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Posts posted by Luxus
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Student Application
MC Name: LuxusFerox
Character's Name: Vorgak
Character's Age: 33
Character's Race: Orc [Uruk]
What magic(s) will you be learning?: Lutaumancy
Teacher's MC Name: Shamanistic
Teacher's RP Name: Falum'Lur
Do you have a magic(s) you are dropping due to this app? If so, link it: I am dropping my previous [MA], so feel free to decline that one. ((I can't link it due to it being hidden))
Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: I agree.
Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: I am aware.
Have you applied for this magic on this character before, and had it denied? If so, link the app: No.
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5 hours ago, TheNanMan2000 said:
Application
RP Name : Murak 'Da Purpul Zkull'
MC Name : TheNanMan2000
Reason for joining : Because Murak and Vorgak are lads and Clan Ram stronk
Tell a joke : https://youtu.be/0x5ZRAVXxr8?t=9s
Horze foka'
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6 hours ago, Pond said:
RP Name : Zornoraugh'Ram
MC Name : Pond__
Reason for joining : I rly liked the truly barbaric history/culture
Tell a joke : my mom loving me
Accepted.
Mine too
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23 minutes ago, volcel said:
RP Name: Arkgnthand'Ram
MC Name: YRNCOMPADRES
Reason for joining: BIG horn roleplay
Tell a joke: we are the 56%
Accepted.
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54 minutes ago, Jack01124 said:
RP Name : Ikkath'Ram
MC Name : jackhappy
Reason for joining : I joined this clan because I find the clan interesting and love the principles, the ranks and warpaint systems.
Tell a joke : Agh blind Uruk walkz intu ash Klan Hall... agh ash table... agh ash chair.
Accepted.
Hozh buurz-humor.
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The Bloodline of the Rams in Atlas
(This very similar post is an update of the Clan, following the same culture and bearing the same ethics, presenting different minor changes, yet significant.)
Formed by the Young Ram, son of Sarn, it is a clan where Orcs fully embrace their gifts of savagery, and bloodlust, they see their curse as not something that needs to be sated, but something that needs to be cultivated and embraced. In clan Ram, might is right. The Orcs of clan Ram are generally the biggest in the Uzg, Ram Uruk even rival the Braduk Uruk in size. The main goals of the clan is usually war, they seek nothing more than chances to prove themselves, and to feed their hunger for blood. A Ram’s first loyalty is to the Clan’s Power, and Dominance, by any means necessary.
In Atlas, the bloodline of Rams is continued by Vorgak, son of Rakku'Ram, grandson of Raz'Ram, great-grandson of Ram.
Uruk of clan Ram are generally dark in skin color, which ranges from grey to black, it is rare for Uruk born of this clan to be any other color
The Ram Clan’s leadership consists of one Wargoth called the Ramgoth.
Clan Elders act as the Ramgoth’s advisors and possible successors. If the Ramgoth has been missing for long periods of time, or has died, these Clan Elders will form a council and briefly discuss their issues and suggestions regarding the situation. After doing so, they will battle against each other, and the victorious one will decide which Uruk is worthy of becoming the new Ramgoth.
Members
Vorgak (LuxusFerox)
Mûrak'Ram (TheNanMan2000)
Ikkath'Ram (jackhappy)
Arkgnthand'Ram (YRNCOMPADRES)
Razk'Ram (periklis02)
Zornaraugh'Ram (Pond__)
Ramohk'Ram (_prolo)
Culture and Traditions
War paint
War paint is one of the biggest traditions in clan Ram, they mostly use bright and flashy paints that contrast with their skins, it is a warning to others in war, allies and foes alike to avoid the strongest Uruk. The more decorated and painted the Uruk, the stronger they are. It is traditional to wear paint for klomps, especially during klomps for positions of power, Like Targoth, Wargoth, Rex, etc. Certain symbols and designs stand for certain things.
A fully white face symbolizes death, it is worn at funerals, and battles where there will probably be lots of death.
Red body paint symbolizes blood, the more red paint on an Uruk, the more kills he has gotten. Uruks with a completely red chest are considered seasoned warriors. Uruks covered completely in red paint are considered war machines, and are highly valued, yet only leaders may achieve this state.
Orange paint represents a Shaman or a Wise Uruk, both being considered great sources of knowledge and wisdom. They’re one of the most highly respected Uruks in the clan.
