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Panashea

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About Panashea

  • Birthday August 20

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  1. A Vision crackles at the edge of a shaman’s mind. At her call, the future twists and beckons her. Questions pry and poke at her mind that drive her in seeking the unknown. What of that strange spectre? What device had they refashioned within that strange creature’s shrine? Questions and answers would sink themselves into the flesh of the future. The experienced hunter Yarrow’Lur would call upon the gifts granted to her by the spirits. Fangs bared, she plunged herself into the darkness of the old goi, and began her ritual. FARSEEING EVENT 5 PM CST! RALLY AT THE ORCISH SS PILLAR
  2. The Day begins with a morning ritual. [TWO HARUSPICE IN RITUAL GARB] For Ancestralists, an offering to the Ancestors is often a way to break one's spiritual fast. The morning continues with garnering an Ancestrals' favor. They create their favorite meals and polish their old weapons. For the Spiritualists, a meditation within their aspects; Ankrus by the sea, Freygoth within the wild. Orcish Xionists begin with the inverse; rather than offering praise or humility the day begins with greed, feasting, dance and celebration of the mortal form. To be mortal is to celebrate beauty and appreciate worldly strength. Those of the Blood Faith (GRIZHIZUBU) begin and excruciating ritual. A feat of strength so severe that it rips the skin, muscle and flesh of its participant. IF not strength, then constitution; whether brought on through poison, insomnia, or some other masochistic feat to show devotion to the GRIZH. The day continues with the Blood Faith, taking a pilgrimage to their monuments and places of pride. The “Moruhk” or Mantle is cleaned, and a task is brought forth to the Mantle. They train their body, or enriching the mind with blood. [THE LINGERING REMNANTS OF DARK SHMANISM] Xionists then spend their afternoon studying and arguing with their shamanic counterparts. In a world without the harrowing might of dark shamanism, they are forced to reclaim supremacy through other means. Recovering old artifacts, or creating new ones through the subversion of Shamanism and other magics. Spiritual Folk begin their own pilgrimage, spreading and teaching the good word of the spirits and bless those who join them in reverence. Ancestralists hold rituals for the Ancestors by commemorating their names. For Ancestralists, a practice of imitating or uplifting their fallen kin allows them to live on eternally. As haruspice, one may do this in dance or story. Lutaumans may travel to the Ancestral Realm bringing others in tow, or display their feats through their shamanic powers. It is the goal of Ancestralists to restore the presence of the fallen in invoking their stories, or reenacting their great feats. [A MOURNING RITUAL PERFORMED AT DUSK] The night often begins the start of new things. The blood faith, lutauman, and haruspice begin their lengthier and more secretive rituals. The night offers insight as it reveals the might of the Stargush’Stroh, as well as invokes the darker sensations of bloodlust and malice. The night draws out those darker and sacred things brought close to the mortal realm. Spiritualists end their days often around campfires or in meditation ceremonies. Some find the night a potent catalyst for powerful hexes and spells. It is rare for someone intertwined with the presence of spirits to sleep during the night time. Unless guided by Drelthok's hand, nights for the spiritual are either filled with shamanic rites or nightmares from rival spirits or unsavory entities. All are involved within the nature of the spirits. As the days go on, the ILZPAAK- the seasons change and the influence of the spirits does as well. It is crucial that all remain steadfast in their practices. The ebb and flow of the spiritual and non-spiritual folk paves the way toward moving mountains, or bringing about the end of days. The spirits are respected and feared. Ufur-Ilzgûl, Lûp-Ilzgûl
