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About Hakkaido

  • Rank
    Newly Spawned
  • Birthday 10/14/2001

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Character Profile

  • Character Name
    Elder Othmgakh'Gorkil | Haemich Grandaxe
  • Character Race
    Orc | Mountain Dwarf

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  1. Haemich Grandaxe scratches his head, confused "Isn't kazak 'gainst tuh Umros inevitable annehways?". He would think about the treaty the Rex of Krugmar and the High King of Urgan signed that specifically guarantees defensive aid. The dwarf also thinks about the recent hostilities and threats of war between Krugmar and Oren.
  2. ah my bad, didn't think it through, sorry.
  3. tell your region owners not to turn on mob spanws
  4. In San'raakh Otmgakh'Gorkil would read the ultimatum and tosses it on the ground. "Nub." the Orc would say before carrying on his usual business. A horde of human/elf orphans would scour the fallen ultimatum, attempting to grab a piece to use as fuel for the night.
  5. hey you wanna join... fam?

    1. Kukiii


      sign me tf up boyoo

  6. MC Name: Hakkaido Character Name: Haemich Grandaxe Character Age: 179 Profession (See below): Jack of All Trades Appearance: A generic Braveaxe; fiery hair and blue eyes. This dwarf stands at 4’3. What he wears is dependant on the situation on hand. Bloodline: Braveaxe An image of the skin you intend to use: https://prnt.sc/g7l6lh Discord (If you have it): d͚͓̹a̟͈̭͓n̞̲̫̬̗̰͎͘?#8849 Timezone: EST
  7. trade

