Jump to content

Clan Raguk

Member
  • Posts

    19
  • Joined

  • Last visited

Posts posted by Clan Raguk

  1.  

    Spoiler

     

     

    ELDER ADDITIONS

    CN16fPh-2QSS1aImDlaW7ysBPp1j9eNHoLC6pv15xUzsNit2TPPqrlUScihyrA8eya43IgswBaDflWCxBCdFFv4fivsVmilH2nl1gDHS6aDcdKHNc85f2SJtj4jvjKKiQikteqbc

     


    While the grunts in the clan are inexperienced cogs, it is often that if oiled enough, a grunt may ascend to the rank of Elder. Elders are the smithing hammer and wrench that fixate the cogs, churning them into gear and oiling them. To improve efficiency, the Elders of clan RAGUK are put into 3 categories: Raidbozz, Grindbozz and Gruntbozz. They are officers, ready to do their duty to KRUGMAR.

     



     

    RAIDBOZZ

    xtPqYzIDnW07xEtklwk48CT2YycAKoH5UobwAbFop3bHd8NOOR2QloAN_oEEazIOMCVedFckZ3uKMenzIMhSGcxs8_KDJgNSMVgRuHzaz-eDyl9TsYJu5n3plH56DxYGMds5S_ag

     

    Though an infant clan, Raguks have endured many wars, many victories and on occasion defeat. Though through the cinders of the years, Clan RAGUK has reforged itself, outfitted itself with the best tools and reintroduced itself to War.

     

    Though a simple adjustment has not been enough, it has been decided that one raid every cactus week will be carried out, supplying KRUGMAR and RAGUK with plentiful plunder. But whom will forge the cogs in battle? This will be the job for the Raidbozz. They will schedule and lead Clan RAGUK in wars and battle alike.

     

    RAIDBOZZ AS OF 1648: Kuntkloberra’Raguk

     

    GRINDBOZZ

    kzthiuoy8svQ9rVAP2_aOp1d-nHkccLCSbZ2r1LggWiYmAIAhnlrxIcufOip3WAmyKwA063fsWCyV4_ZfgPQf1A-0uAMjToiH-T1_xUcrKW9d1d9_RsYcoMDHyVvfHX1tB2yGN1b

     

    Though the redskinned behemoths are ferocious in combat, they are unsurpassed in labour. Their proficiently smithed armor is frequently seen among uruks of the Warnation, and their manufactured warhammers bludgeon the foes of KRUGMAR.

     

    Though the warmachine has been dormant as of recently, and the obligation has fell silent. In order to fix this, the title of ‘Grindbozz’ has been reinstated. The Grindbozz is willed to schedule and gather the hammers and axes, the sickles and picks of Clan RAGUK. He will take this force and quarry the mines, reap the fields and produce the many components that churn KRUGMAR forth.

     

    GRINDBOZZ AS OF 1648: Zrarly’Raguk

     

    GRUNTBOZZ

    6cd9TyXb2_DVS9ZEIz7isbe6_gL__Lt7jG2XGYaxqSdM2XwO3fQlb2J03u0v6C2RAE9mdMTRKA2CFGhQsK3S2_yiT7myJ5cMM0nu13oBljydJeRC_fkBe4UWljgW3ZuCpm5ENyuz

     

    Without proper treatment, a machine will refuse to work, it must be oiled and cleaned. In many ways, the cogs of RAGUK require the same treatment.

     

    The machines must be trained to churn on for hours, days or months if needed. This is the task of the Gruntbozz. These loyalists to KRUGMAR will garner up Raguk grunts and introduce them to the life outside the Goi, hardening them in battle to such an extent that they would never resort to pacifism. The Gruntbozz will reforge them from cogs to their own individual machines, united with a singular goal.

     

    GRINDBOZZ AS OF 1648: Ka’nur’Raguk

     


    Lluw79sY5UadVjaciuslL0GEyTBV3WU8KW2g-h4nj7cneszBrEHNQFXyMx8AGt5e5LnzkGi4HEYFHgUo52p896TN_RPZm4BjX3ZWcbRuesyFet0HpRKw9v07pwJLUndW1rk2QqSD

    ANG GUND GRIIZH

     

    ((Many thanks to the Elders of Clan Raguk who have been so helpful and supportive!))

  2.  

     

    RAGUK BULLETIN

     

     


    [01/20]

     

    VO3H4Z5ylXwcaaEXoDyWifIdULxzpZn2qHZ6shwWoQRNkt313mRIQ3OlRLlLL1rdjqdivhFFi7TbSg10_ad-scnIFLe6qO3yZMSyyopNaHy4kTMdmJNxrcQ6FefaaRWFlu2dqZEg

     

     

    YEARLY RAIDS

    As of the 23rd of the Grand harvest, 1647, clan RAGUK will conduct scheduled raids on settlements once every Cactus week. This will usually be acted out on the Grand Harvest or the First seed, when food is regularly farmed.

     

     

    INTRODUCTION OF THE TITLE:’Hammer of Raguk

    Each RAGUK takes pride in his work, so much as to klomp others for the right to be known as the best smith in the Clan, if not the Warnation. For this reason, and for the reason of supplying the clan with equipment for raids, a member of RAGUK would be rewarded the title of ‘Hammer of Raguk’ if they are the main supplier of the Clan’s Armor. This title will be revoked once every cactus month and bestowed to the next month’s top supplier.


     

    IN OTHER NEWS:

    Members of Clan Raguk are encouraged to move out in Atlas and spread their strength by either killing, enslaving or merely amuse oneself in or outside San’Kala.

     

     


     

    ANG GUND GRIISH

    Lluw79sY5UadVjaciuslL0GEyTBV3WU8KW2g-h4nj7cneszBrEHNQFXyMx8AGt5e5LnzkGi4HEYFHgUo52p896TN_RPZm4BjX3ZWcbRuesyFet0HpRKw9v07pwJLUndW1rk2QqSD

  3.  

    “Come, let me teach you strength!

    freFzpYTrvgUrTxik0wjnrEAZWBs462OZfdATLd9ykZrGbHGX5WjnqLg86tuxy2aUXL9za-voicRWJ-DR5_jNMkQ9LPQ8-95arWz3KLZaiM3_egCjtbCTVTwaBHK_92i_2ETCu9p

     

    For many a year the merciless cogs of the machine of which is Clan RAGUK have been working on their own, mustering their strength up and forging their reputation anew. Now they seek to test the might of others, and throw their ideals into the festering world. . .

     


    RAIDING:

    Garr, a clan of fearsome warriors and savages, their strength tribulating that of elves and humans for many a month, before forging alongside Clan Gogol into RAGUK. Uruks of clan RAGUK are well-renowned warriors, and it is an accepted and regular custom to raid in the name of the wargoth, REX, LEYD or even KRUGMAR.

     

    Uruks of Clan RAGUK are usually seen raiding to garner trophies for their houses, - as the Raguk with the most trophies is considered the best and most notable fighter-  or to use captives as livestock for Gazigash. Whatever the reason, these red behemoths are a fearsome sight in front of a city’s gate. . .

     

    SLAVING:

    The other descendants are weak in comparison to the uruks of Krugmar, and many a time it is seen unfit for Uruks in other clans to do minor tasks such as clean a house or cook food. In the home of the vanguard, this case differs. Unbroken orcs seek to have the most efficient laboring system possible. This would mean having a large sum of workers, to complete the various needs of Krugmar within time and within an efficient quality range.