  3. ACT 1 MABAJ MOT ARMAUK “I have a world of enemies” This blood faith was dredged from the depths of orcish rage and madness. Practiced by those lost to combat, the blood faith is an overflowing infection of Krug’s curse into the lives of the descendants. Though Iblees’ initial hexing inflicted Krug and his kin with an eternal disease, the madness of warriors still prevails in twisting misfortune and salvation. The bloodlust cursed onto the orcish people brings them closer to Krug. His disease allowed the orcish people to proliferate through the strengthening of their bodies and minds by wielding bloodlust. This internal flare of madness exists as the fire for the orcish people. The wrath cultivated brings powerful change and reverence to Krug. Yes, Gazigash is emblematic in her sanguine nature, but true worth is measured in fist and not in prayer. There are no elderly followers of the GRIZHIZUBU. So long as strength and wrath are preened, the blood faith lives on. They will chase endlessly, till their conflicts consume them. ACT 2: THE OVERSOUL OF BLOOD, THROQUGRIZH A feminine depiction of the THROQUGRIZH. She is marred by bloody conflict, inside and out. The pursuit of blood and its purifying quintessence drives those of the blood faith to seek out haruspices, seers and blood mages. Anyone with knowledge on blood can serve a point in which the claret can be made holy. Rather then identifying the past or present, the blood faith reveres a divine embodiment of blood, known as the THROQUGRIZH. It is the devouring force that commands those of the faith toward piety and acts of martyrdom. The faith spends time purifying themselves and postulating on the nature of strength. Strength is ordained from the mind and body undergoing hardships. This sates the THROQUGRIZH, and rewards the disciple with an eternal power. Those of the blood faith are marked by a “Mantle” Moruhk. Much like totems, the Mourukh are foundational pieces of the faith .Hunters erect totem poles made from the remains of their prey. From large bone pillars created from the ground remnants of their victories. Shamans erect dwelling places filled with the magic artifacts of their enemies. A shamanic mantle is often reserved to Gazigash, or the fiercest and most violent ancestors. Much like their shamanic brethren, they invoke trance-like states through acupuncture, body modifications and substance use. To reach blood-clarity is a great feat, and the Blood Faith takes the act as a right of passage. Many orcs, or those who aspire to become tyrants and archons of wrath begin their process often by consulting the blood itself much like a seer and a crystal ball. Their madness is imprinted onto the object. To be muted in silence and listen to the heartbeat. To consult the flowing veins within the body. To be an adherent, a close relationship with the viscera paves the path towards enlightenment. Destroying one’s adversary is key to proving the strength of one’s blood. Two sects exist within the blood faith. They battle and congeal, forming some sort of bubbled alliance, tumultuous fighting over the nature of bloodshed and creation. ACT 3:THE SECTS OF THE GRIZHIZUBU Aapthroqul Bearing harsh banners and ideology, the Aapthroqul are those inflicted with Krug’s bloodlust. Living short lives as those infected with Kotrestruu’s Visit find their mind and mental state uncertain. These orcs and descendants, though, find violence to sate their mental afflictions, and war against the world. Their rituals bring them closer to insight by steeping themselves in the malice of wrath and hatred. Their bloodlust enwreaths their forms as scars and horrible injuries. To the Aapthroqul, death breeds life. When someone is killed, their essence is absorbed by the host, and they live on through the blood. This justifies the violence, and creates a creed devoid of mercy, and filled with respect. It is rare this creed affects non-orc descendants, but can be born in blood-mages, haruspice and maddened warriors. Roth A unifying force coordinated by the THROQUGRIZH. The strength of the blood comes from its unity. The intertwining of life within blood grants all those born with it a unique privilege. They are tasked till the end of their days to unify the world beneath a singular truth. In uplifting the blood of others, we unify the differences and bring about a strength unmatched by a single individual. They are charismatic and powerful utilizing the ties of descendants to bring about great change. Often imbued by cult leaders, the chaotic forces of their ever-present oversoul draw them towards extreme acts of rebellion. Often practiced by druids, shamans, and far leaning rebels. Tenants: -Iron is forbidden as a weapon, as it represents the purity of blood. -Blood does not belong to the deities, ancestors, or magic, it is the essence of the living -Blood is not a language or figurehead, but the quintessence of all descendants.