    2.0 Reminder: Dah Tribute or Flat Zyztem haz been lifted by Leydluk. All racez may vizit Krugmar without fear of being enzlaved or killed: httpz://www.lordofthecraft.net/forumz/topic/162005-rexez-bulletin-1106/ However, note all Whitewazhez, Dark Zhamanz, and enemiez of Krugmar are BANNED from the TROG and will be KILLED on ZIGHT. A hidden jewel located in the centre of the Orklandz of Axoiz, DAH TROG iz a BUZTLING marketplace of commerce and WEALTH. One may make hiz FORTUNE within a fortnight within the TROG. Dah TROG iz filled with exotic and innovative productz, zure to ZATIZFY your everyday needz and LUXURIEZ. ~ “Trog RP hub bezt RP hub.” -Travizta Dah TROG iz a zignificant icon in Orcizh culture. Dah metropoliz of Zan'Raakh would like to invite all racez (excluding the wood elvez), malez, and femalez to come ENJOY and vizit the TROG. We do not dizcriminate here (unlezz you’re a wood elf). Vizit thiz multicultural landmark TODAY! ~ “All Orcz have right to TROG” - Zimba'Gorkil, cub of Mogroka the Gloriouz. DAH TROG’Z CATALOG: Dah Zpirit Zhop - Owned and Operated by Falum’Lur Enchantment Zhop - Owned and Operated by Dralg the Clanlezz Othmgakh’z Fizh agh Meatery - Owned and Operated by Othmgakh’Gorkil Enchantment Book - Owned and Operated by the Falling Horizonz Lunk Gryn Zhop - Owned and Operated by Lunk’Lur Zhaking Leather Bro - Owned and Operated by Baldzhah’Lur Horton & Tajo’z Farming/Breeding Goodz - Co-Owned and Operated by Baldzhah’Lur and Horton Navire Vagud’z Liveztock - Owned and Operated by Vagud’Gorkil Zteemie Ztuff agh Potion- Owned and Operated by U’la the Clanlezz Raguk’z Rahvizhing Drugz - Owned and Operated by Bazhkuga’Raguk “[Dah TROG] offerz zpace to both urukz and non urukz to peddle their warez and barter with otherz and zhall zerve az a hub for any zuch zimilar buzinezz.” -Rex Leydluk the Hideouz For one to get to the TROG, upon zailing on the Orc zhip to Krugmar, continue to enter the tunnel of doom. Take the left redzand path and walk forth. You zhall then encounter the GLORIOUZ TROG OF KRUGMAR. ~ “But do remember, inzult an orc and Rap'Lur the friendly chef orc will make you into a nice pie for Krugzmaz. I do hope you come again and vizit the orcz!" -Barlok, zome tour guide goblin BUZINEZZ OWNERZ: Interezted in expanding your buzinezz? Dah TROG encouragez entrepreneurz to migrate into Krugmar. If you’re interezted, fill out the following application to gain a ztall within the TROG: httpz://goo.gl/formz/KAAT8EICGvLe3Ijj2
  8. "Mi izh glahd aur kurent Rex, Leydluk izn't ah zpiriht fanatik!" remarks Othmgakh'Gorkil
  9. ... lifting my cup, I asked the moon to drink with me ... —Li Po +1
  10. Othmgakh would nod in vigorous agreement. "Mi peep dah Rex sleep yezterdayh tu, mi bet hi waz pretend'ng tu be flat zo dah Waghnaztion haz anoudah kazziuz belli againzt dah twiggiez."
  11. Othmgakh'Gorkil gives his northern allies a round of applause.
  12. MC Name: Hakkaido Character's Name: 吳允嘉 Wú Yǔn Jiā Character's Original Race (N/A if not applicable): N/A Transformed form: Hou-Zi | Laobai-Zhu Creator's MC Name: N/A Creator's RP Name: N/A Briefly explain the lore behind this construct or creature: Once, the Hou-Zi were normal monkeys. It all changed when the Daemon Metzli experimented with beastial animals. She found the monkeys in the jungles of Asul and immediately adored them. She proceeded to grant the alpha monkey intelligence. This monkey became Hou-Shen, the monkey king. Hou-Shen proceeded to grant his other kin intelligence at the behest of Metzli. The Hou-Zi expanded at a astonishing rate. Within a matter of years the monkeys has established a civilization. They developed a taste for luxury. As their rich lifestyle was not locally sustainable, the Hou-Zi, led by Hou-Shen has proceeded to declare war on the Elves of Malin to obtain more resources. The monkeys quickly conquered the continent of Asul and parts of Tahn and Ceru. Eventually, both nations were exhaust of resources, and the war came to a halt. A brief armistice was signed. This peace did not last, and once again, war broke out. The Hou-Zi attempted an offence into the elvish capital in order to win the war. However, Hou-Shen died during this offence which collapsed the Hou-Zi’s morale. This was a turning point during the war and the elves conquered massive swabs of lands. To make matters worse, a deity called “Poison” unleashed a red mist upon the monkey people. The fighting spirit of the Hou-Zi was crushed and they monkeys scattered into the forest. Metzli caught Jing-Taiyun. The monkeys were scatter across the jungles of Asul. Metzli, unpleased by the Hou-Zi’s behaviour, eventually abandoned the monkeys to in order to tend to the Kha. The Hou-Zi never rose again.Hou-Shen’s soul and brought him back to life. With the revivial of their King, the morale of the Hou-Zi boosted. Hou-Shen rebuilt Jing-Taiyu, and once again led offences against the elves. Although they had early success, the elves eventually pushed them back. The monkeys lost battle after battle. Hou-Shen was eventually forced to sign a peace with the elves, restricting the Hou-Zi from expanding ever gain. However, the monkeys started in-fighting. At this time “Poison” has returned. He ruined the Hou-Zi unleashing plagues and collapsing their temples. Hou-Shen fell in despair and ran away into the jungles. This caused the in-fighting to cease. The Poison continued to collapse Jing-Taiyun. The monkeys were scattered across the jungles of Asul. Metzli, unpleased by the Hou-Zi’s behaviour, eventually abandoned the monkeys to in order to tend to the Kha. The Hou-Zi never rose again. The Hou-Zi are split into three subraces: The Laobai-Zi, brown monkeys, they are the most common subrace of the Hou-Zi. They are the most versatile subrace, coming in all shapes and sizes. However, they are reach a lifespan of 80 to 100 years. The Fei-Zi are colourful baboons. They come in hues of blue, red, yellow and gold. The Fei-Zi are smallar, 5’ to 6’ feet in height. They live a lifespan of 150 to 250 years. The Hei-Zi resembles Gorillas. They are the biggest and the strongest of the Hou-Zi, ranging from 6’5 to 7’ feet tall.They live a lifespan of 250 to 300 years. Do you have a magic(s) you are dropping due to this app? If so, link it: N/A Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Sure. Do you consent to accepting what may happen to this character?: Yep. Have you applied for this creature on this character before, and had it denied? If so, link the app: Nope.
  13. sure? +1
  14. i like you

    1. Blago


      love you.

