Orcs) are a mostly Reserved and Isolationist Honorable-Folk, preferring to keep things to themselves rather than speak with outsiders, employing their own language rather than common in some cases. This though, has led them to see each other as Close Family, seeking out the best for other Ixtzûl, looking after one another and working towards the betterment of their Clan, with each member pursuing a role to serve the collective, without pursuing an exchange from them (be it of favors, services, goods, or else), in hopes of Perfecting their Skills. Through and through acting as a Communal Society (internally). Self-Discovery is a great social theme and aspect of their culture, for they believe each member has their purpose in the Mortal Realm, ere expiring to go to Kor; likewise, they have the tradition to pursue a Chosen Spirit to essentially ‘embody’ among the mortals, something that shall be better explained in the ‘Children of the Spirits’ section. In general, it’s common for the Ixtzûl to Develop Various Hobbies & Pursue Knowledge/New-Experiences (which might be harder, when interaction with ‘Outsiders’ is required). In fact, the Ixtzûl have been Learning from Outsiders for a while, watching from a distance, even taking some to their villages to be interrogated about their Cultures, Secrets & Craft. It was through this method the Ixtzûl Learned Common, having stopped using it and the ‘Blah’ Dialect long ago, seeing it as a butchering of the Spirits’ Tongue (Old Blah) by Mortalkin, only using it sparingly and with due respect. Instead the Tonatiuh Orcs developed Their Own Language: Mahuizahtotl (meaning “To Speak with Honor”). It was greatly influenced by the speech of the tribal black-dotted kharajyr they encountered in the Jungles, with whom the Tonatiuh Orcs exchanged knowledge, eventually incorporating the felines into their Kingdom as Honoraries. Unlike Orcs of the Horde/Krugmar, they are mostly a Tranquil Folk on a day to day basis, enjoying Activities such as: This demeanor of theirs stands in stark contradiction to the Bloody Rites of the Clan, for in truth they conduct those without lusting for the bloodshed itself, but rather with great fealty to the Spirits, viewing those actions as both natural and sacred. Those include various forms of Sacrifices (among other forms of offerings, such as Blood-Letting on a day to day basis, a nonchalant practice in their eyes) which vary depending on the Spirit. The Orc who acquired the Sacrifices chooses to which Spirit it will go, in case of a Party of Orcs, their Leader, or the one most responsible for their success, chooses for the group; a small Prayer to Aztran is almost always present as part of these rituals though. Generally the Sacrifices follow methods associated to the Spirits they are being offered to, some examples being as below: Same can be said about the Clan’s Anthropophagic Practices, that being the consumption of descendent flesh (even that of other dead clan members), believing by devouring the dead, the dead’s attributes and qualities would be imparted upon them, alongside intending to once again prevent dark powers from getting a hold of the corpses. A few staples of Ixtzûl Cannibalism are: The Tonatiuh Orcs didn’t just stand idle as the Qui̱xtiöno (“outsiders”, the other descendents) took over their land, having in fact taken down many who tried venturing too deep into their territory, possibly endangering their Tribal Remnants. The Clan employs Guerrilla Tactics, Working Together in Coordinated Fashion, while also displaying Individual Prowess. To defend themselves from the threats of the jungle and the outside world, the Ixtzûl Train Daily from a Young Age (around 6 years old), mentored by Clan Adults in a multitude of weapons and fighting styles to be most competent at every one of them, but also to choose with which one they are to excel at. At age 12 they would begin accompanying the Adults into battle mainly as shield-bearers, employing ranged weapons to not be in as much risk. Their Martial-Mastery goes Beyond just Battle: but also incorporated into Dances (with combat maneuvers and weapons), Performances, Odes to Spirits, Eating, Games and so on and so forth. "Civilize the Mind, Make Savage the Body" The Ixtzûl used to employ Obsidian Shards for Weaponry, lining them along the edges and tips of wooden weapon heads and ‘blades’; though, with the Discovery of Metal-Work (thanks to the other Descendents), they were replaced with Black-Ferrum - due to them being a Pragmatic-Folk - though still following their old tribal Designs. Some of their Warrior Equipment includes:
  11. "Yuz, this right here iz bullzkah" Targoth Kuvirr said, pointing at the paper "Dumb shâra making things up, he kould start being smart and reach out to his ancestors to ask for the true story - oh wait... they kan't, their ancestors are long gone! Eternally lost, only reached through Buurz-Mojo."
  12. "The Eztlipitzotilia had it coming, glad I caught them before they killed that Adrian lass." Said Targoth Kuvirr of the Horde, spitting into the ground in contempt for the vampire, which she called in her native tongue.
  13. "Throughout mi dekade among the foreigners who arrived at mi tribesfolk'z shores, I ahm yet to peep a kreature more foul ag wicked than thiz Valyris of Zelia'nor." Said Kuvirr, Targoth of the Iron Horde with sheer genuinity to her voice. By the looks of it, given her words, she was some form of native to Almaris, unlike the other Orcs...
