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  1. Newspapers are spread throughout Aevos. They’re made of two sheets of cheap paper, simply stacked and folded together and yet they are surprisingly colorful, with doodles and familiar drawings! Could this be… no way! The return of… Issue H’Gahk (VIII) — Azh’Kint’H’ty’Gakh (CLIII) D.A. ORC POLITICS Rebellion against Clan Akaal Krugmar has recently been torn by a political and military crisis, the outcome of which remains uncertain as part of the population formed rebellious forces which threaten to lead a coup. Let’s look at the events that lead to this turmoil. There has been social unrest in Krugmar for a while; several cactus weeks at least, if there was ever a time of complete stability. Scattered voices have expressed concerns about the orcish society drifting away from its core culture, away from the path of Spirit and Krug’s ways. It is undeniable; Krugmar has opened to other cultures, and adopted some codes. One such example is the ashtkaar system implemented in Klamors, where clan leaders and members of the government hold a vote for important decisions. As a response to this ever growing feeling of disconnect with Krug’s values, some have attempted to restore a form of orcish purity and tradition. Two cactus weeks ago, Grimruk’Lur, claimed the position of Krimpgoth through a glorious duel. This position allowed him to revoke the honorary title awarded to non-orcs who embrace our ways. All honoraries were stripped of their title —except for a select few— and required, if they wished to regain it, to go through the honorary trials once more. This has unsurprisingly triggered a wave of anger from many previously-honoraries, in particular from the Bronze Band: a clan of elven honoraries, vassal under Krugmar. Distrust against the ruling orcs grew with several accusations against Clan Akaal. Drus, a former member of the Akaal Clan, has denounced shamanistic and spiritual practices within the clan which some believe to be buurz; that is to say sinful and breaching of strong orcish taboos. Though members of the Akaal Clan have either denied practice of these rituals —An old rex could have said, “LIES AND SLANDER”—, or dismissed accusations as misunderstandings of legitimate traditions, there is no denying that this has further divided the orcish community. The last nail to the coffin was probably the aforementioned ruling on Ashktaar— which now states that one may not klomp (fight) for the title of Rex unless half of the clan leaders deem the pretending orc worthy to inherit the title. While democratic systems are not incompatible with traditional Orcish ways, the Klomp for Rex has always been seen as a fundamental guardrail to ensure no tyrant hoards power, and the old orcish proverb “Might Makes Right” still resonates with many. To address these, a Klamor —deliberative congress— was held last cactus week, but it failed to appease tensions, and has in fact exacerbated divisions. Two people demanded to klomp the Rex Kybal’Akaal for his title; Bullgoth Skorkon’Ugluk (previously known as the Brazen Bull) and Grubnakh, an olog also from clan Ugluk. The clan leaders voted, as is the law, and the two were denied their duels. This sparked a fight, which degenerated into an attempted coup. It is unclear whether it was premeditated, as it might have spontaneously erupted, but it failed either way, only resulting in a minor fight. The Rebelling forces quickly escaped, and are yet to make another move. The Rebels are roughly composed of an alliance of Clan Ugluk, led by Skorkon and Grubnakh, the Bronze Band, various human and previously-honorary vassals of the horde, as well as some individual Orcs who took it as an opportunity to rid Krugmar of the corruption they see in Clan Akaal. Ironically, Grimruk’Lur is one of them, and is now siding with humans and elves which he declared lessers mere cactus weeks ago. However, he has not been secretive about his plans to leave this alliance as soon as it does not serve his agenda. FOREIGN