    2. Dewper


      please take blago out for dinner first, sir.

    3. Hakkaido


      okay you like Italian?

  15. recruiting

    “Ang Gijak-Ishi” Iron in Blood Ever since the unification of the Orcish people, few names has stayed as constant as the name Gorkil. Renowned for their honor and ferocity in battle, they have been called by some the ‘Prime Orc’ - strong and honorable, but in return incredibly prone to their own bloodlust. Fueled by pride and a passion for combat, the clan has stood as a pillar of not just Orcish society, but the world. Empires have been founded and crumbled, the dead risen and fallen, but Gorkil still stands, steadfast, eternal. "All doz loyal to Krugmar, da land made by dah creator and shown to Krug where hi tested hiz might againzt the relentlezz zand and wind. Krug, who defied Ibleez when none uther dared, who ztruck da firzt blow. Wi are hiz zonz and daughterz da Orcz! Wi ar gathering together from all our townz and citiez Thoze of you who left for da hunt in other landz of Aegiz return and help to begin a new chapter in our ztory. When wi have gathered and azzembled our leaderz. When wi have zecured our great Dezert. When our army echoez acrozz the four landz of Aegiz with da drumz of our furiouz rezolve. Then we will zmazh the undead apart once and for all. Thiz iz not a clan ztruggle for power. Wi are here for our whole racez very zurvival and wi won't ztop until everyone again fearz and rezpectz da zonz and daughterz of Krug." - Yaghy'Gorkil, At San’Jezal when deposing Warlord Tythus GORKIL THE URUK Gorkil was the second born of Krug’s children with his lifemate Grahla. He quickly grew to be, like all of Krug and Grahla’s kubs, tall and highly muscular. His dark lily pad green skin was marred with both smooth, shiny skin, from old and near faded scars, and the newer and sometimes still open wounds. He was a competent fighter, however he was always to be shown up by his older brother Rax. Rax was capable of beating Gorkil or any of their other siblings ever since they had learned to fight, much to the displeasure of Gorkil, who had to deal with living directly in the shadow of an Uruk whose strength was surpassed by Krug. Gorkil, Son of Krug While Rax overshadowed his siblings in strength, Gorkil made up for it with a knack for strategy and management. He was frequently put in charge of overseeing repairs to the fortifications inside Krugmar and occasionally even assisted his father in planning battles. Along with his strategic acumen, Gorkil was renowned for his bravery and his love for his family. While it’s well known Gorkil and Rax did not get along at all, family and honor were the two things closest to Gorkil’s heart, above all else. He was especially close with his sister, Dom. Since the day she was born, Gorkil had sworn to protect her and make sure she would become as great an Uruk as he would. Gorkil had several notable children. The firstborn, Angbad, was Gorkil’s favored son, inheriting his father’s tactical genius, and he would grow up to found the Gorkil Clan. The second, Azog, the runt of the litter, grew up to be one of the greatest smiths the world has ever seen. Ugluk, the third born son, was renowned for his skill as a warrior. The latter two sons, while not the favored of Gorkil, would go on to be great in their own right and have clans made in honor of them. CLAN HISTORY (YEAR 100-1414) The Gorkil Clan was founded by Angbad shortly after Gorkil’s death. At the time, there were a plethora of small clans that made up the Orcish race, rather than it being several clans that made up the entirety of Orcish society. After Krug’s death (the exact date and circumstances of which are unknown), the Orcs began to disperse and grow much less centralized, instead consisting mostly of small villages which would mingle with the other nearby villages. One could see upwards of twenty different clans in a single village. However, two clans grew to be much larger and more powerful than any of the other clans at the time: the Rax Clan and the Dom Clan. An assembly of clan elders. 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 . 