     

    For this reason, Raguk orcs often move out to enslave the other descendants, their firm and iron grasps ranging from Dwarves to Elves. In Clan RAGUK orcs cannot have property of the slaves take, as all efforts go to the Clan, and thus KRUGMAR.


    nr2obUd-uEV0GnufvxnKH5lTdF3nku8s1Hd2gqF5NErv3Yo5EMIB_hBfSBQeJTwzimVMTj_I7nWphh1s7aJ77i45kiAH-2Ec4EOn77krC1z-NdW5uGfTMNOMEhsT04GvaoA0XeAQ

     

    “ANG GUND GRIIZH”

  4.  

    RAGUK CULTURE: GEARS AND TROPHIES

    tHRvN6ZblW1XxQgqzU-24_EryXBIDFLgAEzNGlW4eRPgSVCSoB-I0JEjoxDVvw5ECli5fTl6IWeHbc0gNyEX2ebVvBblWx3LkmaP28-u4Gf7xEIdhLmS2RqcAmZcek1xi4rpoElJ

    - Made by 6kart on Deviantart -

     

    Raised together, trained together, bred together; What else is there to do to convey one’s superiority or demand respect from others?

     


    THE GEARS:

    RAGUK is a machine, and akin to all machines is run through various parts and trinkets which churn it forwards.

    • Vulka - The Strategists that bend within Clan RAGUK’s red hue. These orcs have proven either their ability to take charge in battle or devise plans to ensure victory for those of RAGUK. They stand as the overseers to the other gears and diplomats in time of need with the other clans and during foreign affairs. This, however, does not put them above any other gear however as even one of the Jevex Gear is capable of standing up to any Vulka who may be beginning to believe they are above the others.

    • Jevex - Workers of the Clan, these Orcs sacrifice themselves to the constant grind of the Clan. These members of RAGUK do a lot of the grunt work, from farming to the required mining, and are unable to own slaves. This is the starting position for any new member of clan RAGUK that is not RAGUK descent. It is not a shame to be a Jevex Gear as all work is viewed as necessary within the Machine, and even the smallest gear is essential. The reasoning for their such low starting status is to give non-raguks a place to prove themselves, hence why all their work but be their own and they are disallowed, slaves. However, if they prove themselves they are capable of removing the Rust associated with them.

    • Trokorl - Tinkerers, These orcs are put in charge of inventing new siege machines and work alongside Vulka. These orcs are the masters of creativity and discovering various new ways of how to flat an enemy they come across to sate their bloodlust. It usually consists of goblins, the slightly more cunning and intelligent of RAGUK who channel their bloodlust into machinations of death and secretly serves as those who interrogate slaves and prisoners using their less, flaring discoveries.

    • Gentharuz - One of the leading spirits within the clan, the Gentharuz gear is responsible for the mass production and distribution of the greatest weapons and armor  in all of the map. Their craftsorcship is unparalleled in both design and functionality, only using the best of materials to forge their creations, and typically when not forging spend their time working with new metals and ores, and creating new alloys out of their research to test their practicality. The bloodsmiths and spirit smiths lay within this clan and are responsible for properly blessing all weapons to be used by the RAGUK themselves to properly feed their RAGUK pride as the best.


     

    HONOR

    Within RAGUK, the words of Honor, Dishonor, and Whitewash all take up different names from a different viewpoint of what they mean. Honor in RAGUK is not merely following the rules, but most importantly not being useless and playing a part in the ever turning machine that is The Iron Uzg, as such Honor is Oyeled(Oiled) to represent the clean and efficient function of a member. Dishonor is “Ruzt”(Rust) to signify those who have either lost their functionality or never had one, and Whitewash is “Luzzcrew”(Loose Screw) to show that which has come undone from the functionality of the machine entirely and threatens to unrivaled it in its entirety, so it must be removed and replaced in its entirety. Those who are accused of “Beginning to Rust” are required to prove their significance within the machine, from a simple klomp, to doubling their daily work, in which case they will be considered Oyeled again.

     

    TROPHIES

    The tradition of decorating one’s blarg [Blah for ‘home’] is long dead. Rotten over time, yet under Ka’nur’s reign, the RAGUKs revive this tradition. Originally, it was common to see heads on pikes and ears hanging from rafters while strolling through the Goi, and it will be common once more. In addition to this, and to show why it would be unwise to dare to oppose the Machine, his advisor Hazurk suggested a new trophy system, though completely to sate his own ego, he additionally wished to give a reason to be feared within the Uzg. These would be trophies to prove oneself in a trial, or do show the countless battles a RAGUK has fought.

     

    TROPHY GATHERING FROM CERTAIN RACES:

    • SHARA [Human]: The eyes of a human is considered a good trophy, especially in war-times. This is done so because as the shortest living race of the descendants, Hazurk found that through proper maintenance, the fear of a human's short life being cut shorter could be preserved. A common item used to tell stories of greatness.

    • TWIGGEH [Elf]: The ears of an Elf is considered a valuable and decorative item. Commonly strung up with multiple ears, these are usually worn as necklaces.

    • ZNAKK [Halfling]: Teeth from this horrid and hairy creature could suffice. Though not seen as much in terms of honor, it shall suffice to cover mediocre trials if one does not wish to go out of their way to hunt a larger trophy.

    • ZKREW[Whitewash]:The tusk of a Ruzted or Luzzcrew is considered the greatest trophy one can bring to honor themselves. As the Uzg must be feared, those who seek to derail that mission must be executed or humiliated as the worst of all crimes. Their tusks are then collected to serve as proof for the mighty RAGUK's work on that day, usually celebrated with a small feast or gift of slave hunt


     


    Py4VCmUE1QPNGuOn4nm11Tu7ZrnpzJMv-9xIoWcaD26d_HSEpL78F8Rjp-NQ4wG_yyZWvgD5p-_LopVeUtoN1inGs1qNR2CEg3QGxWOLAlEEcuLLhJsVhpiJflRtGEZr0X1qlCCG

    “ANG GUND GRIIZH”

  5. “MANY THINK IT IS THE INDIVIDUAL FIGHTER, BUT NAY; IT IS A COLLECTIVE WHICH FORGES RAGUK INTO A FEARFUL SIGHT.”

    14KtzTNXqaB_lY--xxVA9RMlIbqZtqknTHeCjrA52LxkfpydLgr7TBf38C0Rs_wvIo8T0zQ1BavjysEdyu7HTCPGYS22LMMo5QIRUtYo6bRrfFqpP4KMz6vNxzZLp5yvy0EYVhm5

    -Art and Description of RAGUK under Nagg’s reign, done by a RAGUK slave-

     

    By far the most modern and matured clan in Krugmar, the industrialized figures of Clan RAGUK once swept over the realm; a Wealthy tide of 20 000 redskin warriors. Though Clan RAGUK’s fighters have a certain code that commands respect.

     

     


     

     

    INITIATION:

    Those that wish to join RAGUK yet are not of Gazigash’s liking - Have not acquired red skin - have a slim chance of joining RAGUK, though RAGUKs are known to face whatever trial they are faced with, no matter how daunting. For this reason, RAGUKs are encouraged to retry the initiation. Though for those that do press onwards, three trials away them, that of will; strength and skill.

     

    • STRENGTH: This trial consists of the initiate klomping a RAGUK. Whether the initiate succeeds or is succeeded, is irrelevant. For the klomped RAGUK will decide whether the initiate is worthy of joining the Vanguard, if not, they will be turned away.

    • SKILL: It is widely known that the Unbroken wield weapons of war which benefit the warnation greatly. For this reason, the Initiate will gather materials and display either a Weapon, suite of armor or blueprints for a Siege machine. If said component is up to par with RAGUK’s standards, the initiate may continue with the trials.

    • WILL: The last trial will truly test the RAGUK’s skill. They will be thrown into a cage with a random clan animal and is expected to kill it with their bare hands. If the member succeeds, they are branded with an open palm and is hailed as RAGUK, If not, they are dead.

