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  1. Catarrh

    Clan Yar

    <O> Yar: Many years ago, the great shaman Malog raised the banner of Yar for the first time in Anthos, instating a long-running clan of wisemen and those dedicated to the worship of the spirits. Symbolised by the duhnah skhelll, the great man-eating tortoises of the desert, they revere the Ancestral spirit Yar, said to be the wisest of his clan. While Yars place great emphasis on spirituality and the attainment of wisdom, they follow the basic fundamentals of orcish life and value strength and honour; they are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle. However, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting, or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. “Wisdom is born of a strong mind. It is more practical than philosophy, agh goes beyond mere knowledge. It is the ability for right living, common sense, wit, resolution of life’s problems, agh success beyond material gain. Gruk for latself, but heed the blahings of those more experienced with the respect agh consideration due them. Learn from life, agh apply latz learning in a way that means something.” -The Contemplations of Malog, V1 \o/ Culture: Seven Pillars of Honor: Strength Valor Boldness Contentment Wisdom Forthrightness Discipline Seven Pitfalls of Dishonor: Weakness Irresolution Cowardice Avarice Thoughtlessness Duplicity Complacency Branding: Upon initiation into the Yar clan, and following completion of three trials presented by one or more elders, new members are branded with the image of the duhnah skhelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal: “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!” Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings These are offerings of living creatures. Humans, elves, kharajyr, and dwarves. Livestock. Grain Offerings These are burnt offerings of wheat or any other form of produce. It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Adornment: Due to the symbolic nature of bones within the clan, it is a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle, or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. See “Important Links” at the bottom of this post for links to the Yar Clan’s more interesting traditions. <<<D Law: The giving of the law, as originally told in Anthos: Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi guidenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan: ~ In order to ensure the Yar Clan did not stray from the path of honor, ten laws were set in place for the clan to uphold. ~ Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. Do not consume the flesh of your fellow orc, for such is an abomination to Krug. Do not steal from your fellow orc, for such is an abomination to Krug. Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. Do not practice the magic of the pink skin, for such is an abomination to Krug. Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. Do not speak the language of the pink skin, for such is an abomination to Krug. Do not take the pink skin as your lifemate, for such is an abomination to Krug. Do not worship the gods of the pink skins, for such is an abomination to Krug. ~ Failure to comply by the laws of Clan Yar will result in the following: ~ Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. Heart Removal: An orc who commits a particularly heinous offence is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. >>> <<< Yar Clan Chants: Blessed of Yar Shout unto Krug, Blessed of Yar! Throughout the Uzg, Bear it far; The glorious name! Glory to Yar! His wisdom will reign! Glory to Yar! Harvest Life is toil; Life is pain. Till the soil; Wait for rain. Blood coats plow, Workers groan. Harvest now Flesh agh bone! Raise the Luzk Raise the luzk! Shout aloud! Bare latz tusks! Make Krug proud! Bodies sever From their spirits! they'll forever Dread agh fear us! Cubs’ Chant Chant to the Wargoth, leading us to glory. Chant to the Choppers, on the battlefield. Chant to the Trappers, in the burning desert. Chant to the Workers, pounding steel. We are the Yar cubs, builders of the future, Agh we the Yar cubs swear to lat; Loyal devotion! Fearless devotion! Agh to klomp until we’re flat! Chant to the faithful members of the Yar Clan. Chant to the Skhelll lethality. Chant to the Yar Clan; ever wise and mighty! Clan of wisdom agh victory! <(*)> Important Links: Shrunken Heads: Bone Trees: Bone Gavels: Bone Singing (Throat Singing): Yar Clan Runes: Yar Funerary Rites: The Horn of Yar: Story of Yar: Information on the Duhna Skhelll can be found here under “Orcish Wildlife”
  2. No More Monkeying Around The Rex paced up and down within his chambers, the glower of Krugmars great, beating sunlight glimmering through the slatternly window. It flickered across the room - a reminder to those who stood present of its occupancy; like a wild conflagration it danced and writhed and cast its black taint across the yellowed walls of the palace. Orgoth - the aforesaid Rex - was invested with a deep, underlying wroth - which was clearly ostensible in his gait - and eventually broke his trance of idle pacing and contemplation with a sigh, wherein he thereafter abruptly pivoted to meet his Targoth, Goj and Yazgurtan with a stern disposition. He opened his mouth to speak. But he stopped. And closed it. But then, he held it awry once again, this time granting his anger audible tangibility, “Firstly, we almost succumbed to the scourging pestilence of the Orenian horde, and we were cast out from our rightful home...” The triad that stood before the hulking Braduk all gave nods of approval as he administered his monologue, “...And then, we were once more threatened with cessation…” Orgoth shook his head and paused… but peculiarly gave a hoarse, concise chuckle, “Well, Oren’s backward plans bit them right in the ******* arse!” The three too laughed, “But now, we are faced with a coeval grievance… some ******* baboon men are living in OUR land, and taint it with their worship of Metzli and sordid doings!” The three looked at each other at the sudden outburst. Orgoth mellowed his tone somewhat and proceeded, “We must reclaim Zagbals jungle, but I am done trifling with peace, for that lead to my envoy being attacked. It is time for great WAGH, brothers.” Orgoth’s chin twitched as he concluded his statement. His gaze slowly examined the Uzg’s most powerful men, his eyes locking primarily upon the Yazgurtan, “Vagud, amass a fleet at any expense, take the builders and construct some if you must.” “Yes, Rex,” Said he, Vagud’Gorkil, a redskinned ork with eyes of a frugal yellow. The Rex’s stare, at a languid pace, honed in upon the second’s countenance, “Kuntklobbera, prepare the soldiers, ensure their Zults swing true.” “Yes, Rex,” Replied the Targoth, who - akin to Vagud - possessed a skin feverishly red, and eyes equally so - a fiery orange. Orgoth then looked to the third, “Gurak, take as many slaves as we can spare and sacrifice them to Enrohk, for we must be in his favour.” Gurak replied with a slow nod, “Yes, Rex.” His deep red eyes glinting in the invading rays of gold. Orgoth stood back, and waved a hand of dismissal. The others complied and they left hastily to fulfill their given tasks. Soon after, a massive fleet was borne before him of dwarvish and orcish transport ships. Wagh was on the horizon. WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Skirmish Date And Time: 4PM EST, SAT 1st of April 2017 (No not a Prank) Side A: War Nation of Krugmar + Allies Side B: Hou-Zi Location and boundaries: Direct Area: https://gyazo.com/97d0648496ccb5186379a8bfa938d6bb Surrounding area of battlefield for reference to location: https://gyazo.com/8ef0f8c8467ea81b208a7f394fbfbe7d Terms of Victory Victory for the Attackers: All Hou-zi forces are killed or driven from the battlefield. Victory for the Defenders: All Orcish forces are killed or driven from the battlefield. Upon Victory For… Side A: The Warnation of Krugmar has the right to establish a siege camp outside the Houzi lands and may siege/pillage/take over the following week. Side B: The Warnation of Krugmar may not warclaim the Hou-zi for two weeks. Rules - No status switching. - All LoTC Rules - No one day alts or non rp allies - No TNT -Only the addition of sensible defenses that are moderator approved may be added. - If the Hou-zi does not attend, their lands are forfeit to the Warnation of Krugmar. - No New Hou-zi applicants after this post until the WC is over. -No Golden Apples
  3. Guest