Red face paint is reserved for the Rex, Targoth and Wargoth only, as it signifies leadership, strength and dominance. Only people currently holding one of these three ranks may wear red paint on their faces.
Blue paint represents bravery. A Ram Uruk must earn his right to wear this paint from the Ramgoth.
A hand print stands for protection. It is believed that Uruks wearing this symbol are blessed with extra safety from the spirits.
Rings around limbs or horizontal lines represent good stamina. It is believed one who wears this paint will never tire in battle.
Scalps
It is common for Uruks of Clan Ram to return to the Hall with the scalps of the ones they killed. Once they present this to their Ramgoth, they are rewarded with artefacts, loot or feathers to work towards their Warbonnet.
Bonetooth jewelry
Bonetooth jewelry are commonly worn as trophies. The more an Uruk has, the more accomplished of a hunter they are. Furthermore, the bones and skulls of their trophies are often on display in their blargs, or used to make traps.
Dice
It is common for Uruks of clan Ram to play a dice game known as Nim. In the game, two players place a bet in a pot, those two players take turn rolling the dice until one gets a seven. The other player has a chance to match the roll, and if he does, the player with the highest number in their seven roll wins, for example, if someone rolls a six and one, it would beat a four and three, if they get the same roll, they roll the dice again, and whoever gets the highest number, if they tie again, they keep rolling until there is a victor.
Feathers
A brave’s head band.
A Warbonnet is like the Ram equivalent of earning a medal for bravery or prowess in combat.
Feathers represent kills or other outstanding achievements like exceptional work in the fields of medicine or shamanism, Uruk in the clan will receive one feather for each scalp, or outstanding deed they perform that they bring to the attention of the Ramgoth, and once they earn 32 feathers they have earned the right to wear a War Bonnet, and they have earned the right to the rank of Warrior. Once a warrior gets 16 more feathers, they have earned the rank of Clan Elder, and they are considered the Ramgoth’s most trusted advisors and strongest warriors.
Painting feathers is something considered extremely sacred to the Ram clan. When painting one, it should be personalized to each Uruk, as a common rule of thumb, feathers should never be painted in such a way that is distasteful to look at. Such an act is an insult to the eyes of other Uruk, and is even punishable.
Medicine bags
Every Ram Uruk carries around a medicine bag made of leather with them. It holds herbs, bandages and other healing supplies and even personal items which are used to heal one’s own spirit can be found in the bag as well.
Smoking
Smoking is a common practice in the clan, after a successful raid, hunt, or promotion, it is tradition to pass around a pipe with cactus green. Every member of the clan may smoke, no matter their age.
Feasts
After a successful raid or hunt, a feast is held to celebrate the clan’s good fortune, there is often drinking, brawls, dancing and other kinds of Urukish fun.
Lifestyle
Rams live a very unique lifestyle, and don’t always fit in with others. They’re bigger, rougher than other Orcs. Rams may find themselves killing people by accident since they were too rough in whatever it was that they were doing. They would most likely not feel remorse for their actions either. Even given their roughness, they’re very protective of their own, even when said member of their family may not deserve such loyalty. Ram see Uruk as the ultimate race with a perfect balance between intelligence and strength, they were made the way they are for a reason, and they embrace it.
Rams are very tribal, and family oriented. They consider members of their clan as family, and protect them as such, no matter what habits they fall into. Their devotion to their tribe is unwavering, however, their devotion to the Ramgoth can be at times questionable. It is a Ram’s ultimate goal to honorably kill their Ramgoth and take his place, but before they can do that, they must prove themselves worthy in tests of intellect, skill, raw strength and endurance, and finally, of survival. However, before a Ram does this, they must first learn everything that they deem valuable information from the Ramgoth.
Slaying the Ramgoth should be no easy task for a Ram, it is like slaying one’s own father, it is someone that they have come to love, but in the end, the old become weak and brittle, and the young and strong take their place.
The Bloodlust is considered a curse by most Orcs, but that is not the case for the Rams. Uruks of this Clan embrace it as a blessing cast upon the Orc kind. Rams will not try to resist the urge of the bloodlust by any means, but rather feed their hunger for blood as much as possible.
Rams do not seek respect or praise, they seek power. They may have unusual ways of achieving their goals, but in the end, they do not care what others think of them.