     

    PURE BLOOD OR RAGUK BORN: If a RAGUK is of pure blood, or born into the clan, they will be branded or tattooed at the age of eight. Where they will be sent into the mines or forge to start pumping out weapons to churn KRUGMAR.

     

    INITIATION CELEBRATION: However, if it is of an outsider joining clan RAGUK, their success will be celebrated and a Raiding party will be assembled to hunt down or gather snaga’s for the nation. If it is not a time of war, or under the REX’s wishes, RAGUKs will simply hold a tournament in the arena.

     

     

     

    DISCIPLINE:

    It is well known that Clan Raguk is a militaristic and industrialized clan, their palms often found as crimson as their flesh. Though unlike most clans and other militia’s, they obtain discipline and find great Honor in following their Officer’s command. For this reason, a show of respect is often shown in the ancestral words; “Akrex” or “Narrex”; With “Ak-” showing gratitude or displaying agreement and “Nar-” the opposite, one of disagreement. Following the Old Tounge words, the rank of the officer is often said. For example: “Nargoth” or “Akelder”. Though another way of parading respect is through a Roman/Raguk salute, which was mostly used under Leydluk’Raguk’s REXDOM.

     

     


    17kqMoQ7AGSV4EQkmfQ6wcFfbVN-yGKorfA1wDiYTSmOy-TUHWzxrM5ZC74BY78X3FjBdWzJsk942YTjTfkoIgi4HplRAZqjiB55xuZILArUZ5jCXx5q624ehIx5JPv7HlYld7F7

    “ANG GUND GRIIZH”
    ONCE AGAIN THANKS TO THE ELDERS FOR THE HELP

  6. “OUR PALMS; BLOODY! OUR FORGES; ALIGHT! OUR ANIMAL; DAH MYRZYM! OUR VICTORY; UNZTOPPABLE!”

    naDXbUkwhBZcbug3ai0Oz1mjergs10hQPWVkC2kLMd63geMOhJ3gLIQ0LK4i4G44VgfXWrItA-reQ2ct9o9fXa0ao2F5xc9gim7AEf4VOdI7V8w3FBfbTTuOX3kYZB9ZWulCMLUX

    - An Armored MYRZYM -


     

    The UNBROKEN warriors of RAGUK are taught from birth to use whatever they can to catch a grasp on Victory; And this, they will do.

     


    MYRZYM:

    REVISION: WRITTEN BY WUD

    The desolate plain of Vailor bore no fruit for the Raguk; they had been allotted no mount, for each current were within the grasp of other clans: the Braduk had their thick-skinned compatriots; and the Lur had their agile wolves - perfect beasts for hunting, but the Raguk remained without the company of a beastly companion. It is said the Wargoth of yore averted his interests from scouring the barren plain to otherworldly beings - the spirits. And it is also said that they provided. The Urukish leader returned from the plain of lifelessness with a fresh born  creature walking lamely in its infancy. It appeared like an elephant, but strode with heightened grandeur within its gait in comparison to its counterparts, and seemed - though ever so slightly - larger. A proud creature it was born, and a proud creature it remained.

     

    The myrzym are, conveyed straightforwardly, bred for conflict. Their tall stature safeguards the rider from high swinging blows and their thick hide protects them from strikes of lower course. Their tusks are as sharp as razors, and viciously boast a knack for impaling oncoming traffic.

     

    Though their purpose remain generally within combat, they possess cultural importance to the Raguk. They are a clear representation of the spirit's ability, and are thus respected as much as the wargoth of the clan.

     

    Myrzym appear often adorned in a collection of awe-instating jewellery: typically formed from precious materials, and a product of Raguk smithing.

    Fine velvets and silks are usually draped across their bulky frames, and painstakingly conceived paints cover their leathery hide.

     

    In the event that a myrzym is slain in an offensive altercation, the owner is expected to mourn the loss of their companion. The remains are traditionally crafted into ceremonial armour which is donned for 15 days and 15 nights. Thereafter, the uruk is expected to tame a further myrzym.




     

    BLOODSMITHS:

    REVISION: WRITTEN BY SMAWTON

    Many decades ago, when the Raguk had settled into Vailor, the Wargoth at the time, Kharak'Raguk, set in motion a series of events that would allow the Raguk to rediscover the Spirits.

     

    Those that decided to follow him along this path would come to create a mysterious cult beneath the scorching sands of the Uzg, where they would work with the Spirit of Blood and Bone, Gazigash, to achieve craftsmanship of unprecedented potential.


     

    Those within Dâr ob Griish, or the House of Blood, are master smiths and craftsmen in line with the traditional aspirations of the Raguk, serving most often at the apex of their chosen professions. However, they differ in their approach to the forging process, by utilising the latent abilities of the Spirits to help enhance the quality of their creations.

     

    This is done predominantly with blood, the crimson stream that gives life to all things and runs deep with iron, sharing the stench of forgery when exposed to the air. The Dâr ob Griish believe that the iron in the blood of all living things is critical in empowering the creations of their forgery. By working in unison with Gazigash and Gentharuz, the Spirits of Blood and Smithing respectively, these Raguk will add vast quantities of fresh blood to their forging process in order to create what is widely known as Blood Steel.

     

    Bloosteel is remembered as one of the strongest metals in the Mortal Plane, outmatching even Black Ferrum.


     

    COMBINATION:

    Sitting in their Fort; San’Lyubsha, the crimson Uruks pondered new ways to war, new ways to dominate the battlefield. It was then when Wargoth Hazurk’Raguk conjured up both a simple and ingenious idea: That of combination between two major pillars of Raguk culture, the Myrzym’s might and Bloodsteel’s endurance.

    It was then when he instructed his Goblin lackeys, Elder Ka’nur’Raguk and Zrarly’Raguk to draw up blueprints for armor, for the Myrzym. They would be fitted heavily in Bloodsteel plate to ensure no blade would draw Myrzym blood again.

     

     


    TDLR: Myrzym (10-15 foot Elephants.) will now be fitted with one of the strongest metals in the Realm, only being able to be made by RAGUKian bloodsmiths.

    vJYN8FkNekJzzbwOy33eul92Igb7EX1ffqUG4bZS58WDQBiu_bAWhu6k06PgPSqqd_pWXniLTJt43OxJ_8DKyMsUUVmiFDPwsphYtvBMCGDGojueXS2jdIMp-SrEWmktcyDWLXq0

     

    “ANG GUND GRIIZH”



     

  7.  

    “WI AM UNBROKEN, ZO LET UZ LOOK DAH PART; ZTAINED WITH FURY AND FIRE!”

    0oZmK6GOYL8kK5yoT-UmfN695SWhDgeMfRBSn383i82KtrxpYMXV6FeDh2rp43P6VtULPIpimPjnTEdhmsUI36Ae1iBVZhgSHtDPMxzY92vuFAuVzWNwQ0bJ9y7-rbIDDZj1wCVu

    - Malgunuz’Raguk -

     

    The unbroken warriors of RAGUK, forged from hardships and enhanced through steel. The common Orcish Stereoptype of lumbering Uruks apply here, though the Purebloods of RAGUK have developed into a different appearance and way of living.

     

     


     

    APPEARANCE:

    • OLOG: Clumbering brutes, bred specifically to hammer away and churn the cogs of the Warnation. Due to the nature of the job of the raguk, the ologs tend to be educated by the goblins and other uruks to allow them to work independently when needed, from the rest of the clan. As such, they tend to be quite a bit smarter than the average olog, only minorly dragging out their sentences and having a minorly higher ability to think for themselves on complex thoughts. However do to doing most of the heavy work around the raguks, they are a bit shorter than most ologs as the machinery has stunted their growth a bit, though they are built of mostly muscle rather than fat.