AFFAIRS A Cure for Degeneracy? Tensions rose recently around bathhouses. Although these traditional establishments have been central to many cultures, there seems to have been numerous cases of misconduct within them. This behavior has been denounced in a statement by orkish chieftain Grimruk’Lur, who has declared war on what he calls degeneracy; bathhouse parties where “acts that should not be spoken of” are allegedly encouraged. The Canonist Church has also been said to denounce the impure nature of bathhouses that teem with scandalous incentives, though after discussing with a paladin, I could not find evidence of such a stance. Either way, there seems to be an outrage towards these establishments; “Anything bathhouse related, I’m going to make sure it caves in!” I was told in another conversation. In an attempt to maintain hygiene while satisfying everyone, King Cyris has proposed a great innovation; the construction of a water park by the beaches of the halfling city of Dunfarthing. The King has big plans; “It’s gonna have slides, a pool, a lazy river, turtles — Giant turtles!” he said, before adding that the park will also feature a “helter skelter”: a tower supporting a spiralling water slide. Though there is currently no fixed date for the grand opening —it is still in design phase—, the king of the Halflings has promised that the park will be a place “for everyone to enjoy water-filled fun […] so long as they do not cause trouble or worship Iblees or, even worse, Arugula.” He also vowed to make the water park completely free; “charging for entry would be choosing to make people smell!” he simply explained. ON THE KAKTUZ WEEKLI Returning with a New Journalist Ug dere! I am Gharak’Yar, a scholar in orcish social studies and philosophy, and disciple of Kor’Garr! With the founder of the Kaktuz Weekli retiring, I have been honoured to inherit this treasure of orcish culture, and I hope I will live up to the expectations of its readers! And so after several cactus months of absence, the cactus weekly returns! I hope to pursue Kor’Garr’s goals of bringing clear, diverse and fresh information to the public of Krugmar and the whole continent of Aevos! I hope to publish The Kaktuz Weekli… every cactus week, so keep your eyes peeled! Though they will not be featured every week, I also plan on bringing back all your favourite sections; Orcish Culture, Cooking, Orc of the week, and more! Next week: an in-depth investigation on Desert Shenanigans. Feel free to send me a bird to request investigation on specific topics! You can also leave a letter in the Kaktuz Weekli Headquarters in the Library of Barbog, San’Brîu, Krugmar. Ideas and help are always welcome and appreciated! Peep latz! –Gharak
  2. THE TONGUE OF ORCS Krimpgoth Grimruk’Lur Within the desert of the orcs you hear them converse, speak to one another. Though the tongue sounds foul, it feels familiar. ♪♫♪ ON THE BLAH The Blah, also known simply as ‘Blah’. Is a tongue coming from the lands of Aegis. Due to the cultural isolation of the orcs, they developed their own language outside of common, taking slight inspiration from the shamanic language ‘Old Blah’. This language is quite foul, taking advantage of the Orcish grunts and deeper vocals. The Blah can be spoken with a thick accent, however, with the Orcs leaving their isolation over the years, the accent has begun to die down. Most Orcs of today's Aevos speak in a more straightforward and, arguably, more understandable accent. CULTURAL INFLUENCE Though Blah is not mandatory in this day and age, it is still expected and seen as respect to speak to another bruddah in the tongue. Greeting a Rex or a Wargoth with the word ‘Throm’ka’ gives a good impression of the respect you give to those who are stronger than you. UNDERSTANDING BLAH Blah may prove some difficulty to speak and to understand at first, as with any language. However, Blah is a sub-tongue of Common, meaning that it shares a great similarity with the language of other descendants. For example, if one