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. The Gorkil Clan, before the outbreak of the conflict, already had a strong distrust of the Rax Clan, due to a combination of the vitriol members of Gorkil have against the clan’s namesake and the belief that Tythor was dishonorable. While the Dom Clan, they had a very warm friendship with, attempting to keep the kinship Gorkil had held with his sister alive between the two clans. So, when the Clan Wars started, the reigning Wargoth of Gorkil, Veruk, aligned the clan with Dom. Veruk 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. Veruk’Gorkil, leading the charge into the Rax Jabbernaks Soon after the battle, Veruk would find out that Or’ta, and many others in the Dom Clan, had become the first generation of dark shamans. Or’ta had tricked many spirits into becoming slaves to him and other Dom shamans, gifting them with incredible shamanic abilities that had not been seen elsewhere, such as flesh smithing. Veruk was repulsed by this and pulled out of the war, having his Gorkil brethren stand by and protect their villages from any incursions by the Doms or Raxes onto their territory. The Clan Wars went by with little involvement from the Gorkils from that point on. Due to the relative peacefulness of the clan in this period, it prospered and grew immensely, with a nigh unbreakable bond between this confederation of villages. However, there was an underlying sense of rage over the Clan Wars. The Dom Clan, their brothers in arms, had turned to such dishonorable and horrendous measures. There was a lot of suspicion thrown towards shamans within these communities, that even their own brethren might betray them for the sake of power. Once the Clan Wars came to an conclusion, ending in Or’ta being smitten by lightning, an act of intervention by Krug, and Tythor’s son Tythus banishing all Dom clansmen who were not killed in the Clan Wars. Tythus united the Orcish people under one flag and founded the War Nation of Krugmar, becoming the first ever Rex. Gorkil existed within Krugmar for some time. Their feelings of discontent toward the Rax leadership continued even after having sworn fealty to them, a sentiment that was held by many different Orcs, but most of all the Gorkils. This eventually led to the next Gorkil warlord, Mogroka, and his brother in arms Gorefang’Khor, to begin challenging the Rax leadership. Mogroka ordered the construction of a large fort meant to act as the home for Gorkils. By this point, Gorkil had grown to surpass Rax as the largest clan in Krugmar, so this was a huge upset to the balance of power in Krugmar. Tythus was furious, and at this point Mogroka and Gorefang declared open rebellion against Tythus, the full power of Gorkil, Khor, and numerous other clans backing the two. Mogroka and Tythus fought hard for the title, and the rebellion showed all the signs of becoming the Second Clan Wars, not even ten years after the first. Thankfully, the rebellion concluded after one relatively bloodless battle, in favor of the Gorkils. Mogroka, Gorefang, and Rax realized this and, not wanting to shed even more Orcish blood over a petty dispute between Orcs, decided to settle this in a one on one klomp. Mogroka and Tythus fought each other for a whole three days, with no water, no food, and no rest. Neither side was able to get the upper hand against each other. On the fourth day, both collapsed from exhaustion, leaving the honor klomp at a tie. ‘The First Klomp’ - Artwork by Qugug’Yar concerning the duel between Tythus and Mogroka With the first klomp for Rexdom ending inconclusively, the War Nation began to prepare for another full fledged war. Mogroka and Gorefang were reluctantly beginning to rally their troops when the Elder Shaman of Gorkil, Krink, came to the two and tried to explain to them that there was another way. Krink had a vision prior to the klomp that Krugmar would be united by Gorefang and Mogroka, and that they were to challenge Tythus again, only this time together. With the first klomp for Rexdom ending inconclusively, the War Nation began to prepare for another full fledged war. Mogroka and Gorefang were reluctantly beginning to rally their troops when the Elder Shaman of Gorkil, Krink, came to the two and tried to explain to them that there was another way. Krink had a vision prior to the klomp that Krugmar would be united by Gorefang and Mogroka, and that they were to challenge Tythus again, only this time together. Tythus accepted the klomp and fought valiantly in the two on one, but Gorefang and Mogroka prevailed and deposed Tythus. The two ruled Krugmar as a pair, and ushered the Orcs into a new golden age. At some point during their rule, Gorefang mysteriously disappeared, leaving Mogroka as the sole Rex. While all of this was going on, Aegis was in the midst of the great return of the Undead. Starting with the attack on Kal’Tryst, the Descendents were forced to band together for the time being and cease all hostilities with each other for the sake of warding