  4. THE UNVEILING OF TRUTH (A single mortal against the weight of a spiritual world) How does one surmount the foundations of reality? The spirits are unknowable and imperceivable to most descendants, and yet surpass the might of the Aengudaemons. In a simple manifestation, Orgon destroyed the continent Vailor and forced the Daemon Apohet’s hand. Even still, Orgon’s power was weak and premature. Having stolen authority from Kinul, Greater Spirit of Disease, Pestilence, and Failure, Orgon could only hold claim to the title of Greater Spirit for but a moment. What then of those eternal beings, who have cemented themselves as terrifying and unstoppable beings of destruction? What then, if Ixli was to manifest? What then of Leyd, Enrohk, or Anyhuluz? How then are simple mortals made to combat these titans of chaos an order? By the infection and cancer of their beliefs and followers. Yes, indeed, by the wisdom of Or’Ta, the orcish people discovered the spirits were just as gullible as mortals. Despite their omniscience, and unlimited power, they were just as susceptible to greed or trickery. Thus begins the subversion of the spiritual practices. RITUAL 1: EFFIGY OF THE DAMNED (A burning reminder) If a Totem represents a physical connection to the Spiritual Realm, then an effigy is like a temporary hand to rip and tear and the physical prowess they hold. While destroying totems serves to disable their physical grasp, it does not truly weaken the spirit. A totem can be rebuilt, and its practitioners will continue their faith. An effigy then exists as a conflagration of hate, a nexus of xionist power. By imbuing it with curses, dishonor, and hatred, an effigy of the damned fundamentally attacks a spirit’s strength. Its system of belief shatters. Better then, that this ritual includes the practitioners of spirits, or shamans, tricked into shunning the spirits they revere. By utilizing their followers (whether as sacrifices or participants), they undo the power built up by worship and adoration of the greedy beings who plague our world. RITUAL 2: THE INVERSION OF FAITH (A spirit bloated on the lives of other spirits and their worshipers) Violence is the primary means by which the Spirits contest their strength amidst the pantheon. Every named Greater Spirit sits atop a mountain of fallen and consumed spirits. Every spirit has allies within the shamans and spiritual folk. It is rare the gluttonous beasts make kin within their domains. Then too, do their opposing forces exist as eternal adversaries. Spirits of Fire battle Spirits of Water, Life against Death, Chaos against Order. Xionists use this tumultuous force to their own horrid whims. Yes, some Xionists bear the mark of shamanism, but do so to spur conflict. A flood from Ankrus to destroy a totem of fire. A lie told to a Spirit in order to coax them into attacking others, or cursing their followers. Much like the first iteration of dark shamans, tricking the spiritual on both sides serves to create turmoil and chaos. False teachings, fake spiritual messages pave a path toward removing the shackles of spirithood upon the mortal realm. By twisting the teachings of faith, the way in which spirits draw their power can be stripped from them. RITUAL 3: THE CONSTRUCTION OF HATRED (A monument made to a False Spirit) A reverse form of worship has been birthed from the horrid actions of the Dark Shamans. Much like Ismuth Anchors chained spirits to the Mortal Realm, inverted totems and altars are crafted to strip the influence of the spirits. Adherents, their artifacts, and their creeds are sacrificed here. Made mortal and stripped of their deific nature, a twisted totem is noteworthy in that it lacks spiritual presence, yet adorned with gifts and trinkets. To create these totems, one would need knowledge of the spirit in question, crafting whatever angered the entity and utilizing it as a place of worship. Once erected, they’d serve as beacons of conflict and antagonism for the shamanic forces. Xionists may use these as a powerful beacon, or simply a way of leering at their spiritual antagonists. These totems do not innately possess power, but in their mortal creation, imbue Xionists the courage to continue persevering against indomitable odds.