were to say, “Hello, how do you do?” An Orc would say, “Ug, how does lats do?" However, due to the mighty tusks and jaws of the Orcish kind, their accent may seem harsh. Their soft 's' may turn into a stronger 'z', and their ‘the’ might turn into a ‘da’. For the average orc, it takes quite some practice to speak in a calmer accent for other descendants. GENERAL BLAH PHRASES THE BASICS “Ug” Hello, Hail, Greetings. “Throm’Ka” Formal Greeting. “Gug’ye” Goodbye “Rulg” Thank You “Dabu” Thank You, Formal. “Yub” Yes “Nub” No “Ukee” Okay “Hozh” Good “Bub’Hozh” Great, Large “Nub’Hozh” Not Good. “Lat” You “Latz” You, You’re “Mi” Me, I “Mi’z” I am “Gruk” Think, Know, Understand. “Grukkage” Knowledge “Peep” See “Agh” And “Azhzt” First “Wagh” War “Klomp” Fight “Grog” Drink DESCRIPTIONS AND NUMBERS “Mojo” Magic “Buurz” Black, Dark “Zkah, Zaahkah” Curse Words “Uzg” Land, World “Goi” City “Grish” Blood “Luzk” Axe “Zult” Sword “Ztik” Staff “O’lig” Bow “Shaatii” Spear “Duf” Knife “Shakop” Mace “Af-Pilik” Tomahawk “Kruklak” Crossbow “Flakas” Sling “Smasha” Hammer “Blarg” Home “Peepurz” Eyes “Grukker” Head, Brain “Puzhdug” Stinky “Krimp” Capture, Stun, Control “Azh” One “Dub” Two “Gakh” Three “Futh” Four “H’” Five “H’azh” Six “H’dub” Seven “H’Gakh” Eight “H’Futh” Nine “Azhty” Ten PEOPLE AND ANIMALS “Twiggie, Albai” Elf “Pinkie, Zhara” Human “Ztout, Gazat” Dwarf “Half-Ztout, Zquealz” Halfling “Uruk” Orc “Quick-Flat” Non-Orc “Bruddah” Horde Orc “Honorary” Honorary Orc “Nubflat” Undead “Shomo, Zhomo” Shaman “Tunzantar” Tinkerer “Znaga” Slave “Momo” Mother “Popo” Father “Kub, Kubbie” Child “Klan” Clan “Buub” Pig “Howlur” Wolf “Birb” Bird “Goth” Lord “Rex” King “Waghgoth” Warlord “Glob” Idiot, Fool “Grub” Food
  3. [!] The missive would be carried by goblins, and posted around all the notice boards within the lands of the Iron’Horde and its Vassals. ♪♫ "WAGH BE UPON YE" Declaration of War For tuu long haz da buurz been zleepin' within da hear ob da Iron’Horde. In light ob rezent eventz, agh da evur zleeping buurz dat iz ever prezent within da goi, it ahm finally tik for da great huntahz ob the Lur to act. "IRUN AGH INCENZE" A Promise From diz day onwardz, agh till da threat ob da buurz haz been purged from da landz ob da Iron’Horde, da Lurz will nub cease the Great Hunt. All who hab been found out to be buurz, zhall be hunted by da Lurz relentezzly until dey will be purged from diz land entirely. "MAY DA LIGHT OB VOTAR PURGE LATZ" No more Buurz Let it be known, dat da Great Lur Hunt againzt da buurz haz been deklared. Let it bi hurd, dat all buurz will be hunted down zwiftly agh mercilezzly. Nub mattur if latz ahm Uruk, Honorary, Ally, or a member ob anuda klan. Latz will bi purged by da LIGHT OB VOTAR! Signed, Madoc’Lur, Wargoth ob Lur agh Dominuz ob da Iron’Horde Grimruk’Lur, Chieftain of Lur, Krimpgoth of the Iron’Horde
  4. TO THOSE THAT ARE NOT WORTHY Krimpgoth Grimruk’Lur You strayed off the path, though you gain another chance. Take my hand child, follow the path once more. This year has been a challenging one, both literally and figuratively. Though I, with a fair zult giving to me by my clansman, have slayed the elf that had challenged me. His head will soon meet the failed and whitewashed folk and tell the tale of what happens when you cross an Uruk between him and his destiny. Our goi has been cursed and poisoned by foul elves that claim themselves to be honorary. But they do not reside with us, do not fight with us, do not respect our culture, and do not speak our tongue or share our name. With cowardice and malice, they betrayed us and stabbed our kind in the back, causing some to fall. To prevent this from happening once again. New trials will begin, and titles will be stripped. If your name is not listed, you are to face me, and do the trials again. OBOK’UGLUK “Honor and Loyalty is never-ending to this one.” MINTO’LUR “His size is little, yet his power is great.” SLITH’UNGRI “Loyal, clever and upholding of his tradition.” TOAD’YAR “Wargoth of great ambition. The eldest of them all.”
