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TheNanMan2000

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  1. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly to the Halfling's armbar. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  2. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  3. Cymru am byth

    1. Rickson

      Rickson

      Cymru am byth, ffrind.

  4. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, 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. 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. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. 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. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  5. Only real gamers accidently destroy their allies after a failed raid attempt.

  6. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  7. [!] A rampant rise in fliers increase across the realm

  8. Got some nice shading on those skins
  9. To the Forum Moderators, can I have a sub-forum opened up in the Orc forum dedicated to ‘Clan Gorkil’?  

  10. About time an animal that’s been in Clan Gorkil for 8 irl years gets it’s own forum post lmao. Good job
  11. They can play hybrids already, that’s why you see half Orcs and half Ologs. It’s just nice for hybrids, that already exist to have clarifications, in order to make it fleshed out and able to be moderated by the LTs.
  12. I feel like the strength of Orcs needs to be clarified. Many people think Orcs just have strong slow-twitch muscle fibers, as in being able to lift things, although that seems ridiculous to me when you consider their lifestyle. Orcs would have the strength of a Chimpanzee or Gorilla, considering how tall they are, meaning they are strong in all forms of muscle fibers, so that they are capable of hunting, killing and feasting on the large beasts they are required to consume to not starve. Perhaps you could add a section about their strength to weight ratio and motorfunctions/balance. Too many people think Orcs are strong, bumbling idiots.
  13. Meditating in the new land, atop a mountain he had found, he would receive news from the Clan’s trusty messenger-Goblin about the latest news. Murak grins warmly as he hears of Hargurr spreading knowledge about the eldest Clan in existance. He then continues his meditation, trying to contact the Ancestors and gain more knowledge for the martial art of Hun’Zna.
  14. Although I adore Raguk’s massive amount of Lore and unique Clan roleplay, I don’t want every other Clan in Krugmar to feel compelled to push out their own Clan-specific lore pieces and feats in order to keep up with Clan Raguk and it’s aggressive noob-wrangling. It’s not that other Clans aren’t able to, because they are, but because it’s completely un-necessary to keep the Nation of Krugmar, and the Orcish Race afloat, to have Clan feuds for the sakes of circle-jerking. There’s no reason the Clans can’t have their own unique Lore but still mix it all together to make a diverse and attractive Nation to various amounts of players without having 1 Clan farm everything for themselves. Orcs already have insane Clan beasts, atop their Clan lore. We don’t want to compel more Lore bloating.
  15. Wow guys we got the victory royale

     

  16. +1 for a new metal to be smithed by Dwarves +1 Because you’re a fellow Welsh lad
  17. Thoughts on needing to carry a lored and signed suit of Plate Armour in inventory when ever your character is wearing it IRP?  Too many walk around with it on as if it’s some cheap and comfortable piece of gambeson.  Plate is extremely powerful armour and expensive, and should be treated as such in the rules.

    1. Show previous comments  11 more
    2. TheNanMan2000

      TheNanMan2000

      @Temp Maybe, or since people who donate can only sign items a certain amount of times a week, they could charge a fair price for their work.  Also, that’s the worst that can happen.  People will have a signed item in their inventory, and if such happens and makes no impact on full-plate usage, the rule can be retracted.

    3. Temp

      Temp

      If it’s a lore required piece of equipment, a member of the LT would need to sign or approve it. They have the ability to sign an infinite number of objects as LT. If it was a rule that require smith enforced creations, they’d likely be given a means of infinitely signing produced items as well. Once again, not much would change. The idea, for LoTC, just isn’t an applicable one. It may come across as ideal and I understand your intent but it’s implementation would do little to no good as far as I can see.

    4. TheNanMan2000

      TheNanMan2000

      @Temp No, when I say lored, I mean item description.  I agree that needing LTs would make it silly

  18. Why are status updates always random or pointless quotes and statements people come up with.  I wanna see some edgy memes you weebs

    1. NotEvilAtAll

      NotEvilAtAll

      .

      Edited by NotEvilAtAll
  19. Malugar would find the idea of fixing a metal jaw with pins inserted into the jawbone slightly too squimish for his liking. But then again, he wasn't a bloodline Raguk.
  20. If you love the Spirits as much as we do throw in your **** too boyo. @Pond Hosh skah, bruddah
  21. After days of hard labour in the desert, pulling up wood logs and stone to be refined up a steep, rocky hill. Mûrak'Gorkil began slaying Elves. Collecting their bloody skulls as tribute to Kezt. Finally, his Shrine was complete and stood tall in the Orcish homeland –
  22. @HortonHeardAWhoNp, I’ve seen the cart inside and outside of the Human capital, so you have my support in your claim
  23. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
  24. Good lore from a good lad. I look forward to see what you do with the culture, which seems to be mostly untapped by the LoTC playerbase.
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