  5. TO UNDO THE BINDS OF THOSE WHO GAVE US STRENGTH OR'TA DOM, THE FIRST DARK SHAMAN Control over the Spirits has escaped the orcish people since their inception.As fonts of fate and power, their greed bled into the will of dark shamans.As a result of their retribution, the few orcs spurned by the spirits have twisted the way the orcish people practice their faith. Or’ta, first of the dark shamans, birthed the first path toward subjugating the orcish pantheon. Spirits could be made weak through the stealing of their TRUE NAMES. This art allowed the simple orc to wield bolts of lightning and easily defeat his enemies till he was bested by a Rax in single combat. How had one who had surmounted the spirits lost to another orc? Shouldn’t the power of the spirits trump all? Power within the spiritual sense is more fickle than the tapestries of fate and blood.Yes, Or’Ta possessed the might of the spirits, but there were an equal number of spirits fighting against his strength. In challenging the supremacy of the spirits, he invoked countless scores of spiritual enemies. For all the spirits of control,chaos, and wrath Or’Ta had invoked, an infinite number of spirits sought to meet him. A single orc could not surmount the infinity of the spirits, and was best by mortal flesh. When dark shamans proliferated the realm, they irrevocably shaped the way the spirits treated the orcish people. Orgon subverted their strength once they saw it fit to cast the orcs away. It destroyed Vailor and cost the orcish people centuries of progress. Even now, these remnants linger and the further actions of the dark shamans relegated stagnated the spiritual practices of the orcish people. THE HATE THAT GROWS KULGAROK THE TRUTHSEEKER, REX-SLAYER and SPIRIT CONQUERER That hate of the spirits still lingers. There are many spirits which would do harm. As many as those that would do good. Spirits of jealousy,murder, and hate. It is necessary to expel these from the mind’s of orcish people. The Ruka expunge these spirits through the divine works of architecture and blacksmithing. The Ilzhonal expunge these spirits from the mind through rituals of the stars. Orcish Xionism is not a blind hatred or mad revolt against the spiritual, but a means of defense. It is a means of casting out those that wish to harm the hearts of the orcish people. As beings of worship, it serves those who wish to remove them from the facets of their life by invoking reverse-rituals, or effigies then destroyed by their hate-filled creators. As a Xionist, the orcish path involves subjugating and undoing the corruption of the spirits. Through speech, though twisted rituals to undo their power, or by destroying monuments and trinkets of significant value. This has birthed magics and perversions of the spiritual arts, and will continue to do so as long as the spirits sink their talons within the mortal realm.
  6. A vision of the violence brought on by bloodlust. Skaatchnak felt the heat of war melt his mind. Like the haruspices before him, he could peer into the darkened claret that shaped his people’s conquests. He descended into his city’s underbelly. The familiar warmth brought back visions of his great desert city. He submerged himself in the blood of the feasting pool. The hums of the other practitioners brought his mind to a cool edge. He thought of war. When he arrived in Arcas, it was difficult to say what had compelled the orcish people into battle. He witnessed them in a frenzy. A wrathful fist that crushed and battled until their world was taken from them. The Ancestors had become a long list of powerful orcs cut from their lives at an early age. The Rex meditated within the sanguine space. He found his own rage. The fire of the orcish people. The fire in his people -- of the old Targoths who wished to declare war against their descendant kin. In their absence, their strength poured into him. Their bloodlust stoked an intense fire within him. He wanted to continue their fight, but knew it would be at the cost of the orcish people. Retribution came to all, and now he stood as Rex of a nation he warred against. The orc would sever pieces of himself. Branching the gap between old and new. The dwarven people would receive a message attached to a single dried finger . THE ORCISH PEOPLE SEEK TO MAKE AMENDS WITH THE DWARVEN PEOPLE THE BEGINNING OF AN APOLOGY. For the Dwarves