    Krugmar Arena

    *A NOTE IS PINNED ON THE KRUGMAR WALL SPEAKING IN ROUGH ORCISH LETTERS* “The credit belongs to the man who is actually in the arena; whose face is marred by sweat and blood; who strives valiantly; who errs and comes short again and again because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotion, spends himself in a worthy cause; who at best knows in the end the triumph of high achievement; and who at worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who have never tasted victory or defeat.” Mok'ra (Greetings) this is Burz-gro-Kash. (TapeSauce) I was consulting with many of the orcs and kha' of Krugmar, and we want to see the arena hosting shows more often. We request that we, (the people of Krugmar) are allowed to host arena shows daily, or whenever we see fit. (Mainly daily) People of all races are allowed to come, they will be 5 minas on 1 of 2 combatants. Whichever combatant wins gets the half of the bet money placed on them. The bet taker (I am also requesting that I would be the bet taker, but it's fine if I'm not) will take the other half of the winner's earnings. The rest of the money goes back to the audience members who won the bet. We will need an equal audience so that the winners get their earnings, until we have enough fundings to have an uneven amount of bets. AS FAR AS COMBATANTS GO Combatants will be volunteering characters/players. Today, I had many kha' at the arena, but we cancelled the fight because we thought we needed admin's consent. Also, the fights are PvP fights, and the combatants will have equal equipment on each other, as we found a chest full of wood swords. We would like to branch farther than this someday and have 3 v 3's and 2 v 2's and so forth. Rulg. (Thanks)
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