  14. Krug-hai Initiation & Ascension Rites & Trials Prelude Inspired by millenia of culture, tradition, religion and practices; the Krug-hai Military has incorporated a series of tests & ceremonial acts into its organization and hierarchy; ranging from basic trials for the Grunav (Grunts) to ascend into proper Mauzûrk (Warriors), to even the rebirth of oneself into the grand role of Targoth. Compiled here are many examples of these that have been developed and encompassed into the ways of the Krug-hai throughout the years. Initiation (Through which a Grunt becomes a True Warrior of the Krug-hai) [[OOC: Essentially these are small quests for Initiates/Grunts to pursue]] <A small band of Grunav undergoing their final trial together> Honor (Lesson) (Embraced be the blessing of our kin, and let its nature be known well) Restraining Bloodrage (Lesson & Trial) (Fended be the curse of Iblees, and let it never overshadow our Honor) Respect the Spirits, Fear the Spirits (Lesson & Trial) (For a Krug-hai must acknowledge the faith of their kin) The Trial of Ash-Grísh (Trial of One Blood) (Revere the Blood flowing on your veins & on the veins of your brothers and sisters, for it flows down from Krug all the same) Blood-Duty (Rite following the Trial of One Blood) (Bestowed with Purpose, Grasping Duty, The Mauzûrk Rises) Ascension <A Targoth of Old leading her Krug-hai into battle> A Warboss’s Rise (A Test Beyond Mere Strength, Sign of a True Leader) Targoth’s Ascension - Rebirth Through Blood (Burdened with the Blood of All, Reborn Anew to Command Them) SIGNED, Targoth of The Iron Horde. SIGNED, Destroyer of Elysium. Champion of Ogrol, Chosen of the Ilzgûlz, the Brown, the Burned, the Mad.
  15. The Klomping Krug-hai Purpose For a long time in the past Krug’s folk have been segregated into multiple clans and nations - a history of infighting and inner-turmoil that's for the longest time weakened Orc-kind, halting them from reaching their true potential, leaving them vulnerable time and time again. Disregarding the Blood of Krug - common to all of them - gushing through their veins, Failing to acknowledge the thumping hardships all of their race together face, Locked in a world that commonly loathes and fails to understand their ways, yet also one which without them is prone to easily break. The Krug-hai thus rise as an unified military force to band together all Orcish Forces under the guiding Axe of Krug; be them blooded by birth, honoraries, or subjects; leaving aside cultural differences of the Clans and of their own individuals for the greater sake of the Uzg and of their race. The name (Krug-hai) translates from Old Blah to “Krug’s Folk”, the reason for such being every Orc is expected to pick up arms for battle, independent of gender, subrace, background or anything else; with the sole purpose to fight for the Orcish Nation. The Code of the Krug-hai One of The Krug-hai Shall: Be Utterly Loyal to The Horde, The Rex & The Targoth, Rising to Challenge them one day, should they find themselves better for the Horde; Acknowledge Our Kin is Stronger Together, Be the Boot that Stomps any who dare betray or weaken the Horde in any shape or form & Neither bring detriment to it yourself; Act with Honor and Tame their Bloodlust, Orcs are not to be rabid beasts, but rather the mightiest warriors of mortal-kind - learn to master yourself; Slaughter All Foes with "Fight" in them, but Spare the Weak, A Krughai must know how to discern a warrior from the defenseless and frail, and know which to slay - we are not monsters; Purge all that is Dark in name of Scorthuz, & all that is Undead in name of Kor, Never succumb to their temptations, nor break bread with them, for they are our kin's Eternal Foe, and it's our duty to protect all other peoples from them. Hierarchy of the Krug-hai <A Mautor blowing his war-horn, ushering the Krug-hai into battle> The Targoth (Old Blah: “High/Great Master/Lord”) The Mautors (Old Blah: “Warrior-Chief”; The Lieutenants) The Pizbûr (Old Blah: “Sergeant”) (Krug-hai) Mauzûrk (Old Blah: “Warrior [of Krug’s Folk]”) Grunav [Initiates/Conscripted Auxiliaries] (Old Blah: “Grunt”) Krug-hai Worth-System ((OOC NOTE: Spreadsheet with Worth-System Points registered at the Krug-hai Discord)) As aforementioned, the Krug-hai are measured according to their actions and merit, recorded by the Targoth and their Warbosses to keep track of the Mauzûrk’s overall activity. The more a Krug-hai does for the Horde - the more duties they fulfill - the more points they award, and with them the higher they climb the ladder of the Mauzûrk (the Grunav not participating in this). The Higher a Mauzûrk ranks, the more they are awarded with: Activities to Earn Points in the Worth-System of the Krug-hai: Honor Klomps in the Krug-hai: Reasons for being stripped of Points: SIGNED, Targoth of The Iron Horde, Rexborn Daughter of Ar-Borok’Akaal SIGNED, Destroyer of Elysium. Champion of Ogrol, Chosen of the Ilzgûlz, the Brown, the Burned, the Mad.