  7. THE PATH TO HONORARY What does it mean to be an honorary? How does a non-orc enter the society of the orcish people? In the past, honorary meant little more than someone favored by orcish people. However, few have risen above their non-descendant origins and shaped the orcish people through their will and strength. Within the IRON'UZG, honoraries should be expected to do the same. The trials have been reformed, molded to fit the advancements in culture and pride the orcs have taken. ELIGIBILITY: Krugmar must be your main residence. Must be recommended by an orc kin. The Dominus must accept you into the Honorary process FIRST TRIAL: Throm’ka to H’ Bruddahz The first trial of the honorary process requires the individual to introduce themselves to five orc-kin. By the end of this trial, a novitiate should understand and know the following: Each of the Orcs’ full names and clan Be able to give details/background of at least two clans Learn of the Spirits and Ancestors They should understand Krug and his tribulations Knowledge of important Ancestral, Elemental, Immortal Spirits. Understand the Orcish social hierarchy The novitiate cannot move on to the second trial until the Dominus has received a report of their findings and deems it appropriate to continue. SECOND TRIAL: Durbûrzob Kûhom(An example of strength) Hunt a Large Beast or an Undead Alone a novitiate must venture into the wild and slay a beast larger than oneself or an undead. The individual must bring back a trophy of this kill to the Dominus to prove their success. Klomping Time A novitiate must win one out of three klomps against the other orcs. They must prove their worth in skirmishes; whether that be fighting, strategizing or supplying armaments. Gauntlets Complete two gauntlets in the Holy City, San’Khatun. THIRD TRIAL: Frûmob Kûhom(An example of the mind) Find a practitioner of each type of Shamanism Be able to explain each individually Choose two spirits to learn in-depth, and provide evidence of religious works to them. Know of at least one spiritual role outside of Shamanism, and take part in their rituals Honor: Be able to properly explain Orcish honor. Bloodlust: Know the history and folly of the orcish curse. Understand how it works and how to act upon it correctly. FINAL TRIAL The Dominus will assign the potential honorary to an orc who is involved in a role that the potential honorary seeks to fulfill within the Iron’Uzg. Together this brother and the Dominus will formulate a final, unique trial for this individual.
  8. The air of battle had been removed from the lands of the orcs since the declaration of war. When Skaatchnak had took the mantle of Rex and reformed the IRON'UZG, he had already cast out TARGOTHS and abolished SLAVERY. The prolonged conflict with descendants only exacerbated bloodlust. Whatever demands the dwarvish people wanted, the Rex would accept. He had come before to make peace, and would do so again. The haruspex leaves a bloodied hand as a signature, marking the changes to come.
  9. Panashea

    A Call to Rukas

    The Rex smiles on his clanmate, hoping the Izig can spur the craftsmen, the smiths, and the architects into adopting the good spiritual practices of the RUKAGOTH. The work of a Ruka was marked by the desire to shape and influence the nature of the spirits, as well as the hearts of the orcish people.
  10. The Rex, Skaatchnak'Izig approves the diplomatic work of his Dominus. In the past, he had allied with the people of Malin as the leader of the Horde of the Thagurz'Grizh and would do so again. "I long for a day in which the tarnished name of orcs is made good".
  11. Interested in RP resource nodes, or Dungeon Crawling? Check out the ongoing progress of San'Khatun, the orcish holy city.