off the Undead threat. More pressing to Krugmar specifically, though, was the brief return of Or’ta, supposedly having been fully corrupted by Iblees. He and the brief revival of Dom were mercilessly dealt with by both Tythus and Mogroka, quickly banishing him back to the legions of the Undead. The Clan Gorkil continued to prosper, however Mogroka, as he should have, focused more on Krugmar as a whole rather than the clan individually. As such, the rest of the time on Aegis is mostly the same for Gorkils as it is for the rest of Krugmar. "Oh uz rand agh roar lyke true Gorkil warriorz Uz rand agh roar foh all dat uz be Uz marsh bak frum fah all da Uzg uz plundah Oh wud tryzuarz, wad plyzurz, den latz peep. Gugye agh hosh’ye tu latz ugly feorcs Gugye agh hosh-ye tu latz feorcs ob strig Uz takyn lyken tu mayhym agh kloompen Oah zultz be brynign duwn agh sharpen agyen. Uz Gasher agh plundah agh den uz sundeh Dere ‘eads frum dere nykz dere GULD frum dere pouch Uz myyt dem in battaleh agh flat dem lyke kattle Uz drynk dere ale dry den da pooh baztardz curze Da ash’er Uzg uz peepd uz peep nuut toweh uz crypt yn darknezz agh zet id tu gash! Uz tuuk da zilfah agh dere GULD foah uz be boruen dem malice Agh dem bettah nyxzd sezzon dem nub dere agyin Nuw led ebbery Gorkil warrioh tyke iz fyll tykenard Nuw led ebbery Gorkil warrioh drynk dyyp ob hosh ale Wed oah cryde zult uz skewer'em lyke bub-joyntz Foah rycher agh fattah da Gorkil pryvail!" “Honour iz nub zumting grant’ed tu dose pazzive; iht muzt bi klaim’d n’ werk’d fur wit everah aktion n’ braeth. Tu allowh waeknezz tu taek ruut n’ fezter iz tu betrayh latzelf n’ everah Urk ‘round lat. Mi wud zee laht flat befur lat du dat.” "Honour is not something granted to those passive; it must be claimed and worked for with every action and breath. To allow weakness to take root and fester is to betray yourself and every orc around you. I would see you dead before you do that." - Mogroka'Gorkil the Glorious, Ex-Rex of Krugmar WARGOTH The Wargoth has the ultimate authority of the clan. He supervises and ensures that everyone is accounted for, and everyone within the clan is properly represented to the Rex. He makes the final decision in every clan matter. Vagud’Gorkil (2samspan) ELDERS Elders are the wisest of Clan Gorkil. To become an elder, one must have proven themself through their service to the Clan, either through wise leadership to leading the charge in a pivotal battle. The title of elder can only be issued by a Wargoth, and cannot be issued onto oneself as Wargoth. the Gorkils who proved themselves to be great leaders, masterful tacticians, or wise thinkers or shamans. Having proven their mettle, they are to be treated with the utmost respect, even by the Wargoth, and are looked to to help the Clan and Wargoth however they see fit. They are, however, still bound by the rules of the Clan, sometimes even moreso than their subordinates. Noehra’Gorkil (WarsongFarseer) Grool’Gorkil (Hoofmehard) Othmgakh’Gorkil (Hakkaido) KINDRED The majority of Gorkil clansmen. These are the Orcs who have been born into or accepted into the clan, but not yet achieved the status of elder. They are expected to follow the orders of the Wargoth first, and the elders second. Outside of what their superiors demand of him, they have no obligation to any specific duties or to pursue a specific profession. Ezikal’Gorkil (Edagus) Moreg'Gorkil (Vilebranches) Shakul'Gorkil ( Dragonslayerwoodelf ) THRALL Thralls are Gorkils yet to be Gorkils. They have a keen interest in the clan but have not initiated the rites of passage. Many Gorkils will deride and treat thralls harshly not out of malice for those of this lower class, but in order to wean out the weaklings and make sure that they are worthy of the name Gorkil. Nylarthotep’Gorkil (Yellowbacon) Rek’Gorkil (Novastral) Boruk’Gorkil (SlothIsGod) Ztink’Gorkil (Mapleveins) "Du nub feer flat, uf flat kalz fur lat. Ah flat ihn battel iz dah muzt honourable furm uf flat!" Do not fear death, if death calls for you. A death in battle is the most honourable form of death! - Rex Vrogak'Gorkil at the Battle of The Sands in Elysium. A code of conduct constructed by the Gorkil Wargoth Vagud'Gorkil and revised by the current Gorkil Wargoth, Othmgakh’Gorkil. ~ If a Gorkil finds a person who is injured or starving, be they Uruk, human, kha, or any other race, and this person has done nothing to harm them or another Uruk, it is a Gorkil’s obligation to assist them by tending for their wounds, bringing them to a doctor or healer, or feeding them and offering them shelter. If the