Ram Uruk use beads on their weapons, staffs and most tools to pass the time. It is common to see Ram Uruks beading, as it is difficult, flashy and time consuming, the beads often times are left in a pattern, however, the golden beads are left for only the Ramgoth, Red beads are left for only warriors, and orange beads are only for shamans or wisemen.
Initiation
To be initiated, the Ram in question must be an adult, and seek out the Ramgoth, and challenge him to a klomp. It is not required to win, however, the Ramgoth may deny the Initiate for whatever reason they wish, regardless if they win or not.
After the previous step is completed, the initiate must beg before the Ramgoth to be treated as a pug by his clan, and so they are, for the next two cactus days, the Initiate will be treated as a Pug, they’re not allowed to use weapons or armour, look at the Ram Uruk without permission, or even sleep with a roof above their heads, for during the night, they must reflect upon the stars for what they have learned. This often leaves the Orc degraded, and exhausted. During their time as a Pug, they will be put through rigorous activities, often times without any physical or mental benefit, they will be forced to take beatings without resisting or fighting back, and forced to do things which may throw their honor into question.
After all of this, they must find a suitable offering to the patron spirit of Clan Ram, Leyd, Spirit of Strength and Dominance. They must bring this offering to a Shrine of Leyd, with a sacrifice, and make the offering to the Spirit with supervision of a fully fledged member of Clan Ram.
Initiates who come this far are now fully integrated into the clan. The sacrifice will count as their first kill, and they will receive a feather for it.
Warrior Trials
The Brave must have received 32 feathers, before approaching the Ramgoth for the Trials. They will be brought to the mountains, where the Ramgoth will explain what the hunt will consist of and what tests of might the Brave will have to pass, in order to achieve the rank of Warrior. The Warrior Trials differ from one Ram to another, because the Ramgoth chooses the specific tasks based on what he thinks of the Brave undertaking them.
Elder Trials
The Warrior will be brought before the Ramgoth and the Clan Elders, where they will be judged of their character with multiple tests. These Uruks are in line to replace the Ramgoth himself after all, they will go through tests of mind, spirit and strength, and at the end of it, they will receive a new name chosen by the Ramgoth, one to fit their status as an Elder.
Ranks
Brave
A Brave is the common member of the group, they can be new or old to the clan.
Warrior
A Warrior is one of the strongest Uruk in the clan, they’re a seasoned veteran of battle, and a proven fighter.
Elder
An Elder is an extremely powerful fighter, they’ve been with the clan a long time, and they’re the Ramgoth’s most trusted advisors.
Ramgoth
The Ramgoth is the leader of the clan, he reports directly to the Rex.
Weapons
Blunt -zultz
Blunt zultz are crude and savage weapons, they’re made from anything scavenged at the time, big rocks, metals, diamonds, and they’re often adorned with feathers and medicine wheels. They can be mace-like or even bigger, and in the shape of a war hammer, Blunt-zult is such a broad term that it could mean any weapon that is blunt.
Tomahawk
Tomahawk’s are throwing weapons which are often used to throw into people’s backs as they run away, they’re commonly used as melee weapons as well.
Wagh O’lig
These bows are bigger than average weapons of the same nature, and launch spears, they’re fitted for Uruk rather then man.
Jawbone clubs
The Jawbone club is made from the jaw of a large animal, and are extremely rare among Ram Uruk. It is a badge of strength and honor to any Ram holding it, because this means that they slew a beast much bigger than themselves, and lived to tell the tale.
Application
RP Name :
MC Name :
Reason for joining :
Tell a joke :
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MC Name: LuxusFerox
Character's Name: Vorgak
Character's Age: 33
Character's Race: Orc (Uruk)
What magic(s) will you be learning?: Dark Shamanism (Buurz-Mojo)
Teacher's MC Name: _Notprepared_
Teacher's RP Name: Kurag, The Bastard
Do you have a magic(s) you are dropping due to this app? If so, link it: I do not.
Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes, I will.
Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: I am aware.
Have you applied for this magic on this character before, and had it denied? If so, link the app: No.
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When the Vaeyl depart for Deep Harbour, the sons and daughters of Krug will follow the path, if not the entire War Nation, Vorgak surely will either reach the destination or die trying. The supposed Orcs from Deep Harbour will be worshipping one or more ancient Spirits which seem to be unknown by the regular Orc, thus discovering these new deities and perhaps some will choose to praise them. This new civilisation of Orcs will either welcome or want to slaughter the incoming kin of Krug, depending on the approach or (supposed) relationship with the Vaeyl.