  5. Atop the great desert of the horde, Thraak, the young and notorious warrior who took tribute from every lesser he could find, had left his head behind in a pool of blood. His body was nowhere to be found. His nose was caved in, and his brow was cracked open by a great blow that ended his life. He was finally free to enter the Stargush. Thraak was violent in life, and his death was the same. However, he never expected his death to be one of dishonor. It is something his youth of sixteen gave him false hope in. The Uruk, though they had beaten many brothers and sisters, even elves and other races, had never encountered true dishonor in battle. For the first time, he was unprepared, only holding a shortbow and a longsword, which he had not put to use. The fight was incredibly one-sided, with the Uruk only trading one blow before his death. Outnumbered and dishonored, in the end his body fell into the sand, and his chest caved in. Despite his youth, he fought till the end. He came, he Saw, he Conquered. Lup’Thraak The Taker of Tribute
  6. On the 14th of Snow's Maiden, year 140 of the second age a son of a krug exploring the deserts of krugmar encountered a great mountain, stretching beyond the clouds..... It was taunting the orc, he looked at it with his bloody red eyes and trough the sharp hot wind he felt that it was looking back at hime, this stare mate lasted for only moments before the orc decided to climb the mountain with his bare hands, the steep mountain presented itself with challanges to the orc. The orc faced the strong dry winds hitting hime, attempting to knock down the orc from the mountain, The orc faced the steep rocks of the mountain refusing to present itself with steady steps to climb upon, The orc faced scorpions and snakes attempting to devour hime, but as a true child or Krug he devoured them, he faced the strong rays of the shun taunting hime on his climb..... But after a unkown amount of days and nights the orc did it he climbed the mountain and conquered it and as he did he screamed to the mountain: "WAAAAAAGHHHHHHHHH!!, MI defeated lat, Lat ez conquered by me, lat tried to kill me but me neva give up, remember my name, NAZGOUL'LAK!!!!!!, And mi name lat in honor of my conquest tha mighty name Mount Goul" [ooc info] where the mountain can be found:
  7. "Shadows of the Hunt: The Legend of Murag, the Whitewash's Bane" In the ancient land of Krugmar, where the orcs of various clans roamed and thrived, there lived a young green orc named Murag. Born into Clan Lur, a proud and skilled group of hunters, Murag's destiny seemed intertwined with the ways of the hunt. His fierce determination set him apart from others. From a young age, he dreamed of becoming the greatest orc in history, a true legend among his people. Though many laughed at Murag's ambition, his friends stood by him, offering support and encouragement. Murag cared little for the cultural norms and wisdom of his clan, but he never disrespected them. He was driven by a desire to achieve greatness and be remembered for his feats. One fateful day, tragedy struck. Murag's father ventured out on a hunt for a dangerous whitewash—an orc who had turned his back on the traditions and values of their people, committing unspeakable crimes. During the hunt, Murag's father lost his life, leaving his son consumed by rage and grief. Murag's path shifted from joining Clan Lur and taking the traditional test to pursue revenge against the whitewash. Leaving his family and Krugmar behind, Murag embarked on a relentless quest to find the rogue orc responsible for his father's death. He spent years wandering through treacherous lands, honing his skills and growing stronger. Eventually, fate led him to the whitewash he sought—a fearsome creature with scars and trophies of defeated orcs. The winds howled, and the storm raged, mirroring the fury that swelled within him. With a primal roar, he charged into battle, his muscles moving with the fluidity of a river in flood. The battle between Murag and the whitewash was fierce and intense. The whitewash was strong, using his claws to fight with the ferocity of a beast he had once killed. Murag, fueled by his determination and anger, matched his opponent's