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About Sykogenic

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  • Birthday 10/29/1996

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    Hargurr'Gorkil | Morug'Raguk
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  1. The following is clarification and extension of this Creature Index creature. Introduction Basic Physiology Growing from 5 to 6 feet, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe, far quicker than a normal horse, and faster than even a Lur wolf. Despite this they are not nearly as savage and independant in combat as the Lur wolf, relying on the control of their owner to make them an effective tool. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. General Mental Characteristics Typically skittish and temperamental in the wild, a boar is likely to either charge or flee in an instant upon seeing someone. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them. Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Breeds of Warboars Despite ‘war’ being in the name, Warboars were once simply large wild boars, and not all tamed for the sole purpose of war. While every boar can be used in war, some are willing and better suited to assisting orcs. In the wild they developed into two general categories, or breeds. The first breed, named the Brizzlebak, are typically taller and faster, while the second breed, named the The Grishdur, are typically stockier with greater endurance. A Brizzlebak is far better suited, generally speaking, for speed and combat. A Grishdur on the other hand makes an excellent beast of burden. The Brizzlebak (An Abstract rendering of the Brizzlebak mid-charge.) As previously mentioned the Brizzlebak are one of two base breeds of Warboar naturally found in the wild. They are taller and leaner than most Warboars, their slightly longer legs able to propel them forward at greater speeds than their brethren. They can be identified not only by their size and build, but by the redder fur on them and the pronounced mangy mohawk ‘mane’ that runs down their spine, starting at the base of the head and down until it tapers off at the tail. Not only is this where this breed draws its name from, but can be grabbed by the rider for extra stabilization when reaching top speeds. Their temperaments are typically more high-strung and gun-shy in the wild, not changing too much when raised or bred in captivity. With their high energy, skittish temperaments and ability to reach high speeds, taming and bonding with a Brizzlebak can be a wild ride. The taming process might only last anywhere from 30 seconds to a few minutes, but they will buck wildly and attempt to throw you off in a very all-or-nothing, last ditch effort before submitting. When bred in captivity the bucking is tamer, but their endurance much higher due to efficient breeding techniques. The typical height of a Brizzlebak would be around the 6 foot range, weighing in around 450 pounds. Their top speed is around 40 MPH. The Grishdur (A shorter, stout Grishdur boar) The Grishdur are the second breed of Warboar found naturally in the wild. They are shorter, stockier and stronger than the Brizzlebak but also much slower. Their shoulders and neck are stronger and significantly wider, able to generate significantly more torque than a Brizzlebak. Their fur is slightly browner in hue, with no significant markings or patterns outside of the standard mane. While a Brizzlebak could use its speed to harass an enemy flank, a Grishdur would find himself at the front of a charge with the intent of causing pure, unadulterated chaos as it barreled through the enemies front lines with little resistance. Due to the larger front quarters, the skin is slightly thinner in their front chest and shoulders, a massive weak spot. Their name is derived from the Old Blah words ‘Strong’ and ‘Blood’. The temperament of a Grishdur is rather reserved, until provoked, like a wet stick of dynamite. While describing the Grishdur as docile would be incorrect, as they are still great beasts capable of free thought, they would be both more inclined and suited to pull something, like a wagon of slaves, should the necessity arise. Taming a Grishdur is significantly different than the taming process of a Brizzlebak. Their thick front quarters cause them to buck slowly but with a significant amount of power, which they are able to keep up for several minutes. The average height of a Grishdur is just above 5 feet, the typical weight being around 600 pounds. Hybrid Breeds While there may be significant differences between the two breeds, these physical differences do not prevent them from cross-breeding in the wild or in captivity. While Warboars may breed with any suitable mate they find in the wild, the Gorkil Boar Herders have worked for centuries to develop then finest hybrid warboars possible. While it is impossible to predict the characteristics of an offspring, the boar herders constantly breed the more desirable boars with sows that show good promise. (A goblin who has tamed a rather runty Grishdur boar) Lapus (A heavily armored Wargoth charging into battle on his large Lapus.) The alpha of the alpha. A Lapus, naming meaning Lead or Metal in old Blah, is a hybrid boar that grows to have the broadness, weight and muscular density of a Grishdur, but the height and speed of a Brizzlebak. A Lapus is extremely rare for a sow to birth, and it is extremely hard to determine before it reaches maturity. These are the boars that typically grow as tall as paint horses, and are often saved for Wargoths, a Gorkil Rex or some sort of clan elder to tame. An inexperienced rider and tamer would unlikely make it out of the taming pit alive when up against a Lapus. A Lapus would additionally be slightly smarter than an ‘average’ boar, although that is difficult to measure. It would simply boil down to if the Lapus trusted their rider they would be more likely to take