I believe that what stands past the Ice Wall will not bring the end of Atlas, but rather a new civilisation which will lead to the evolution of the Orc race, new discoveries for the Uruks, Goblins and Ologs to grasp.
Whatever it is, @Xarkly don't ******* spoil too much about it because the event is enjoyable and we're eager for the follow up.
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17 hours ago, B7W4 said:
If you would like help developing a clan similar, send me a PM and I'll be happy to help. We could even set it up as a more legitimate and less sinister branch of the clan, like perhaps they are related and retain the same culture as well as appearance.))
That would be great, I will PM you as soon as I get a bit of spare time. Thanks for lending a hand!
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((I don't know if anyone else still reads this post, but it would be awesome to bring back this Clan along with its original ethics, focused on embracing savagery and bloodlust. Personally I don't see Dark Shamanism as something that fits in a Ram and it drives it away from the other Orcs, but the fact that they are rougher and more tribal than the rest makes them unique. With a slight modification of this post regarding their personality (and some others) I think many would want to join.))
"Nub'hosh dat dey waz flat'd by deyr own globnezz, juzt az Krug's fe-kub's Klan flat'd bekauze uff deyr own nub'hosh choizez." Says Vorgak, son of Rakku'Ram and Ghrala'Gorkil
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Vorgak cracks a smile and places one hand on Puknaak's shoulder, answering "Mi agh Najak bonded thru bluud, juzt az Vrogak agh Shreck, agh now lat muzt du dah zame, but unleeh wiff dat whu lat gruks am hunurareh. Kome, Mi'll peep lat dah blahin' uff ah Uruk, ash whu truleeh gruk'd dah meanin' uff bein' hunurareh." and with a final nod to the Lak Uruk, he gestures him to come along, walking forth outside of the cavern, towards Clan Yar Hall.
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Vorgak was meditating in the sacrifice room when this Lak Uruk bashed his fist into the door. He allows him to enter and greets him with a headbutt, asking afterwards "Wat am lat seekin' or peepin' fur in 'ere ?"
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My opinion is absolutely objective, as everyone else's should be. As one who prefers to both admire and criticise his style, this application appears flawless to me, he exposes himself in all honesty, which is something that should be appreciated.
Creative, sociable, spontaneous, a great vocabulary and dedication, quite fitted for the ET team.
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The dude is dedicated and will be a great addition to the team, definitely +1
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RAR KALA GORKIL
Desert Fortress Gorkil
Vorgak'Gorkil, the current Targoth of the War Nation of Krugmar and Wargoth of Clan Gorkil, has built his Fortress, which holds the primal purpose of offering shelter for his Clan and Brothers in Arms, yet every traveller is welcome to visit, seek trades and learn about the Traditions of the Orcs.
The Wargoth, as always, has been focusing on the good of his Clan, thus he has created this place of significance where the Orcs of Clan Gorkil can freely manifest their habits, such as the breeding of the War Boars, the eminently fast beasts Clan Gorkil has been using for centuries.
In order to reach the settlement, one must first walk from the Cloud Temple towards the Northern Nations and arrive at the War Nation of Krugmar, where he will immediately see The Trog, the market of the Orcs. Once reached The Trog, the traveller must head towards the North-East and walk the path through the Desert, along which he will encounter several Shrines and Oasis, yet he must be careful, as the Desert is the home of many mighty Beasts. The Fortress is particularly situated on top of a sand hill, in front of a large Oasis. Should one walk past it, he will surely find himself standing in front of The Shrine of the Lost. There, the traveller must face the very South and head forth, Rar Kala Gorkil will be nearby!
As courtesy of the Targoth, the Fortress will be gladly used as a terrain for holding The War Games of the War Nation of Krugmar.
Exceptional gratitude is addressed towards Mûrak, the ex-Warchief of Clan Gorkil who now unfortunately stands under the Whitewash label, yet he is the Uruk who has instructed Vorgak and taught him most of what he now knows; towards Zagruck'Gorkil, the War Architect who aided the Wargoth in building the Fortress and ultimately towards Rex Leydluk'Raguk, Vorgak's "Wagh Bruddah" who has offered him so many opportunities and for bearing the same purpose as him, to sustain the sons and daughters of Krug as honorary, disciplined, wise and mighty Warriors.