     

     

  12. SAN’KHATUN A CALL TO SPIRITUAL FOLK The orcish people have revered and worshipped the Spirits since Krug’s first encounter with them. In his passing, the magic has been passed on, twisted, and even split from its original progenitors. No longer. San’Khatun, or city of knowledge is a place in which ALL who worship the spirits are accepted. Those who desire access to the beauty and strength of the Spiritual Realms will do so here, as well as witness the orcish history that served to forge it. The sacred city is a place of severe reverence. WHAT SAN'KHATUN IS (OOC) San'Khatun is my current passion project on Lord of The Craft, and I have a lot of exciting ideas for it. As a long time orc, I've seen the phases of the orcish community. Schisms often form IRP through culture or practices, and it's done a lot of damage to the orc community, as well as made it difficult to always remain a singular nation. My intent is to make this an Event Area for PVPers and RPers to enjoy and learn shamanism and Orc Culture. Resource Nodes The current resource nodes don't really feel fun, especially to new players, or people who want to craft with interesting materials without running around the map to a cooldown timer. Within San'Khatun and its surrounding areas will be specific resource nodes. Collected by completing dungeons,hunting, farming, spiritualism and other aspects to orc roleplay, learning about orcs will no longer be trawling the forums or hearing what should and can't be done by old orcs. Orcish stories written in game will liter these challenges, and help to contextualize the experience. The different resources will serve in honorary trials, shamanism, hunting, coming-of-age, as well as eventlines,feasts, and festivals. PVP and Orcish Conflict Not all events will purely be roleplay. My intent for this area is to create warzone of shrines, clan halls, or specific roleplay locations in which clans can fight for, so that new players feel inspired in doing work for their clan, or feeling influential in the decisions they make. This warzone would also serve to resolve conflicts ESPECIALLY between clans and larger orcish groups, rather then just fracturing or restorting to OOC toxicity. This definitely requires a larger orcish playerbase, but I don't see why other spiritual groups couldn't involve themselves in this spiritual battleground as well. Shamanism The dispute between shamans and the orcish community has been a long-running grudge since 2015, when Hellfiaz gave it to the dark elves despite protest from the orcish community. At this point, the anger from me has subsided, and I appreciate many of the non-orc shamans for putting in a lot of work and effort for their communities. I'd really hope that rather then having a fractured cluster of shamans here and there due to OOC conflict, shamans of all kinds can gather here without feeling persecuted. Other similar spiritual or naturopathic groups would also be welcome here, and I'd encourage them to do so as I create events and design spiritual antagonists for them to face. PLEASE PLEASE PLEASE If you're interested DM me at dreamsicle#1521. All of this is very tentative and I'd love feedback or engagement from other groups.
  13. Panashea

    THE IRON UZG

    |THE IRON UZG| Every Orc is born of Krug. Regardless of their breed, clan or profession, all are born with grishhûn. A mind and heart that bleeds the will of their Ancestors. Founded through orcs of various creeds, brought together by a steadfast will, the IRON’UZG seeks a land in which Krug’s will is law, followed not only by his children, but by all Descendants who seek enlightenment. CULTURE The orcs of the IRON’UZG revere Krug. As Father of the Orcs, it is his light and wisdom that guides every Orc to live honorably throughout his life. Because of this, they live by and enforce a strict code of honor. There is no slavery, or the trampeling of justice through the mentality of might makes right. There is strength in many forms, and all physical strength inevitably fades. To become great within the IRON’UZG, one must prove such to their people with feats or great works. Orcish spiritualism has evolved into something greater. Rather than simply praising the spirits in bloody worship, the orcs seek self-actualization in growing closer to Krug, in hopes to be as great as him. This practise is known as khatûn, and is composed of focusing on the orcish spirit, which is divided and sectioned into many parts, changing and tearing as the individual grows. |LAWS| CITIZENSHIP/HOUSING: I.Second-class citizens must purchase a home or stay free of charge in the designated slums. II.All Uruks are entitled to the full rights of citizenship under the Iron’Uzg. This includes housing, access to food storage and armory. An orc outside of the Iron’Uzg is no different from