strength and fought with the skill his father had instilled in him. In the end, Murag emerged victorious, but not without sustaining a grievous wound. The whitewash's claws left a permanent scar on the left side of Murag's face, a lasting reminder of his quest for vengeance. The taste of revenge, however, did not bring Murag the solace he sought. Instead, he found himself haunted by the memories of his father and the pain he had caused to others on his journey. He realized that revenge had not healed his heart, but only fueled more pain. With newfound wisdom and experience, Murag returned to Krugmar, a changed orc. Standing at an imposing 7 feet tall, with new scars adorning his body, and a depth in his eyes that spoke of hard-earned maturity, he took the test and was accepted into Clan Lur. The young orc who once craved fame and recognition was now an honorable and respected member of his clan. He no longer sought titles or accolades; instead, he vowed to protect and fight for his brothers. Over the years, Murag's bravery and wisdom helped his clan grow and prosper. He earned the loyalty and respect of his peers, and many considered him a role model. As the seasons passed, Murag aged gracefully, his life devoted to the code of an honorable hunter. In his heart, Murag knew that death was inevitable, but he refused to let age slow him down. He embraced every hunt as if it were his last, living each day to the fullest. In his final days, Murag ventured on one last hunt, alone but content. Surrounded by the wild beauty of Krugmar. Murag faced a formidable opponent, a creature of immense power. With the ferocity of a warrior in his prime, he battled bravely, not giving in to the passage of time. In the end, Murag fell, surrounded by the echoes of victory and honor, he breathed his last breath, knowing that he had lived a life worth remembering. His legacy lived on, not just in stories of his hunt for the whitewash but in the hearts of his people, who cherished the memory of a once ambitious young orc transformed into a true hero and protector of his kin.
  8. [!] The missive is posted upon the noticeboard of San’Briu, with spare copies freely available in the Library of Barbog. Dense sheets of pressed papyrus lock vivid and aromatic floral inks into blocks of large and formidable common script. [!] Rulings of the Horde - 139 D.A. With Kor’garr’s return to writing after a long period of imbalanced humours agh soul-seeking, recent declarations must be made public as the duties of Skriptgoth demand. Ash: On Housing agh Rohauric The Horde has decided with the vassal of Rohauric’s loyalty they will claim authority over constructing a coastal port settlement upon Horde Lands, to gather greater amounts of tribute and coin from exports of Orc Kulture. The Yazgurtan agh Motsham will oversee this process to ensure the movement between settlements isn’t the cause of a displeased spirit or otherwise zkah’d up by nub-uruk foolishness. Their weekly Tribute will become 10 minas for small blargs, 20 for medium, agh 30 for bub’hozh buildings. Also, let all be reminded that lessers must reside in Kinul’s sewers, and not be given Blargs meant for Honorable Orcs. Dub: Potential Whitewashing As of this Kaktuz Day, the Motsham agh protector of our culture Gormohk has commanded an investigation into the Talar’norian citizen agh nub-uruk raised goblin called Vilmia Parish. The goblin, who has refused previous chances to seek understanding of Krug’s blessings or solace amongst her kin, instead clings to the institutions of Nub-uruk orphanages and the trickeries of Albai voidusers. If one Kaktuz Week passes without further notice of her rising the honorable path of Krug, she agh her kin will be DECLARED WHITEWASH, an affront to our very blood agh people to be torn apart on sight. Gahk: On Ashtkaar Several concerns have been raised on the legitimacy of clans and Ashtkaar, to which Kor’garr will alleviate such confusion. A Clan seeking authority in the ROTHOB MAZAUK must have honorable standing agh no fewer than 3 clan members alongside them RESIDING IN TAXED HOUSING OF SAN’BRIU to obtain or retain Ashtkaar. Failing to meet those numbers, failing to regularly pay Tribute to the Horde for blargs