    • URUK: Uruks tend to be more stout, though they aren’t abnormally shorter than other uruks, they tend to be on the slightly shorter side, though they have the highest muscle density and their bodies are made of pure muscle. It is rare to find a Raguk above the height of 7’5” foot tall, as they usually grow from 6-7’5”.

    • GOBLIN: Unlike their brothers, Raguk goblins tend to be much taller than what most would believe, between 5-6’5 feet tall as they are not required to do as much detrimental machinery work as their brothers and do more so lighter machinery that remains healthy and therefore allows them to continue to grow and become made of pure muscle much like their uruk counterparts, typically weighing between 300-400 pounds



     

    PERSONALITY:

     

    The common RAGUK has a very near-minded mindset, believing that if a part of something is unneeded or broken, it will be cast away; Much like a machine. They are also very blunt, not needing to express themselves in fancy mannerisms when talking to other. They will say what they are thinking, and if they dislike you, they will express their hate.

    Prideful, they have large self-esteem, believing they are what churns Krugmar and therefore, the best clan.

     

    RAGUKs are peculiar Orcs, much unlike other clans. For aeons, their symbol has been that of a Blood, open palm. This was to show how unique each RAGUK could be, though recently RAGUKs have developed a different mindset, that of efficiency. The open palm now represents all that they need, 5 Spirits; one for each finger. RAGUKs commonly believe these are the spirits that are essential to them, and so the only ones needed to be worshipped. An exception to this Rule would be LEYD, as RAGUK was formed by Clan Glogol, and Clan Garr; A slaving and Warrior clan. These two clans valued LEYD above all else, and caused Raguk to gain the title of Unbroken and the Vanguard. LEYD would be seen as one of the most prominent spirits in Raguk.

     

    • Gazigash- Spirit of Blood and Bone

    • Vulka - Spirit of Warfare, strategy, and siegecraft

    • Jevex - Spirit of Order, Hard Work, and Self-Sacrifice

    • Trokorl - Spirit of engineering, machinery and construction

    • Gentharuz - Spirit of smithing, smelting, industry and forging

     

     


    UWhBvruFXlghIFDzLt_PSCSD9dXs8nd5NWw2D1hGyUGbCeO3n7ZHQ6msSLsJGQDmVEcn1K9R4PbkcLkg0CqCoHl5Xrud3bVo_XLGXUYUFH1abakuukusUMC5e7GqRfFImgon2Tu-

    SPECIAL THANKS TO MOTO AND ULTRAVIOLETPIXIE FOR WRITING THIS UP

  8.  

    RAK RAGUK

    Clan Raguk

    onY0afwQnq5npOl_ZlE2KGQ4hWJTlR0TDGEAoQpOkD8ku-M1B6lQZDWpsMH2doX7TozRfFsZ-88AAJm4GLq9mZkSHYgaaKI_yoyGXv6irA_U0n9Lye8BumlP7vP-HPTLqHipppfT




     

    “Lûp-Leyd, Lûp-Gazigazh, Lûp-Gentharuz”


     

    The unbroken of Clan Raguk, a notoriously merciless band of behemoth, hardy uruks, and their equally fearsome larger olog counterparts. Their hide is stained with a deep red hue, much akin to the blood that smears their palms, or the molten blood-steel that comprises their weaponry. The bloodlust and militaristic prowess that naturally sears through their bulging veins grants them a bloody reputation that rivals the other clans.

     


     

    History | Bârzuga

     

    History of Leadership

    Decades ago, the Raguk company was alone feared for its plentiful population. The redskin’s encampment stretched over the horizon and filled the vast expanse of yellowish desolation - a tide of red. A tide of 2000 figures, crimson like the blood that smeared their digits following a day of hard toiling.

     

    Back then, they were referred to as the vanguard, and correctly so. They were the driving cogs of the Wagh Uzg; who bore an unimaginably incredible military prowess. The cogs never faltered, or grinded to a halt - a continuously operating and well oiled machine, no doubt, forged from two clans: that of Glogol, a clan notorious for trading in a human cargo; and that of Garr a group of fearless warriors.

     

    Ug45isGEnI7cEDzKwZwgfjGsrppW6B_1rqChMPd8s7mi43kwcu1lDUlFT65shNp6yCRU3HNSiKkVJx3FBZvidZpkTb8XSxqunEQX48_KjTz-RcCfmUGGqiMo8eajD9nIjmM47ELv

    A Raguk Brigade


     

    For a multitude of years the Raguk - or the ‘unbroken’ - stood stalwart and firm, like a suit of the finest plate. They never buckled… that was until the day Malgunuz disappeared. As quickly as the clan founder vanished, so too did the Raguk warriors. Many migrated to other clans, bolstering their numbers, therefore dwarfing the once mighty troupe. The wargoth who followed Malgunuz was a lazy drunkard, caring more for whoring, drinking and slaving than clan ideals. His reign therefore lasted briefly, and his advisor - Dhurburz - tugged the reins from him.

     

    Dhurburz’ lead was lengthy but unfortunately boasted little fruit. He was known for his strength and wroth but had little experience of leading a clan - he was merely the advisor to the ignorant wargoth of prior times. Kharak, a young man then, defeated the aged, grizzled orc in hand-to-hand combat, thus seizing power from him.

     

    6s5_zw2bfHwUB4sGGcmuvZqIKkuyRxMzjccSrtjJhswpc98Mdt3mMxJ0RlWBSePDMhAywaUJTSh7WZ1DMoxougszq3TM3TeXR2z2HG9CrCF7qNSIhjbif9VAH_GAo2IKGmD1Ts7_

    REX Kharak’Raguk

     

    Kharak prevailed; a little too much, though. His success was like a raging wildfire. He began as a mere grunt, akin to every uruk, but he climbed the ranks at an unimaginable pace. He shoved aside competition for wargoth like they were insects, and garnered a sizeable group of redskins. The young ork had tugged the clan from beneath the tide, to open air. Many who left those years prior flocked back like sheep to a shepherd. He soon after ascended to Domimus and acted as interim ruler in the absence of the Rex, and eventually officially climbed to the pinnacle of orcish hierarchy - Rexdom. His lust for domination was overwhelming. It drove him to contriving a plague of the earth which would consume all those he deemed unfit. Alas, his attempt failed, and it led to the subsequent cessation of Vailor.

     

    The world was in tatters, and much alike to the other populations, the orcs were too. Many had perished to the merciless pestilence. The orcish moral was too ruined. No one stood to the task of Raguk leader. But from the shadows, Malgunuz arrived, seemingly out of nowhere. He spoke tales of how the Sky gods had prosecuted him for past perversion of their laws, and tightly constrained him to a floating cell. He too climbed the steps to Rexdom.

     

    Malgunuz, whilst Rex, handed Turkurz the position of wargoth. He was a young Raguk - not in regards to age, but in regards to his acquaintance with leadership. It wasn't long until Malgunuz disappeared once more, this instance assumed to be in Stargush’Stroh. The orcish race was forced into the outermost region of Tahn following the Oren-Orc war- a region of barren, sediment laden plains.

     

    Upon a plot gifted to the uruks by the dwarves is where they dwell. Turkurz retained the title of Wargoth.

     

    Kuntklobbera assumed Wargoth but retained the position for a short duration. An odd infection refined him to a stooping husk that was incapable of doing things for himself.

     

    Turkurz therefore attained Wargothdom once more. Drokon, the mad Rex, killed Turkurz within his own thrown room.

     

    Aukha followed thereafter. Her reign lasted no longer than Turkurz’, and she to succumbed to Drokon’s madness, this time at the hands of Kulgarok’Dom - a peon to Drokons nonsensical Rexdom.

