Ever since the unification of the Orcish people, few names has stayed as constant as the name Gorkil. Renowned for their honor and ferocity in battle, they have been called by some the ‘Prime Orc’ - strong and honorable, but in return incredibly prone to their own bloodlust. Fueled by pride and a passion for combat, the clan has stood as a pillar of not just Orcish society, but the world. Empires have been founded and crumbled, the dead risen and fallen, but Gorkil still stands, steadfast, eternal.
(Please note the rank list is incomplete and only consists of people who have been active within Krugmar/Discord in the last few months or so.)
"Honour is not something granted to those passive; it must be claimed and worked for with every action and breath. To allow weakness to take root and fester is to betray yourself and every orc around you. I would see you dead before you do that."
- Mogroka'Gorkil the Glorious, Ex-Rex of Krugmar
The Wargoth has the ultimate authority of the clan. He supervises and ensures that everyone is accounted for, and everyone within the clan is properly represented to the Rex. He makes the final decision in every clan matter.
Elders are the wisest of Clan Gorkil. To become an elder, one must have proven themself through their service to the Clan, either through wise leadership, compelling victory in battle or sheer loyalty.. The title of elder can only be issued by a Warchief, and cannot be issued onto oneself as Wargoth. The Gorkils who proved themselves to be great leaders, masterful tacticians, or wise thinkers or shamans. Having proven their mettle, they are to be treated with the utmost respect, even by the Warchief, and look to to help the Clan and Warchief however they see fit. They are, however, still bound by the rules of the Clan, sometimes even more-so than their subordinates.
Bluds are Kindred that have proven themselves as valuable Orcs, and capable at leading raids or skillful Blacksmiths. Dedicants to the Clan, these Orcs are scarred on their arms by the Wargoth with the sigil of the Scorpion of Krugmar. These Orcs are expected to not only show tenacity in combat, but supreme excellence in leading and strategizing. A true Gorkil is as well versed in a fight as he is overseeing a battle-plan. At this rank, these Gorkils lead the Kindred and Thralls into raids and hone their combative abilities in the hopes of one-day becoming an Elder. It is at this rank that a Gorkil will truly gain his full respect. Skorkon’Gorkil (Vilebranches)
The majority of Gorkil clansmen. These are the Orcs who have been born into or accepted into the clan, but not yet achieved the status of elder. They are expected to follow the orders of the Warchief first, and the elders second. Outside of what their superiors demand of him, they have no obligation to any specific duties or to pursue a specific profession. lack the experience to become elders just yet. They are expected to take orders from their Warchief first, elders second and bluds third. But outside of any demands by their Warchief or the laws of the Clan, Gorkils will find no obligation to do anything such as follow a specific craft. Blutige’Gorkil (_Blutige_)
Thralls are Gorkils yet to be Gorkils. They have a keen interest in the clan but have not initiated the rites of passage. Many Gorkils will deride and treat thralls harshly not out of malice for those of this lower class, but in order to wean out the weaklings and make sure that they are worthy of the name Gorkil.
If a Gorkil finds a person who is injured or starving, be they Uruk, human, kha, or any other race, and this person has done nothing to harm them or another Uruk, it is a Gorkil’s obligation to assist them by tending for their wounds, bringing them to a doctor or healer, or feeding them and offering them shelter.
If the Wargoth/chief demands something, a Gorkil should comply without question.
A disagreement between two brothers must first be sorted out by talking with each other and trying to reach an understanding. If they fail to come to an understanding, they will have an honor klomp.
Never betray your Clan: Betray it not by acting. Betray it not by failing to act. Betray it not by deed. Betray it not by word, sign or inscription.
Breaking any of these laws is very serious. Should one be foolish enough to do so, they will be met with an array of punishments.
For leaving an injured or starving person, you will be forced to fast for one week. If you repeat this offense, you will be cast up into a freezing mountain and forced to fend for yourself for two weeks. If you repeat this a third time, you will be killed by lacerations to the neck.
If you back down from a fight or cower, you will have your fingernails torn off. If you do this again, you will be branded with the word ‘coward’ on your forehead. If this is done again, you will be cast out from the clan and made a whitewash.
For not following the Wargoth/chief’s orders, you will have your right hand crushed with a hammer. If this offense is repeated, you will be branded with the word ‘disgrace’ and cast out from the clan.
For betraying your brother, you will have your neck lacerated with a rusty dagger.
In the most serious of cases, a “Blood Eagle” would be performed on one’s persona. Your back would be slit open, and ribs hacked away from your spine. This would cause it to spring apart to resemble an eagle’s wings. The executioner would then draw the lungs out of your back and draping them over your shoulders, leaving you to die.