Wargoth demands something, a Gorkil should comply without question. A disagreement between two brothers must first be sorted out by talking with each other and trying to reach an understanding. If they fail to come to an understanding, they will have an honor klomp. Never betray your Clan: Betray it not by acting. Betray it not by failing to act. Betray it not by deed. Betray it not by word, sign or inscription. Do not perform dark or white magic. All orcs must abide by the code of Mauogh. Breaking any of these laws is very serious. Should one be foolish enough to do so, they will be met with an array of punishments. ~ For leaving an injured or starving person, you will be forced to fast for one week. If you repeat this offense, you will be cast up into a freezing mountain and forced to fend for yourself for two weeks. If you repeat this a third time, you will be killed by lacerations to the neck. If you back down from a fight or cower, you will have your fingernails torn off. If you do this again, you will be branded with the word ‘coward’ on your forehead. If this is done again, you will be cast out from the clan and made a whitewash. For not following the Wargoth’s orders, you will have your right hand crushed with a hammer. If this offense is repeated, you will be branded with the word ‘disgrace’ and cast out from the clan. For betraying your brother, you will have your neck lacerated with a rusty dagger. In the most serious of cases, a “Blood Eagle” would be performed on one’s persona. Your back would be slit open, and ribs hacked away from your spine. This would cause it to spring apart to resemble an eagle’s wings. The executioner would then draw the lungs out of your back and draping them over your shoulders, leaving you to die. Mauogh, translated literally to mean “Warrior’s Way”, is a strict guideline that determines what is honorable and what is dishonorable. The better known an orc is for adhering to the Mauogh, the more honorable he is thought to be, and the more honor they bring to their Clan. All Gorkils must abide by Mauogh. ((Written by Tristan, Boomzer, Wolfkite and Divine)) Narfûralr. The basic meaning of this is to stand by one’s word. Sticking by one’s promises, and doing what one says they will do is the foremost part of the Orcish virtues. When an honorable orc commits to something, they will do it in action and in word. Hûr. This virtue can be easily witnessed on the battlefield, wherein Orcs will charge almost maddened into battle, driven by their belief that in order to live fully, one must not fear death. Tum. Faith in the Spirits is important, as the Orcish religious system is intertwined into the daily lives of every orc. This is further shown by their belief that the Spirits themselves will enforce honor upon orcs, coming in the form of the Honor Klomp, which is, to relate closest to our Human knowledge, a trial by combat. In the Honor Klomp, all issues can be resolved through a trial of arms, wherein two orcs fight, either to the death or the concession of one of the fighting parties. It is believed that the Spirits will guide the righteous Orc to victory. Krampûrz. This is loyalty to the Rex, to one’s nation and her people, to one’s Clan, and to oneself. By being loyal to the Rex, an Orc betters his nation, which betters the Orcs who live in it, which benefits the Clan, and ultimately the Orc themself. Narazublat, the fifth virtue of the Mauogh, in the belief that those who are weaker than you should not be exploited. It is dishonorable to kill those whom the Spirits have made weaker than you, because if they were meant to be fought they would have been created with the means to cause you harm. By this sense, children and those of the weaker races should be treated with mercy. This is also the belief that, while strength grants inherent superiority to others, it should be directed with good intentions. Tiir-frum, the sixth virtue. It is the mindset that, while Orcs are cursed with bloodlust, they are given the free will to control their nature. By reining in their fury, they can show that they are not beasts, but warriors, as the blacksmith hones the edge of a piece of steel into a blade. Pureblood Trials: A kub from a Gorkil bloodline is given a trial straight from birth. They must fight a scorpion on their own. If it kills the scorpion, it will be warmly welcomed into the clan. If it fails, it will be left to die as it is unworthy of being a Gorkil. If the kub is unable to complete the trial and does not die, they are cast off into the wilderness to fend for themselves. If the kub