     

     

    The alliance of Braduk and Raguk, and the formation of Braguk.

    “Welcome your brethren, for they are more than a friendly disparity… they are one with ourselves! They shall fall in line with us as equals…” Said he, Maugoth Kuntklobbera, “We are green and they are red. They are the large and mighty, and we are the Vanguard. They are the Rhino and we are the Myrzym. They are the envisionment of the fabled Baderkuk and we are the envisionment of Malgunuz, but no more. We are singular! Braguk! Rak Braguk! Sigûrz-slai Rak Braguk!

     

    The symphonious guttural chants of the amassed Uruk flared up like a youthful conflagration fed on wild fuel. Sonorously, the chants of ‘Braguk’ and ‘Angh Gund Grish’ and ‘Gaash nagraufom’ echoed throughout the desert that day - a prideful clangor that cemented the inauguration.” - Raguk Chronciler, Imp’Raguk


    THIS alliance, however, would be short-lived, and the two would then revert to being seperate clans again.

     

    Kuntklobberas attempt at succession

    Gurak’Yar- in the eyes of Kuntklobbera’Raguk -was a scourge on the urukish kin, a marring of the race and all that was honorable. He was deemed by the Raguk, Braduk, Laks and a small cotorie of outsiders to be unworthy as a leader. Coursing his veins was the blood of Kha, he dabbled in the dark magic, and he had a lover in the Dom clan. All of these reasons- whether truth or no -coerced the redskins in raising arms and fighting.

     

    They amassed before the Rex and his dwarven allies at a feast, armed stoically and toting weapons of every ilk. The challenged him with words as sharp as swords… but when this became useless they fought. Sword clashed with sword, and axe with armour, until the victors emerged: the Rex and his dwarven companions. Klobbera found himself escaping, but the sand ran red with Raguk blood.  

     

    The Harrying of Lur

    9jLFATHXLyRJ-lKEPgqLQGFbIDAUwvas3tSnrTkWq9b_JMRZmRBVDfbHE-99WZtd9h3686NotgKcmWqqlVd1BuLK3RMDLVCGRDxp299ryijyszehpw5V89iPJZFH9BsBHgBVC9-J

     

    Droplets slapped water, the clangour of which resounded throughout the cave akin to some ilk of funerary bell that Death himself was striking. It resounded and lingered, the ominous presence of the sound groping at the cautiousness of all: a band of uruks, blindly accompanying a guide of blue light. He was the so-dubbed ‘Zur’ suspected of being a servant of some spirit or other, whom had somehow lost himself within the mortal plain. And though unkeen to follow, the uruks did henceforth, past a scummy lake, hugged with sordid matter- an algae of a deep hue that seemed to mock the them with its rich sheen. Although the atmosphere was less than pleasant, all was still and unmarred by any unpleasantries. But just as they assumed all was well, a stirring in the water afront them became ostensible for ripples spliced through the blue- or rather, brown. The water seemed to slice and stir and rise and fall and splash until lo and behold! A great beast threw its form forth the depths, sending amiss an acidic spray. It roared and yelled, it’s eyes snapping open. They burned alike to a twain of  conflagrations, full and aflame, and were poised on the amassed greenskins. The creature was disrelished, for these tusked beings had disturbed its domain.

     

    The unwonted creatures slammed its craning neck forth, dragging it across the bank. The appendage collided with the Uruks  and some tumbled and fell into the acidic water, the pain that the fluid entailed making them writhe and convulse in agony. Amongst the maelstrom, Chek’Lur- the esteemed hunter and Wargoth of Clan Lur shoved Kuntklobbera, the Maugoth of the Vanguard and practiced warrior into the murky depths, for he was maddened by an argument they had engaged in earlier. The Maugoth cascaded into the shallow outskirt of the lake, and he too began yelling as the water seeped through the joints in his plate. He was dragged aside by his kinsmen, a spark of wroth igniting itself in his mind… a grudge that would end in one of the two’s death.

     

    Chek approached the mighty red Wargoth the very next day, a look of forgiveness in his eye. He breathed in fleetingly, grimacing as he said his sorrys. The merciless Maugoth was having none of it. He ordered the Lur to bend the knee… and the weakling olbiged: Chek’Lur, the ‘strong’ Wargoth, fell to his knee afront another ork. Both amused and enraged the wrothful Kuntklobbera spat his profanities and declared war on the Lur clan...

     




    Culture and Traditions | Culav

     

    nc4BScgfC-zono468KkVUewgMdRSe_oueJ824ZJJl4zjLSPBgZ67v1ZPJlqTGDR3NK3Wbqak39o5C6RSGwMwgt8Ap0xxg-fGXGymLqGXeJo-DxCJYuSZB7uJVJkd3GwUVft4nl6h

    The Blazing Fist of Leyd, Hammer of Gentharuz and Kruuk of Gazigazh.




     

    The Redskinned Raguk are a fervent machine - one that never grinds nor falters; one that continues in the toiling that his treasured so dearly by the cotorie, no matter what harsh existence may throw in its direction. They are the unbroken - orks that worship work and discipline above all else but the spirits.

     

    Discipline

    Discipline and the respect for ones superiors is a revered notion and tightly enforced within the Raguk. Speaking out against the Maugoth, or merely contradicting him, could warrant a prompt strike or a lashing, or even removal of the tongue should the ‘goth see it fit. (Though this has never occured.) Elders, and the Mautor are to be respected akin to the Maugoth. The Maugoth himself is to be adressed as ‘Goth’ (Akgoth - ‘yes lord’. Nargoth, ‘no lord’)

     

    Music

    The Raguk find respite in singing during their vigorous toiling, to alleviate aches that may be ailing them, or simply to retain a rhythm. The guttural tones of miners and smiths rings out from their halls, and homes, and drift up from the interminable mineshafts at all hours of the day, accompanied by the clangor of pick striking rock, or hammer striking anvil - instruments of the Raguk.

     

    Chants and songs alike are sung by the fearsome redskinned brutes, before battle or during times of dormancy. Within battle, the sword, and krruk and axe are the common accompaniment to their fearsome warsongs, which thereafter granted Raguk warriors epithet of ‘The Red Choir.

     

    Waghpaint

    Warpaint is a key feature in orcish society, often signifying the uruks prior achievements or status - the peculiar orks of Raguk are no different. They boast paints of varying colours and shape, albeit a triad prosper moreso than other adopted styles.

     

    0mA_6SWJFcXaTdy1LPfRT61ew9aHCbVAgUJjurS14szV4WleOdM3tV8_t5aQg6kxUYzL7GnFRuQ1xiJPRlqQjHUxNf7InJLWAVEm9y4jKyrC44jf0BMEcMAUWiGE9l-PHzREwGF9

    An orc with the ‘bloody face’ rendered upon his forehead.

     

     0 The open hand: its name describes its form, a palm with every digit uncurled. Generally, it is painted or tattooed upon the skin in white, in bone or quartz dust.

     

    0 The bloody face: a simple paint, however a more fear-inducing individual. Orks with ‘the bloody face’ rendered upon their forehead bear it to signify their feverous bloodlust, AND ability to suppress it.

     

    0 The hammer: an etching embedded beneath the hide deluging the shoulder. It resembles an eccentrically decorated smithing hammer with the face of an ork chiselled upon its side.


     

    Dar Ob Griish

    An air of curiosity swept over the ashen Orc, Gijaak, as he stepped into the library of the Angathgûl. As he squinted in the dimly lit space, he looked to the tomes and scriptures of old littered across the floor. It seemed there was little space on the shelves for new additions, and so they had been strewn about in carelessness.