a visitor, and can be granted the same rights should they wish to return. III.Non-Uruks are permitted inside the city granted they abide by the laws of the city, and provide tribute if they seek intercession or enter San’Khatun, The Shaman City. IV.Non-Uruks are able to apply for second class citizenship. Second class citizens are entitled to slum housing and protection while inside the city. However, second class citizens may purchase larger homes. V.The practice of slavery is abolished. There are no slaves of labor, or a snagagoth and pillages upon the other descendant. Temporary slaves of war are acceptable. DISHONOR I.Killing another Uruk in cold-blood is punishable by death. Disputes must be settled by an honorable klomp. Exceptions may be made for self-defense. II.To own slaves is a great dishonor. An orc does not make his mark upon the world through the labor of those weaker than them. Any slave-owning orc will be whitewashed, should they choose not to release their slaves. III.Unprovoked bodily harm to a second-class citizen is punishable by public beating. IV. Unprovoked killing of a second-class citizen is punishable by dismembering. First offense will have offenders lose an arm, second-- a leg. V.Voidal and Non-Spiritual Magics are forbidden within the main city, and seen as an insult. Within San’Khatun, punishable by death. VI.Any Undead or Undead-aligned folk will be killed on sight. GOVERNMENT
  14. THE TARGOTHS DISPOSED Skaatchnak had seen the blood of Krugmar run dirty before. When he had arrived to Arcas, the orcish people were little more than beasts. They reveled in slavery and in the murder of the weak and innocent. As an outsider and foreigner, the orc could only speak to deaf ears. The Izig had grown tired of the cycles of shedding accursed blood only to lose the orcish people in turn. He had grown tired of a peoples who spent their idle time enslaving those weaker than them. Their culture risked another step towards darkness and their progress being erased. The orc refused, and raised the mantle forged by his son. Beneath this banner his son had forged, the orcs would restore their honor. The two Targoths would be disposed. The new Targoths would be claimed by the Ramgoth, a lineage of orcs who had formerly served the Thagurz’Grizh, and who had fought alongside him. Then also two members of his clan, who had longed to organize the scattered. The fresh blood would be good. The time of ceaselessly adhering to bloodlust had ended. The rungs of orcish society would form. A brutal practice of slavery would end. Culture and honor would begin to burgeon once more, and the foundation of a San’Khatun -- a city of knowledge would cement the IRON'UZG as a spiritual and restrained people. KRUG did not save the world from Iblees to spill more descendant blood. The orcs of the IRON'UZG would hope the same.
  15. WASH AWAY THE GUILT [!] A whitewash after numerous run ins with Orcish Hunters | NATURE OF WHITEWASHING | Blood, sweat, shame and dishonor. This is the legacy the whitewash brings upon Krugmar, but also the legacy that Krugmar brings upon the spirits because of their whitewashings. For centuries, Uruk blood was spilled simply because they found an appeal in exploring the world as nomads or taking up residence in a far away nation. This conjured forth fractures in the Uruk nation, with some whitewashes turning against their Krugmar brothers. It has become clear now that the work of whitewashing an Uruk, and hunting the kin of Krug simply because they do not live under the Krugmar banner is the work of Ogrol and Shezept, a plot by the taboo spirits to tear our brothers apart. No, this dishonor is to be spared to the heretic and dishonorable. The brand of the whitewash is to be placed only on those that seek out to fight against the Ilzgûl, to those that take up arms against their Krugmarian brothers. To those that learn the voidal magiks, or worship the false deities. They are to be declared, hunted, found and slaughtered like the pigs they are. This is the will of Krug. This is the will of the Rex. | RETURN TO HONOR | Return to the Iron Uzg, whether as re-found orcs, pilgrims, or guests among blood. [!] A letter is carried out through the lands, whether this be via goblin crier or messenger raven; it is sure to reach all whitewash ears. The green handprint of Krugmar is slathered upon it’s paper surface. “To the whitewash, Return to Krug. An age of honor, strength and stability has dawned. Venture to the home of your kin as uruks; whether you choose to stay is of no importance of us. We all share a bond, the curse and blessings of Krug and his children, for that is who we are. Return to Krugmar no longer as whitewash, but as pilgrim or guest among blood. This is our call. NAGIJAK ÛRUKIM The IRON'UZG”
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