Grish agh Rar - Thagurz Grish - Ang Gijak-Ishi
Targoth-Wargoth Vorgak'Gorkil
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FORMAT
Name of settlement:
Rar Kala Gorkil (Desert Fortress Gorkil)
Peak time:
GMT+1 4pm+
Populace density:
Uruks, Ologs and Goblins, yet considering Orcish Lore, I assume in the future more races will live inside the Fort under various social ranks.
Brief description:
Rar Kala Gorkil was built by the current Targoth and Wargoth of Clan Gorkil, Vorgak'Gorkil, along with help and ideas of the Gorkil War Architect, Zagruck'Gorkil. The Fortress is owned by Vorgak and it's primal purpose is to provide shelter for Clan Gorkil and other Brothers in Arms, yet it will be also used as a trading spot and for holding events, such as The War Games for the War Nation of Krugmar.
List of players able to assist:
Within the settlement, LuxusFerox is able to assist with anything.
Directions:
One must first walk from the Cloud Temple (spawn) towards the Northern Nations and reach the War Nation of Krugmar, where he/she must walk into The Trog, which is situated outside the Walls of the War Nation. Once reached The Trog, the traveller must walk towards the North-East. He/She will walk through the Desert, along the path a few Shrines and Oasis will be encountered. The Fortress is particularly located on top of a sand hill, right in front of a large Oasis. If one walks past the Fortress, it's most likely he/she will find The Shrine of the Lost, where it will be quite easy to spot Rar Kala Gorkil simply by facing the very South and heading towards it.
{{((OOC))}}
In case you need any further details, PM at LuxusFerox and I will gladly offer help.
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On 11/03/2018 at 4:45 PM, KRUGMAR said:
[APPLICATION]
“LATZ NAME, ORK: Vorgak
BLAH MI LATZ AGE: DubtyGakh
UKEE, LATZ KLAN, OR DA KLAN DAT INTEREST LAT: " Klan Gorkil
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The guy knows what he's doing. +1
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Targoth-Wargoth Vorgak'Gorkil chants for his kin, ready to witness the honour klomp. "Krug's fe-kub's naym haz been ztayned ash otha tik. Dah weak agh dah dizhunurareh hav nub playz in dah Uzg!
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20 hours ago, Smaw said:1
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A Goblin runs inside the Hall, trembling as he hastily tells the Targoth about Enrohk's favoured son's arrival. Vorgak'Gorkil immediately unsheathes a dagger, raising it to his chest and dragging it along the skin. He rushes outside, ready to meet the mighty Warlord.
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On 18/03/2018 at 1:52 AM, LUP-KRUGMAR said:
[RP]
RACE: Uruk
SLAVE NAME/PARTICIPANT NAME: Aebbe, Snaga uff Targoth-Waghgoth Vorgak'Gorkil
[OOC]
IGN: LuxusFerox
DISCORD: BlutSkar#1317
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Renaissance of Clan Gorkil
Grish agh Rar
Blood and Sand
Thagûrz Grish
Dry 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.
Sun's Smile, 1655, Clan Gorkil now stands on it's rightful place and owns the exceptional reputation the Orcs of the Clan have worked hard to regain.
The Current Gorkil Hierarchy
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.
Targoth-Wargoth Vorgak'Gorkil (LuxusFerox)
SHAMAN
A master of knowledge who has tight relations with the Spirits. He offers valuable guidance to the entire Clan and is regarded as a very close advisor of the Wargoth. The Shaman must be treated with the utmost respect, as he is the fount of knowledge of Clan Gorkil.
Kalgoz'Gorkil (TheKingOfTheMoon)
BERSERKER
Champions, Elite Warriors, they are ruthless and fearless. The Gorkil Berserkers have mastered their skill in battle and will take on any foe without hesitation.
Regardless of their age, when one earns the title of Berserker, he becomes indispensable to both the Wargoth and the Rex.
Burzum'Gorkil (Kniaz)
Gudhagh'Gorkil (ShiXTank)
Harazal'Gorkil (fulmine03)
BLACKSMITH
The Blacksmith is an Orc of prestige, one who proved himself as a fantastic individual of the craft. He provides every member of the Clan with weapons, tools and armour.