     

    As Gijaak stepped cautiously over the books, he made his way to the Smithing section, setting his steel cane up against the shelf as he reached upward. For a moment he paused, running his fingers along the books as he searched, humming in contemplation. As his eyes fixed on a book in particular, his eyebrows rose in surprise as he drew it from the shelf.

     

    He proceeded to carry it over to a nearby table, blowing the dust from the cover on the way there. As he wiped the remaining dust from the cover, he noticed a crimson blotch of blood stained on the leather surface. As he went to open the tome, it creaked and groaned with old age as it presented its knowledge.

     

    https://www.lordofthecraft.net/forums/topic/152403-d%C3%A2r-ob-griish/#comment-1439898

     

    Boneweaving

     

    Ailed with the loss of their mounts- their kindred -the Uruks of yore devised a rite of afterlife for the beasts whom had fallen whilst at their side: to yoke the bones of their companions together with wire, append it with brilliant white metals and don it on the field of battle; to blind their opponents with the greatness of their beastly accompaniments, even in their state of rest. The custom was almost lost to the interminable advancement of time, and was especially thinned when the orkish populance was close to definite eradication. But above all it was held singularly by the Raguk, and they held it dear, to honour their dead companions; the beasts they viewed as equals to themselves: the myrzym.

     

    “The knowledge of this rite must once more be free to the prying curiosity of uruks, to allow them honour their beasts!” Decreed the Raguk moot; and so, they allowed this knowledge to be taught: to roam without resistance within the minds of the adroit men and women of Krugmar so that they too can honour their dead.

    Appearance:

    • OLOG: Clumbering brutes, bred specifically to hammer away and churn the cogs of the Warnation. Due to the nature of the job of the raguk, the ologs tend to be educated by the goblins and other uruks to allow them to work independently when needed, from the rest of the clan. As such, they tend to be quite a bit smarter than the average olog, only minorly dragging out their sentences and having a minorly higher ability to think for themselves on complex thoughts. However do to doing most of the heavy work around the raguks, they are a bit shorter than most ologs as the machinery has stunted their growth a bit, though they are built of mostly muscle rather than fat.
    • URUK: Uruks tend to be more stout, though they aren’t abnormally shorter than other uruks, they tend to be on the slightly shorter side, though they have the highest muscle density and their bodies are made of pure muscle. It is rare to find a Raguk above the height of 7’5” foot tall, as they usually grow from 6-7’5”.
    • GOBLIN: Unlike their brothers, Raguk goblins tend to be much taller than what most would believe, between 5-6’5 feet tall as they are not required to do as much detrimental machinery work as their brothers and do more so lighter machinery that remains healthy and therefore allows them to continue to grow and become made of pure muscle much like their uruk counterparts, typically weighing between 300-400 pounds



     

    Personality

     

    The common RAGUK has a very near-minded mindset, believing that if a part of something is unneeded or broken, it will be cast away; Much like a machine. They are also very blunt, not needing to express themselves in fancy mannerisms when talking to other. They will say what they are thinking, and if they dislike you, they will express their hate.

    Prideful, they have large self-esteem, believing they are what churns Krugmar and therefore, the best clan.

     

    RAGUKs are peculiar Orcs, much unlike other clans. For aeons, their symbol has been that of a Blood, open palm. This was to show how unique each RAGUK could be, though recently RAGUKs have developed a different mindset, that of efficiency. The open palm now represents all that they need, 5 Spirits; one for each finger. RAGUKs commonly believe these are the spirits that are essential to them, and so the only ones needed to be worshipped. An exception to this Rule would be LEYD, as RAGUK was formed by Clan Glogol, and Clan Garr; A slaving and Warrior clan. These two clans valued LEYD above all else, and caused Raguk to gain the title of Unbroken and the Vanguard. LEYD would be seen as one of the most prominent spirits in Raguk.

     

    • Gazigash- Spirit of Blood and Bone
    • Vulka - Spirit of Warfare, strategy, and siegecraft
    • Jevex - Spirit of Order, Hard Work, and Self-Sacrifice
    • Trokorl - Spirit of engineering, machinery and construction
    • Gentharuz - Spirit of smithing, smelting, industry and forging

     

     


     

    Spirituality

     

    Like most Orcs, the Raguks hold fast to their belief in the Spirits and their interaction in the mortal plane. The Raguk allow all spirits to be worshipped, but chief amongst their most revered are: Leyd, the spirit of Dominance; Gazigash, the spirit of blood and bones and Gentharuz, the spirit of hard labour.

     

    Many clans engage in ancestor worship. Raguk too possess similar customs, and cherish ancestors of their own: Grubgoth Wud’Fud-Raguk, and Rex Kharak’Raguk are but two of the red horde who reached enlightenment of Greater Ancestral spirits.

     

    When a Raguk dies their material remains are cremated on a pyre and scattered, although certain figures who attained legendary status amongst the clan in life have been known to have their burned bones placed in large stone urns and interred in elaborate tombs

     

     



     

    Mounts |Shaûkz

     

    1kWFYsXLntHj68AvqVuHn9_rfc1vEHhrtQU1MOK-17MRSl-43ARjS37yZh5XeYwE3JBKJUdi426fdZQ78RGds-fxXZsZGjWu-QWvqzw--UM9-EpFJHcVdD-JbBwNct89kBWW0AQZ 

     

    The desolate plain of Vailor bore no fruit for the Raguk; they had been allotted no mount, for each current were within the grasp of other clans: the braduk had their thick-skinned compatriots; and the Lur had their agile wolves - perfect beasts for hunting, but the Raguk remained without the company of a beastly companion. It is said the Wargoth of yore averted his interests from scouring the barren plain to otherworldly thespians - the spirits. And it is also said that they provided. The urukish leader returned from the plain of lifelessness with a fresh born  creature walking lamely in its infancy. It appeared like an elephant, but strode with heightened grandeur within its gait in comparison to its counterparts, and seemed - though ever so slightly - larger. A proud creature it was born, and a proud creature it remained.

     

    The myrzym are, conveyed straightforwardly, bred for conflict. Their tall stature safeguards the rider from high swinging blows and their thick hide protects them from strikes of lower course. Their tusks are as sharp as razors, and viciously boast a knack for impaling oncoming traffic.

     

    Though their purpose remain generally within combat, they possess cultural importance to the Raguk. They are a clear representation of the spirit's ability, and are thus respected as much as the wargoth of the clan.

     

     

    Myrzym appear often adorned in a collection of awe-instating jewellery: typically formed from precious materials, and a product of Raguk smithing.

    Fine velvets and silks are usually draped across their bulky frames, and painstakingly conceived paints cover their leathery hide.

     

    In the event that a myrzym is slain in an offensive altercation, the owner is expected to mourn the loss of their companion. The remains are traditionally crafted into ceremonial armour which is donned for 15 days and 15 nights. Thereafter, the uruk is expected to tame a further myrzym.

     


     

    Laws and Proceedings| Maarubh



     

    Clan Laws

     
    1. The Nation comes before everythung, unlike in other clans where the clan is held above all.

    2. Cessation of a brothers life except in times of clan-feuding is strictly proscribed.

    3. Mating with those outside of the orcish race is forbidden.

    4. Duplicity is not to ensue.

    5. Foolishness is not tolerated.

    6. Disrespect is not tolerated.

    7. Shoddy craftsmanship is not tolerated.

    8. Respect the hammer and anvil.

     
    Punishment

     

    1. Extent of clan condemnation determines severity of punishment.
    2. The offender is tied to a felled log and set adrift upon the vast blue expanse to die of famine, or exposure to the elements.
    3. Castration and branding.
    4. Extent of deceit determines severity of punishment.
    5. Lashing.
    6. Lashing or partial removal of tongue for lesser disrespect. Entire removal of tongue for severe disrespect.
    7. Poorly formed item is destroyed and the creator is lashed lightly.