  16. "Three klompers to join mi..." The prospect Targoth - Kuvirr - mused, trying think of the 3 best Orcs which could be mustered into her mind, albeit frankly remaining unsure, not knowing which trio would fit her criteria "They muzt be hosh with orders, disziplined, strong agh skilled..." the young urukêss hummed, at last concluding with a soft click of her tongue "A whole goi to 'interview' az thoze from the Kaktus Weekly would blah it... I'll find them."
  17. "Therr'z much toiling to be done. . ." The still-growing urukêss and soon Targoth, Kuvirr, mused as she drafted her ideas with a carbon-pencil, weaponry laid beside hers, as she continuously honed her skills, body and mind for the task laid in front of her. "But I shall not falter." Truth be told there was much for the Orcess to set up in preparation, much to organize, and also study, in those 2 years ere holding trainings herself - hence the Raguk taking as acting Targoth for the time being.
  18. [!] Conscripted Goblins would’ve been seen pinning missives to the notice boards of San’Velku, Sulianpoli, the Verdant Glade & Nor’Asath whilst under the moon sky. Emblazoning the papers was a symbol representing the Union between Kor & Luara, a crest conceived and adopted by the faithful claimant-author of these papers. The missive, written in the Orcish Tongue, would read as below: Since my arrival at the Horde’s Capital, I have been discontented by the state of the Krug-hai: no unison, no discipline, just undergeared rabble running amok delivering swings without precision, without clear guidance, without due training; being contested by the lesser, when those shouldn’t even be able to dream of such. Some of lat might’ve survived due to excess of brawn alone, whereas should lat klomp a foe as bub’hozh or bub’hozher, latz could have perished. This can’t be. The mightiest of descendent kind, the grish of Krug, CAN NOT dwell in COMPLACENCY. Not for what is to come, and not ever again. I won’t blah vague words or chants like all others do, because that zkah equates to nothing. I will act: A Waghboss-Core for the Krug-hai will be formed, to provide constant training and military activities to its members in multiple areas; Orcs, Honoraries & Vassals will be geared and shaped into a proper military to strike down all our enemies; From each and every krug-hai the best of their qualities will be extracted, and they will be set to toil - their merit rewarded; Equipment and resources will be made provided by smiths, alchemists, zhomos and other artificers of the Horde; The Elite Keshig will be restructured; The Krug-hai will spread in bands the glory of the Horde beyond its lands, and all who are foes or ‘buurz’ better beware. I may be young, but I won’t idly stand as another (Lakeidas’Raguk or whoever else) goes to klomp my own bruddahr - Targoth Ar-Garrok - only by his own grish can he be beat, lest there be shame to us all. Be it handed or won by challenge, I shall hold the title, be it now or left to another - an acting Targoth - until I’m of age; but be certain of this: The Fists of the Gorkil will strike true; The Wolves of Lur will howl louder; The Wisdom of Yar will be heeded; The Swamps of Lak will bloom; The Maw of the Ungri will feast; The Crimson Cogs of the Raguk will spin; The Bull-Horns of the Ugluk will be honed; The Light of Akaal will pierce the Dark; & by My Hand will the Krug-hai Rise SIGNED, Prodigious Rexborn Daughter of Ar-Borok’Akaal
  19. "Zounds like a hosh opportunity... agh popo iz joyning zoo.." Name : Kuvirr Race : Uruk Age : 12 Favored spirits : Luara, Kor, Arwa Shamanic status : Not a shaman Vocation : Didn't figure yet! -------- Drasanee Althea#9290
  20. Kuvirr, Borok'z kub, softly furrowed her brows, not angry or scared, but rather severely ponderous about the matter as a whole. The young urukess still having much to learn about her own culture, the 'voice of the Spirits', Krug and the dynamic of light and dark present in the world: whether there could be balance and mutualism between them, or the latter should be entirely relinquished. She bore ambition to amongst the Greats of her Nation and Orcish History, trying step up to her father's level, though now dynamics shifted it'd seem... chances were she'd have to prove herself even better, struggle harder, now. Kuvirr only wished her popo staid safe, and made the right choices, for at the moment she could do little to save him, should he choose otherwise. "We must be better. . ." Kuvirr chimed conclusively, uncertain of who 'WE' referred to. If it was her, her and her father, or the Uzg as a whole.
  21. Tavisha casually making her household in there. 🏚
  22. "Disgusting." Tavisha simply said, having contemplated one of her houses, the Rutherni, for a while now. Though circumstances held her back from enacting her intent, for now.
  23. I might when I'm not too lazy for it ngl.
  24. Lame. Should write 'Strzyga' Creature Lore based on Polish Folklore for Events instead.
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