Shakul'Gorkil (Dragonslayerelf)
WAR ARCHITECT
One can only become the War Architect of Clan Gorkil through exceptional leadership and unique, successful War strategies. This Orc is respected by the entire Clan and is often seen in the War Room, developing procedures of battle for the Clan and the Krug-Hai.
Grukk'Gorkil (jackhappy)
Zagruck'Gorkil (LatePopeTrudeau)
Elders
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.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.
Nazark'Gorkil (_Jandy_)
Vagud'Gorkil (2samspan)
Kindred
The majority of Gorkil clansmen. These are the Orcs who have been born into or accepted into the clan.They are expected to follow the orders of the Wargoth first, and everyone else's second. Outside of what their superiors demand of him, they have no obligation to any specific duties or to pursue a specific profession.
Yamahakh'Gorkil (LordYuki)
Skorkon'Gorkil (Vilebranches)
Borguhk'Gorkil (periklis02)
Narishgoth Lurcano'Gorkil (ChonGojDragonski)
Warûck'Gorkil (Slothtastic)
Ezana'Gorkil (MrBeast246)
Ugghra'Gorkil (_DeppresedAngel_)
Rokag'Gorkil (leftito)
Thrall
Orcs starting their trials, who have yet to prove themselves worthy of joining the Clan.
Gulag'Gorkil (shadowyeager)
Nob'Rot'Gorkil (Tidemanno)
Bolrug'Gorkil (kingluca2001)
The Clan's role in Krugmar
Clan Gorkil provides the Krug-Hai with conditioned, highly trained soldiers, as well as intelligent military tactics.
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Targoth-Wargoth Vorgak'Gorkil rests on the sand inside Gorkil Clan Hall, already planning the next move of the great Krug-Hai. He watches the scars that now cover his body, rejoicing the moments when the cowards of the White Peak did not have the courage to face the mighty Krug-Hai in battle.
4
May the Ancient Ones shape his fate
in Atlas Roleplay Archive
Posted
(Not to be confused with the Horde)
The place depicted is the Thagurz Grizh, a sacred cavern created by the current Ramgoth, Vorgak, in order to show his appreciation and respect towards his ancestors. Shrines of the Greater Ancestral Spirits have been carved alongside the walls of the Thagurz Grizh, and inside the skull found when digging down, a Shrine of Krug, the Greatest of all Ancestors, has been set as well, thus, the ancient ones may shift their attention for just a mere moment, to witnessed what the lost Uruk has been trying to offer them. The blood of 50 bodies, all gathered inside the blood pool in the middle of the cavern, deep beneath the surface. The heads have been settled upon pikes along the path towards and inside the Thagurz Grizh. The offering stood there for months, and the purpose of it, as is understood from its name, dry blood in the old tongue, was the process of the offered blood to turn dry before the ancestors could have set their eyes upon it, yet it seems, they have not yet did such. The Thagurz Grizh is meant to be a monument of longevity, the first to be contacted should have been the first two of all of the Greatest’s cubs, Rax and Gorkil.
Vorgak’s mind ran dry itself, after far too much time without guidance, and started telling himself “Maybeeh..mrghm...dah uld bruddahz, dey gruk dis am nub enuff! Huw kan mi, uffer mohre? Nub..it kan nub beh, skah - agh lat?! Zhat dah trap lat!!” Vorgak’s own brain was fooling itself, starting to hear voices around him all the time, either when he was walking his usual circuits along the Desert, either when he was meditating, he was never alone, or at least...that is what he believed.
The separation of the Orc kin has also played tricks on him, it seems, he did not think to good of it. He was of a mind with his fellow brothers, things could have been better, but deep he understood that the Orcs needed something to wake them up, and truly unite themselves under one single paternal figure, Krug.
Thus Vorgak made his way towards the Thagurz Grizh, which is settled nearby Krugmar (wonkawoods). He did not enter the sacred cavern, rather he stood at the top, peering over the edge of the open whole, facing the massive pool of blood itself. He did not hesitate to rise on his feet and speak one final chant out of his mouth before...before meeting his very damnation.
“Frumz, bugdizg latz, anork uzg gorbugudlab ! Traumug mi.”
(Spirits, I call upon you, take me to your lands so I may work in your name! Guide me.)
The Uruk leaped through the opened gap and fell to his doom where he had crashed into the walls of the pool, his very own blood now being offered to the ancestors.
May the Ancestrals shape his eternal fate.