manages to return, they will be given a second chance. But if they fail again, they will be branded whitewash by the clan and unworthy of being a part of Krugmar. Leisure: Gorkil breeds Orcs of all different walks of life with an immense variety of interests, as the clan is less vocation based but rather, ethics. However, many Gorkils are fiercely competitive. And as such, highly competitive games or activities are very popular. Common pastimes for Gorkils include war or strategy games and klomping. One of the most popular war games for Gorkils is called ‘capture the fort’. A variant of the other very popular war game, capture the flag, capture the fort requires two teams: one to defend, and one to attack. The defenders must choose a building, place a flag on the roof of it, and defend it from the attackers. The attackers must get the flag and bring it off of the roof. Simply throwing it off is strictly forbidden, it must be brought down to the ground by one of the attackers. If all of the attackers are knocked out, the defenders win. This game is meant to bring out the tactician in Gorkils, to make them think of both how to defend a building and how to breach and capture it. Boar-racing is a rapid fire race using war boars bred specifically for speed. Two to five Gorkils race each other, with the first boar to complete three laps on whatever is being used for a track (usually the outskirts of the city or some abandoned looping road) winning. In order to spice things up, obstacles such as felled logs or boulders are put along the path, forcing the riders to maneuver around them. While anyone with a war boar can race in an informal competition, the traditional version requires too much preparation and training to be done outside of tournaments or festivals. Due to this, high level boar-racers are revered and lauded on by Gorkils. Upon winning, the winner would be showered with gifts and prizes, and the boar would be upheld to almost godly status. Scars: Before entering battle, Gorkils will often mutilate and scar themselves, usually in an impromptu meeting before entering the battlefield. In these meetings, the Wargoth begins the ceremony by slicing somewhere on their body, deep enough to let their blood coat the blade, and pass it around until all of those in the ritual are bleeding. The lacerations inflicted can be anything from a small slice on the palm of their hand, to intricate carvings covering one’s chest, however it is advised to not let too much blood, or else your ability in combat could suffer. A scarred Gorkil The reason that Gorkils go to such lengths to harm themselves are twofold. First, it is considered a symbol of their clan’s strength and ability to withstand anything. And second, it helps to bring out the highly potent bloodrage in Gorkils, a tactic that has proven to be incredibly effective throughout the countless battles Gorkils have fought in.Due to this, being covered from head to toe in these scars is considered a sign of longevity and extreme prowess on the battlefield. Tattoos: Some Gorkils mark themselves with clan tattoos, symbolizing their kills. A tattoo, or perhaps a scar or brand of the blood crescent shows that the Orc bearing the tattoo is part of the Gorkil Clan. Gorkil Tattoos are split up between young and old blood. A Gorkil has to gain at least five young blood tattoos to gain one old blood tattoo. The tattoos will occasionally be substituted for lacerations that leave the shape of the tattoo as a scar. Young Blood Tattoos: Old Blood Tattoos: Example: The Temur is gained after a strong enemy is killed. The Sultai is gained after a successful raid which resulted in good plunder. The Ojutai is gained through leadership. The Kolaghan is gained through speed of mind and body. The Dromoka is gained through strength of body, endurance of pain and suffering. Spirituality: Gorkils tend to worship the greater immortal spirits much less than other Orcs, instead opting to honor and worship their ancestors. In fact, Gorkils often hold great suspicion of the immortal spirits, due to the clan’s long history of adversity with shamans and magic in general. The sentiment has grown even stronger after Orgon’s Plight, when Gorkils believe in worshipping ALL ancestors, not just greater ancestrals or those directly in the clan. To a Gorkil, Orcs as a whole are a family, and it is considered unfair to the rest of their ancestors to focus worship onto a select few. Despite the distrust against them, there are no rules against worship of immortal spirits, it is simply frowned upon. Frequently worshipped