evasive or defensive action for the rider without prompting or resistance. One interesting ‘layer’ to the physical characteristics of Lapus’ the hair. As Lapus are hybrids they are not really guaranteed any specific from either base breed. As such, not all Lapus would have the distinguished fur mane down the spine that a Brizzlebak would have. While it would be little more than personal preference to a Rex or Wargoth, the Lapus themselves see it a symbol of pride. A Lapus with a mane would likely be more confident and alpha to a Lapus without one. Their temperaments are typically volatile unless tamed and trained by an experienced Orc. Taming a Lapus is obviously the most difficult as the characteristics match those of both breeds, sporadic and fast but with a power to it. The one Should a Rex or Wargoth with little experience riding and taming bond to a Lapus, they would need to remain extremely vigilant taking their boar out on an excursion, or the results could prove exceptionally disastrous for those unprepared. Should a Lapus be born and reach the age of maturity he would be given priority in breeding in hopes of producing fine Waghboars, or a Lapus offspring. Waghboar (An Orc warrior atop an armored Waghboar.) While not quite as tall as a Lapus, a Waghboar would be considered a typical hybrid boar bread for combat. They would be not as wide as a Grishdur, but wider than a Brizzlebak. They typically are just a couple inches shorter than a Brizzlebak. These boars are bred for one purpose; war. Their front hide is thicker than that of a Grishdur, able to withstand slightly harder blows or cuts. Ideally their tusks have a nice curve to them for firing enemies, but do not curl back on themselves like a rams horns would. Right before they reach maturity they begin being trained, starting simple with a bleating animal being put into an arena with them. When a Waghboar is formally tamed by a rider the duo works diligently to become an effective fighting machine, often training for many hours a day. Their temperaments are fiery and fierce, likely to gore a rider should they falter and show weakness, or simply a random Orc or slave unluckily to walk by at the wrong time. Taking a Waghboar is similar to taming a Lapus, however on a lesser scale. Their taming process has a lot of the same characteristics of that of a Lapus, however their endurance and fast-twitch muscles fibers are no match for the Lapus. Notes on Taming The terms taming and bonding can be used mostly interchangeably when discussing submitting a boar to your will. Both entail an orc wrestling or riding a boar until the point of submission or exhaustion. It is at this point that a boar would defer to the orc, roughly the orcs companion. From that point the Orc must train the boar and show his dominance or the relationship will not continue. The downside to these relationships could be highlighted in the heat a battle. Should a rider be thrown from his boar mid-battle and attempt to ride another boar, the second boar would attempt to throw them off. It is important to note that unlike a Lur and their wolf, a Gorkil and a boar are not two inseparable beings that essentially need to coexist for the other to survive. This is amplified by the fact that a boars typical lifespan is roughly 20 years, however few live to that age as their prime ends around 12-15 and would typically be killed by an orc for food or by a younger pig looking to assert himself. An orcs relationship with a boar is as the boars superior. When an orc tames a boar he is showing the boar that he is the superior in that moment. Should an orc lose his way and become dishonorable or run from a fair fight, the boar will sense this and turn on the orc. Additionally, the boars are intelligent creatures. They understand that loss is not necessarily weakness, it is how one process loss. A boar will not see a lost klomp as weakness, unless the orc becomes moody and acts disgracefully afterward. This is the case for any boar, regardless of what intent it was bred with. If a boar does not respect the rider or breeder, it will not conform to their wishes and will rebel as it sees fit. (A Brizzlebak boar that has not yet fully matured and reached its full height.) Notes on Training Different methods of training a boar simply depends on the breeders end result for the boar once it reaches maturity. While these boars will likely never be domesticated there are certain things that a breeder can do to tame their temperament. A boar that the breeder desires to be used more along the lines of a utility animal might be separated from the sounder (group of pigs) starting at a young age in attempts to create a more docile creature. Additionally it may be dressed in a leather ‘jerkin’ to get it used to what a yoke might feel like. Boars that are bred for speed will often grow up in more open areas, either a field or next to a mountainside so that they can be ran about and taught to be agile. Boars that are bred for war are often kept in a large sounder and encouraged to fight amongst themselves. Following the natural order of things, if a boar is born weak it will die and be eaten by the other boars. Boars bred for war may also be pulled from the sounder at a young age and be put in a pit with smaller animals in attempts to help the boar think of itself as dominant over all things, until it one day is bested by an orc. REDLINES: -In order to tame a Warboar, they must be physically bested. Tricking them into forced captivity is not enough to effectively tame them. -You must RP taming them, “implied RP” is not enough. -A boar must be ridden and actively controlled in order to be used in combat. If the rider falls off, is knocked unconscious, or otherwise incapable of action the boar cannot be emoted for outside of running away from the fight.
  2. Interested in playing an Orc within Krugmar? Curious about our Clans and Religion? Join our discord! https://discord.gg/sfcpxx