     


     

    Clan Artefacts | Rak Turkurz’

     

    The final bottle of Wud’s piss grog:

    An ale previously brewed proudly by the knuckleheaded Grubgoth Wud’Raguk. Since his death, the bottle within the current Wargoths possession is thought to be the last.

     

    The horn of Raguk:

    A war horn constructed from the tusk of the traiterous uruk ‘Kilug’ who challenged Malgunuz and threatened the lives of the elders, but subsequently failed in his attempt and succumbed to Malgunuz’ blade.

     

    Mar’zuuk:

    An incredibly powerful bow once wielded by the almighty Kharak’Raguk the World Destroyer.

     

    Fiut-h’hundred:

    An axe wielded by Kuntklobbera’Raguk that is imbued with the abilities of Leyd- a patron spirit to the Raguk

     


     

    “Angh Gund Grizh”

    UWhBvruFXlghIFDzLt_PSCSD9dXs8nd5NWw2D1hGyUGbCeO3n7ZHQ6msSLsJGQDmVEcn1K9R4PbkcLkg0CqCoHl5Xrud3bVo_XLGXUYUFH1abakuukusUMC5e7GqRfFImgon2Tu-

     

     

  9.  

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    San’Lyubsha

     

    Rolling hills of feverish red ascends and descends in a swathe of bloody peaks. Orks of colours disparate to the last dwell in yellowish domiciles of sand. Bar the Raguk. Their residence was of a rich crimson - akin uncannily to the tone of their flesh - carved ornately from the rock with a profound accuracy. Thus is the Raguk prowess.


    Within the singular chamber of which comprised the Vanguard’s fortress was a throne of dark wood. Obtrusions: spiky, thorny, jutted from the seat to ensue the Wargoth would not sit easy…

     

    6alH3IL.png

     

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    “Angh Gund Grizh”

    UWhBvruFXlghIFDzLt_PSCSD9dXs8nd5NWw2D1hGyUGbCeO3n7ZHQ6msSLsJGQDmVEcn1K9R4PbkcLkg0CqCoHl5Xrud3bVo_XLGXUYUFH1abakuukusUMC5e7GqRfFImgon2Tu-

  10.  

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    Rak Raguk

     

    Clan Raguk

     

    onY0afwQnq5npOl_ZlE2KGQ4hWJTlR0TDGEAoQpOkD8ku-M1B6lQZDWpsMH2doX7TozRfFsZ-88AAJm4GLq9mZkSHYgaaKI_yoyGXv6irA_U0n9Lye8BumlP7vP-HPTLqHipppfT



    “Lûp-Leyd, Lûp-Gazigazh, Lûp-Gentharuz”


     

    The unbroken of Clan Raguk, a notoriously merciless band of behemoth, hardy uruks, and their equally fearsome larger olog counterparts. Their hide is stained with a deep red hue, much akin to the blood that smears their palms, or the molten blood-steel that comprises their weaponry. The bloodlust and militaristic prowess that naturally sears through their bulging veins grants them a bloody reputation that rivals the other clans.

     

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

     

    “The untimely death of our brethren - Auhka and Turkurz - has not faired me lightly in my time of ailment. I pray them goodwill in Stargush’Stroh. It is what they deserve for their deaths were spattered with the dishonour of Kulgarok and the misguided Rex; to forgive and forget is a staple in orkish society due to our scarcity. The spirits will impose their verdict on Kulgarok when his time of passing comes.”


    -Maugoth Kuntklobbera’Raguk

     

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    History | Barzuga

     

    Decades ago, the Raguk company was alone feared for its plentiful population. The redskin’s encampment stretched over the horizon and filled the vast expanse of yellowish desolation - a tide of red. A tide of 2000 figures, crimson like the blood that smeared their digits following a day of hard toiling.

     

    Back then, they were referred to as the vanguard, and correctly so. They were the driving cogs of the Wagh Uzg; who bore an unimaginably incredible military prowess. The cogs never faltered, or grinded to a halt - a continuously operating and well oiled machine, no doubt, forged from two clans: that of Glogol, a clan notorious for trading in a human cargo; and that of Garr a group of fearless warriors.


    A9kPMCe23sBDNYRA50WrLUC3_7U-zELqQncGQ_z2BEjYy93nx5AmkcJmBZo-VrK6PudhjbHVJREFKHM3BaJkd12ormMwuumKrjniVYhBcScqqaHBQZT-e9OSw95QpHiH48Fnt_6Z

     

    A Raguk Brigade

     

    For a multitude of years the Raguk - or the ‘unbroken’ - stood stalwart and firm, like a suit of the finest plate. They never buckled… that was until the day Malgunuz disappeared. As quickly as the clan founder vanished, so too did the Raguk warriors. Many migrated to other clans, bolstering their numbers, therefore dwarfing the once mighty troupe. The wargoth who followed Malgunuz was a lazy drunkard, caring more for whoring, drinking and slaving than clan ideals. His reign therefore lasted briefly, and his advisor - Dhurburz - tugged the reins from him.

     

    Dhurburz’ lead was lengthy but unfortunately boasted little fruit. He was known for his strength and wroth but had little experience of leading a clan - he was merely the advisor to the ignorant wargoth of prior times. Kharak, a young man then, defeated the aged, grizzled orc in hand-to-hand combat, thus seizing power from him.

     

     

    6s5_zw2bfHwUB4sGGcmuvZqIKkuyRxMzjccSrtjJhswpc98Mdt3mMxJ0RlWBSePDMhAywaUJTSh7WZ1DMoxougszq3TM3TeXR2z2HG9CrCF7qNSIhjbif9VAH_GAo2IKGmD1Ts7_

     

    REX Kharak’Raguk

     

     

    Kharak prevailed; a little too much, though. His success was like a raging wildfire. He began as a mere grunt, akin to every uruk, but he climbed the ranks at an unimaginable pace. He shoved aside competition for wargoth like they were insects, and garnered a sizeable group of redskins. The young ork had tugged the clan from beneath the tide, to open air. Many who left those years prior flocked back like sheep to a shepherd. He soon after ascended to Domimus and acted as interim ruler in the absence of the Rex, and eventually officially climbed to the pinnacle of orcish hierarchy - Rexdom. His lust for domination was overwhelming. It drove him to contriving a plague of the earth which would consume all those he deemed unfit. Alas, his attempt failed, and it led to the subsequent cessation of Vailor.

     

    The world was in tatters, and much alike to the other populations, the orcs were too. Many had perished to the merciless pestilence. The orcish moral was too ruined. No one stood to the task of Raguk leader. But from the shadows, Malgunuz arrived, seemingly out of nowhere. He spoke tales of how the Sky gods had prosecuted him for past perversion of their laws, and tightly constrained him to a floating cell. He too climbed the steps to Rexdom.

     

    Malgunuz, whilst Rex, handed Turkurz the position of wargoth. He was a young Raguk - not in regards to age, but in regards to his acquaintance with leadership. It wasn't long until Malgunuz disappeared once more, this instance assumed to be in Stargush’Stroh. The orcish race was forced into the outermost region of Tahn following the Oren-Orc war- a region of barren, sediment laden plains.

     

    Upon a plot gifted to the uruks by the dwarves is where they dwell. Turkurz retained the title of Wargoth.

     

    Kuntklobbera assumed Wargoth but retained the position for a short duration. An odd infection refined him to a stooping husk that was incapable of doing things for himself.

     

    Turkurz therefore attained Wargothdom once more. Drokon, the mad Rex, killed Turkurz within his own thrown room.