A kub from a Gorkil bloodline is given a trial straight from birth. They must fight a scorpion on their own. If it kills the scorpion, it will be warmly welcomed into the clan. If it fails, it will be left to die as it is unworthy of being a Gorkil. If the kub is unable to complete the trial and does not die, they are cast off into the wilderness to fend for themself for a week. If the kub manages to return, they will be given a second chance. But if they fail again and still do not die they will be unable to attempt to join the clan without unanimous agreeance from the Wargoth and all Elders.
Gorkil breeds Orcs of all different walks of life with an immense variety of interests, as the clan is less vocation based but rather, ethics. However, many Gorkils are fiercely competitive. And as such, highly competitive games or activities are very popular. Common pastimes for Gorkils include war or strategy games, klomping, boar racing, and Hun’Zna .
Before entering battle, Gorkils will often mutilate and scar themselves, usually in an impromptu meeting before entering the battlefield. In these meetings, the Wargoth/chief begins the ceremony by slicing somewhere on their body, deep enough to let their blood coat the blade, and pass it around until all of those in the ritual are bleeding. The lacerations inflicted can be anything from a small slice on the palm of their hand, to intricate carvings covering one’s chest, however it is advised to not let too much blood, or else your ability in combat could suffer.
A scarred Gorkil
The reasons that Gorkils go to such lengths to harm themselves are twofold. First, it is considered a symbol of their clan’s strength and ability to withstand anything. And second, it helps to bring out the highly potent bloodrage in Gorkils, a tactic that has proven to be incredibly effective throughout the countless battles Gorkils have fought in. Due to this, being covered from head to toe in these scars is considered a sign of longevity and extreme prowess on the battlefield.
Some Gorkils mark themselves with clan tattoos, symbolizing their kills. A tattoo, or perhaps a scar or brand of the blood crescent shows that the Orc bearing the tattoo is part of the Gorkil Clan. Gorkil Tattoos are split up between young and old blood. A Gorkil has to gain at least five young blood tattoos to gain one old blood tattoo. The tattoos will occasionally be substituted for lacerations that leave the shape of the tattoo as a scar.
Despite a Gorkil shaman being a rare sight at one point, that is not the case any more. The Gorkils have carved out a name for themselves as a mix of savage and spiritual. There are no rules surrounding worship, however Farseers of the clan may guide and advise other members to lend their prayers to certain spirits at times. The most commonly worshipped spirits on a clan level are Enrohk, Vulka, Kezt, Jevex and Leyd.
If you are interested in joining Gorkil, complete the following application. Once you have done so, either speak with or send a letter to the Wargoth or one of the elders. This will prompt a short meeting between you and the elder or the Wargoth. The meeting will consist of the elder or Wargoth getting to know the prospecting Gorkil, asking them about their life, their views and moral code, and their knowledge of the clan’s traditions and history. The Wargoth will then decide whether or not the Orc will be permitted to move onto trials.
ROLEPLAY CHARACTER NAME:
Trials for newbloods and clanless vary greatly depending on the Gorkil overseeing the trials, and elders are encouraged to use creativity when creating a trial. There are three major categories for trials that a prospecting Gorkil must succeed: in a trial of strength, a trial of endurance, and a trial of wit. These categories all represent strength, in all its different forms, and anyone worthy of becoming a Gorkil should excel in all of these fields. The trials must be completed in the following order; Strength, Wit, Endurance.
The Trial of Strength is meant to to test the prospecting Gorkil’s physical strength. If someone wishes to join Gorkil, they need to prove that they have exceptional physical strength and are capable of holding their own in a fight. These trials typically revolve around fighting in some capacity, be it an elder, a scaddernak, or whatever dangerous beast unexpectedly pops up that strikes an elder as a good opportunity to have an Orc prove his strength.
The Trial of Wit forces one to prove their intelligence, how quick they can think and their ability to solve problems. A Gorkil needs to be able to think on the fly while in dangerous situations, and understand what to do in order to save not only themselves, but those that have been put in a life threatening situation. The Trial of Wit typically revolves around the clan Warboar.
The Trial of Endurance is the final trial, and is where one proves their capacity for pain, physical stress and mental stress. Having the willpower to withstand anything and stand strong is something all Gorkils should be capable of. In this trial the Wargoth or Elder will attempt to get the trialing Uruk as close to a bloodlust state as they can by cutting, whipping or otherwise physically assaulting them. When the trialing Uruk has reached the brink, they will recite an oath of fealty to the clan. Should the Uruk enter a state of Bloodlust they will be subdued and need to start over. The Trial of Endurance is a simple trial, requiring very little work on the Orc going through the trial other than simply holding their wits about them and withstanding the pain.
(( Special thanks to 2samspan for putting everything together, Gamma_Byte for designing the banner and TheNanMan2000.))