  3. Sykogenic


    ur a good egg cele
  4. Sykogenic

    The Whitewashing of Shagarath and Clan Vultur

    Hargurr randomly shrugs, overwhelmed by the strong desire to throw theoretical arguments into a void. – has been whitewashed in the ages of Axios and thus his status as clansman fell with it -whitewashed, dodged punishment, then came back and revived Axan/making Vultur instead of doing the right thing and asking to rejoin Yar – at this time not deemed an enemy state of Krugmar or a state Krugmar is at war with – completely irrelevant. choosing druids over his own kin is about as close to the definition of whitewash as you can get. – has never uttered a threat against the nation, but against individual orcs – orcs who are loyal members of Krugmar. yikes. to both uses of this justification. – has only ever broken mortal forged pacts with mortal bloods. Has never betrayed a spritualy forced pact – yeah still dishonorable – has forsaken the orcish cultural ways because they limit one’s ability to serve the spirits to one’s full extend. – Untrue, Krug is a prime example of fully serving spirits within an Orcish context.
  5. Various scrolls of parchment can be found hung up within San’Strok and the cities of the Rexdom allies, all saying the same thing: On Behalf of Rex Burbur’Lur, The whitewash of Shagarath is reinstated. He has made his loyalties clear and will suffer the consequences of his actions. Any found harboring him will face the wrath of Krugmar with equal fervor. Crimes Committed: - Blasphemy against Krug and the Spirits - Abandoning the Yar Clan -Association with the Druids -Threatening the Nation of Krugmar with lethal force -Threatening the Nation of Krugmar with wanton use of the Spirits power - Breaking Pacts and Oaths -Abandoning Krug By extension those of Clan Vultur are also whitewashed and unwelcome within Orcish lands. Any Uruks found harboring a member of Clan Vultur will be publically flayed to the Rex’s whim and banished. Bring the flatted corpse of Shagarath to San’Strok for a reward. Bring the still living body of Shagarath to San’Strok for an even greater reward. Signed, Hargurr’Gorkil Dominus of Krugmar, Wargoth of Clan Gorkil, Farseer of the Uzg ____________________________________________________________________________________________
  6. Sykogenic

    Klan Gorkil (Information/Recruitment)

    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 Wargoth 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. Hargurr’Gorkil (Sykogenic) ELDERS 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. Shakul’Gorkil (dragonslayerelf) Nazark’Gorkil (_Jandy_) Azhug’Gorkil (MCPancakes) Murak’Gorkil (TheNanMan2000) Blooded The Blooded are Kindred that have proven themselves as valuable Orcs, and capable of going above and beyond what is expected of them. Dedicants to the Clan, these Orcs are scarred on their arms by the Wargoth with a special sigil to represent their loyalty to the clan. These Orcs are expected to show tenacity in combat, or true cunning in strategizing. At this rank, these Gorkils have shown to the Wargoth and Elders that they have mastered their chosen path and shown undying loyalty. However, some exceptions maybe be made for those who show exceptional skill in other fields such as Blacksmithing or Alchemy. It is at this rank that a Gorkil will truly gain full respec, for example a challenge for Wargoth from someone at this rank would be taken seriously, not laughed at and dismissed. Should they have not been birthed into the clan they will be considered a full-blood member, capable of starting their own Gorkil bloodline. Skorkon’Gorkil (Vilebranches) KINDRED 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. Ugghra’Gorkil (ThatEmoPerson) Bolrug’Gorkil (Luca_The_Plane) Blutige’Gorkil (_Blutige_) Groggnar’Gorkil (Elite_Snipes_) ~ 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. Pureblood Trials: 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. Leisure: 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 . Scars: 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. Tattoos: 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. Spirituality: 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. APPLICATION: IN-GAME NAME: TIMEZONE: ROLEPLAY CHARACTER NAME: RACE: DISCORD: 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. This trial involves fighting 4 other Uruks, win or lose. For the sake of this trial fighting an Honorary does not count, they must be born of Krugs blood. Should the Gorkil-Hopeful win, they are expected to do so with dignity and honor. Should they lose, they are expected to do so with the same. 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. This is the trial with the most leeway for creativity. This trial tends to involve the Gorkil-Hopeful being put into a mildly life-threatening situation. It could be something as simple as being thrown into a scorpion pit and seeing what escape method they come up with, or being told to organize and lead a successful hunt of a dangerous animal. The Uruk giving the trial will need to accompany the Gorkil-Hopeful on this trial, however will not assist them in any way. 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 physical pain 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.))
  7. If you’re interested in making an Orc, feel free to join our discord and ask any questions you might have.


  8. Sykogenic

    Heya, I'm new and just joined LotC

    Welcome man. Flat pinkie. Mayk uruk, nub ztouwt.
  9. Sykogenic

    [Creature Lore] The Arcasian Emperor Tortoise

    thicc chonky boi oh lawd he comin’ +1
  10. Sykogenic

    A Rex's Address

    Hargurr’Gorkil stands behind Burbur, his arms crossed in front of his chest. He remains stone faced through most of the speech, only allowing a smirk to cross his face at the Rexs grand finale. It had been a long few years, but things were finally changing. Whether it was for the better still remained to be seen, but it was changing nonetheless.
  11. Interested in playing an Orc? Feel free to join our discord and ask any questions you might have!



  12. Sykogenic

    [PK] A lone orc steps onto Stargush'Stroh

    I’m out of upvotes for the day apparently, but beautiful written man. RIP to some real ones :’(
  13. Sykogenic

    The West Krugmarian Mercantile Company

    “Tik iz Mina friehnd,” says a sheisty looking gobbo as he jingles his coin purse.
  14. Sykogenic

    Krugmar Slaving Reform

    Hargurr theoretically wonders how all these non-Uruks are finding out about the recent missive that was spread across Krugmar.