     

    Aukha followed thereafter. Her reign lasted no longer than Turkurz’, and she to succumbed to Drokon’s madness, this time at the hands of Kulgarok’Dom - a peon to Drokons nonsensical Rexdom.

     

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    Culture and Traditions | Culav

     

    nc4BScgfC-zono468KkVUewgMdRSe_oueJ824ZJJl4zjLSPBgZ67v1ZPJlqTGDR3NK3Wbqak39o5C6RSGwMwgt8Ap0xxg-fGXGymLqGXeJo-DxCJYuSZB7uJVJkd3GwUVft4nl6h

     

    The Blazing Fist of Leyd, Hammer of Gentharuz and Kruuk of Gazigazh.


    The Redskinned Raguk are a fervent machine - one that never grinds nor falters; one that continues in the toiling that his treasured so dearly by the cotorie, no matter what harsh existence may throw in its direction. They are the unbroken - orks that worship work and discipline above all else but the spirits.

     

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    Discipline

    Discipline and the respect for ones superiors is a revered notion and tightly enforced within the Raguk. Speaking out against the Maugoth, or merely contradicting him, could warrant a prompt strike or a lashing, or even removal of the tongue should the ‘goth see it fit. (Though this has never occured.) Elders, and the Mautor are to be respected akin to the Maugoth. The Maugoth himself is to be adressed as ‘Goth’ (Akgoth - ‘yes lord’. Nargoth, ‘no lord’)

     

    Music

    The Raguk find respite in singing during their vigorous toiling, to alleviate aches that may be ailing them, or simply to retain a rhythm. The guttural tones of miners and smiths rings out from their halls, and homes, and drift up from the interminable mineshafts at all hours of the day, accompanied by the clangor of pick striking rock, or hammer striking anvil - instruments of the Raguk.

     

    Chants and songs alike are sung by the fearsome redskinned brutes, before battle or during times of dormancy. Within battle, the sword, and krruk and axe are the common accompaniment to their fearsome warsongs, which thereafter granted Raguk warriors epithet of ‘The Red Choir.’

     

     

    An example of Raguk music.



     

    Mounts

    The desolate plain of Vailor bore no fruit for the Raguk; they had been allotted no mount, for each current were within the grasp of other clans: the braduk had their thick-skinned compatriots; and the Lur had their agile wolves - perfect beasts for hunting, but the Raguk remained without the company of a beastly companion. It is said the Wargoth of yore averted his interests from scouring the barren plain to otherworldly thespians - the spirits. And it is also said that they provided. The urukish leader returned from the plain of lifelessness with a fresh born  creature walking lamely in its infancy. It appeared like an elephant, but strode with heightened grandeur within its gait in comparison to its counterparts, and seemed - though ever so slightly - larger. A proud creature it was born, and a proud creature it remained.

     

    The myrzym are, conveyed straightforwardly, bred for conflict. Their tall stature safeguards the rider from high swinging blows and their thick hide protects them from strikes of lower course. Their tusks are as sharp as razors, and viciously boast a knack for impaling oncoming traffic.

     

    Yb6YPQLW_Y28_7Y6uUrR8QBeTFL1bFGdImRk3xovCjprEm8BNvqFIDXQHD02imFW7Tx5Bc6VAuQVPWOw6wSdCZ3_jdipyTYQ49DkWUWzL4T8p1DLjJ70O0eAulVb9G931QetIy86

     

    Myrzym in Battle

     

    Though their purpose remain generally within combat, they possess cultural importance to the Raguk. They are a clear representation of the spirit's ability, and are thus respected as much as the wargoth of the clan.

     

    Myrzym appear often adorned in a collection of awe-instating jewellery: typically formed from precious materials, and a product of Raguk smithing.

    Fine velvets and silks are usually draped across their bulky frames, and painstakingly conceived paints cover their leathery hide.

     

    In the event that a myrzym is slain in an offensive altercation, the owner is expected to mourn the loss of their companion. The remains are traditionally crafted into ceremonial armour which is donned for 15 days and 15 nights. Thereafter, the uruk is expected to tame a further myrzym.

     

     

    Current Myrzym

     

    Twiggikruncha

    Naur

    Mammar

    Haur

    Bonka and her litter.

    Hudrim


     

    Waghpaint

    Warpaint is a key feature in orcish society, often signifying the uruks prior achievements or status - the peculiar orks of Raguk are no different. They boast paints of varying colours and shape, albeit a triad prosper moreso than other adopted styles.

     

    0mA_6SWJFcXaTdy1LPfRT61ew9aHCbVAgUJjurS14szV4WleOdM3tV8_t5aQg6kxUYzL7GnFRuQ1xiJPRlqQjHUxNf7InJLWAVEm9y4jKyrC44jf0BMEcMAUWiGE9l-PHzREwGF9

     

    An orc with the ‘bloody face’ rendered upon his forehead.

     

     

    The open hand: its name describes its form, a palm with every digit uncurled. Generally, it is painted or tattooed upon the skin in white, in bone or quartz dust.

     

    The bloody face: a simple paint, however a more fear-inducing individual. Orks with ‘the bloody face’ rendered upon their forehead bear it to signify their feverous bloodlust, AND ability to suppress it.

     

    The hammer: an etching embedded beneath the hide deluging the shoulder. It resembles an eccentrically decorated smithing hammer with the face of an ork chiselled upon its side.

     

    Dar Ob Grizh

     

    Laws and Proceedings| Maarubh

     

    Law:

    1. The clan comes above all else.

    2. Cessation of a brothers life except in times of clan-feuding is strictly proscribed.

    3. Mating with those outside of the orcish race is forbidden.

    4. Duplicity is not to ensue.

    5. Foolishness is not tolerated.

    6. Disrespect is not tolerated.

    7. Shoddy craftsmanship is not tolerated.

    8. Respect the hammer and anvil.


    Punishment:

    1. Extent of clan condemnation determines severity of punishment.
    2. The offender is tied to a felled log and set adrift upon the vast blue expanse to die of famine, or exposure to the elements.
    3. Castration and branding.
    4. Extent of deceit determines severity of punishment.
    5. Lashing.
    6. Lashing or partial removal of tongue for lesser disrespect. Entire removal of tongue for severe disrespect.
    7. Poorly formed item is destroyed and the creator is lashed lightly.

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    Clan Artefacts | Turkurz

     

    The final bottle of Wud’s piss grog:

     

    An ale previously brewed proudly by the knuckleheaded Grubgoth Wud’Raguk. Since his death, the bottle within the current Wargoths possession is thought to be the last.

     

    The horn of Raguk:

     

    A war horn constructed from the tusk of the traiterous uruk ‘Kilug’ who challenged Malgunuz and threatened the lives of the elders, but subsequently failed in his attempt and succumbed to Malgunuz’ blade.

     

    Mar’zuuk:

     

    An incredibly powerful bow once wielded by the almighty Kharak’Raguk the World Destroyer.

    -8gSk5BxbQ2IR64Pc5W1d55WOSzhUobkN8FLnYrF4jm-Bepgb0dtIsQ3bHsMbRtSh6FYeGoqiwZO-TwyziuEPP2MiAPV5XR8Dmfk9tX_H1eY8GPWkR8N7SkwXklWSalrzdsgLZ5O

    Angh Gund Grizh

     

    UWhBvruFXlghIFDzLt_PSCSD9dXs8nd5NWw2D1hGyUGbCeO3n7ZHQ6msSLsJGQDmVEcn1K9R4PbkcLkg0CqCoHl5Xrud3bVo_XLGXUYUFH1abakuukusUMC5e7GqRfFImgon2Tu-

×
×
  • Create New...