immortal spirits include Enrohk, Vulka, Kezt, and Leyd. A Gorkil shaman is a rather rare sight. Along with the widespread distrust of the immortal spirits and magic in general, many of the traits common in Gorkils, such as their susceptibility to bloodlust, make it difficult for then to get truly in touch with their spiritual side. Gorkils that do become shamans, though, often become lutaumans, and lead the clan by getting in touch with their ancestors. The Gorkil Clan has it’s own mount, unique to their clan: the infamous Orcish Warboar, large, powerful creatures with speed and mass. The Gorkils breed the best Warboars and Jabbernaks within the Orc Nation, and are renowned for their ability to control these beasts and effectively fight on them. Warboars: Known to quickly charge, or flee, from those who approach, these Red-furred Battle-boars boars are extremely hard to domesticate, with only the Gorkil clan being known to do it as of yet. However, once attached to a person, or each other, these boars have the tendency to “adopt” a being, with entire farrows known to accept due to a single boar, leading to different farrows of boars existing for different factions of Gorkils and their friends they decide to bestow a boar to. ((For more info, read the lore page here.)) A Gorkil farrow, awaiting to be fed. Current Warboars: Gijaklûl, War Boar of Vagud’Gorkil Zerbaûz’r, War Boar of Othmgakh’Gorkil Jabbernaks: This devastating beast plays a bigger role in transportation throughout Orcish lands than anything else. Although it is mainly used in transportation, do not let that fool you. The Jabbernack is still an extremely deadly foe to even an Orc; its razor sharp teeth and claws will end a foe in seconds. Jabbernacks are solitary creatures and are incredibly hard to breed, with only a select few being able to breed Jabbernacks. Wild Jabbernaks, nomading around the Orcish deserts Current Jabbernaks: Zoghan, currently a Jabbernack egg Formis, currently a Jabbernack egg If you are interested in joining Gorkil, complete the following application. Once you have done so, either speak with or send a letter to the Wargoth or one of the elders. This will prompt a short meeting between you and the elder or the Wargoth. The meeting will consist of the elder or Wargoth getting to know the prospecting Gorkil, asking them about their life, their views and moral code, and their knowledge of the clan’s traditions and history. The Wargoth will then decide whether or not the Orc will be permitted to move onto trials. APPLICATION: IN-GAME NAME: TIMEZONE: ROLEPLAY CHARACTER NAME: RACE: NEXUS PROFESSIONS: DISCORD | SKYPE: Trials for newbloods and clanless vary greatly depending on the Gorkil overseeing the trials, and elders are encouraged to use creativity when creating a trial. There are three major categories for trials that a prospecting Gorkil must succeed: in a trial of strength, a trial of endurance, and a trial of wit. These categories all represent strength, in all its different forms, and anyone worthy of becoming a Gorkil should excel in all of these fields. The Trial of Strength is meant to to test the prospecting Gorkil’s physical strength. If someone wishes to join Gorkil, they need to prove that they have exceptional physical strength and are capable of holding their own in a fight. These trials typically revolve around fighting in some capacity, be it an elder, a scaddernak, or whatever dangerous beast unexpectedly pops up that strikes an elder as a good opportunity to have an Orc prove his strength. The Trial of Endurance is where one proves their capacity for pain and both physical and mental stress. Having the willpower to withstand anything and stand strong is something all Gorkils should be capable of. Trials of Endurance focus on exertion and pushing an Orc’s limits, be it by whipping, exposure to near freezing water, or simply looking someone in a room for a couple of days and letting them starve. The Trial of Wit forces one to prove their intelligence, how quick they can think and their ability to solve problems. A Gorkil needs to be able to think on the fly while in dangerous situations, and understand what to do in order to save not only themselves, but those that have been put in a life threatening situation. Trials of Wit very greatly, ranging from put wilderness survival skills to the test to flushing out a scorpion nest and bringing the inhabitants to an elder alive using only what they can gather around them. (( Special thanks to @2samspan for putting everything together and @GammaByte for designing the banner))