whether in a taxed clan hall or not, or failing to regularly attend Klamors and otherwise contribute to Krug’s people are all recognized causes for the Ashtkaar agh council positions to be stripped. Said decision will be made in a Klamor, as usual. Similarly, those on the ROTHOB GOTHIM must attend their responsibilities agh reside in official blargs of the Horde, or be challenged for their position. Futh: An Honorary Joins, Another’s Path Begins Let it be known to the Spirits agh all our brethren that the former halfling known now as Minto’Lur of clan Lur has risen past weakness or dishonor, becoming a true Orc and brother in mind, body, agh soul. He stands above lessers alongside us, and his actions from this day forward will be judged as those of kin. The pathwalker known as Siriky Yamashita is also beginning the arduous trial of claiming Honorary status. Test them, teach them, punish them if needed, but know they are claimed by the Horde. Do nub demand tribute in excess, nor mutilate or flat them recklessly, as doing so would be like maiming an unaware cub. H’: On Tribute agh Lessers For too long have lessers been given accolades agh privilege above their station. Those who are nub vassals of the Horde or true Honoraries are expected to give tribute when visiting our lands. This is nub robbery - while any orc can demand such Tribute as one higher than the lesser descendants, to seek unreasonable amounts or confront a foreigner multiple times over a single visit would spit upon Krug’s honor agh make us no better than the greediest of dwarves. In addition, do not let nub-uruks sully the blessed Blah with their untusked, weak jaws, or indulge in their fantasies of superiority agh ‘civilized manners’. They are meek and feeble, agh should act accordingly within the lands of their betters - our lands. May all know these decisions to be the true statements of the Iron Horde, as recorded by the Skriptgoth in year Azh’kint Gakhty’H’futh of the Dubth Age. (CXXXIX D.A.) One Voice, One Blood, One Horde Kor’garr, Skriptgoth of the Iron Horde
  9. art by afterblossom_art Welcome, to the mesmerizing year of Ahiuw le fleuve, an extraordinary season where friendships blossom, love ignites, and souls embark on the transformative journey from youth to adulthood. As the river weaves its way through the city, so do the aspirations of our young debutantes and gallant suitors. Amidst the splendor and grandeur, a coveted prize awaits—the illustrious titles of River Gems, a testament to the pinnacle of grace, charm, and allure. But beyond the pursuit of honor, let us revel in the profound connections and heartfelt emotions that intertwine, for Ahiuw le fleuve is a realm where dreams converge, and the magic of companionship lights the path to everlasting memories. -Mademoiselle Fleur DeLis, the Curator of Whispers Located Outside of Lurin within Vikela TIME TABLE DAY UN PRELUDE INTRODUCTIONS PRACTICE Welcome to the captivating "Prelude Introductions Practice"! Ladies and gentlemen, come together to refine the art of dance and presentation in anticipation of the grand ball. Expert tutors shall guide both females and males, ensuring every participant's grace and confidence enchant the dance floor. Afterward, join us at the tavern for a delightful, informal gathering, where laughter and camaraderie shall flourish. Embrace this enchanting prelude, setting the stage for an unforgettable night of elegance and revelry. TIME 3PM EST DAY DÉ AHIUW LE FLEUVE BALL Welcome to the grand Introduction Ball and presentations! Join us as bachelors and debutantes unite in a splendid celebration, mingling amidst a tapestry of enchantment. Debutes shall don exquisite gowns in resplendent River colors. Embrace the allure of formal attire, adorning oneself for this remarkable affair. Step into a world of refined enchantment and embark on an evening destined for cherished memories. TIME 4:30 PM EST DAY TRWA AMOUR AFLOAT: THE CHARMING BOAT RACE Embark on a thrilling race of lover boats, where passion and skill collide on the shimmering waters! Join us for an exhilarating competition as participants navigate their elegantly adorned boats to victory. Feel the rush of the wind and the beating of your heart as you steer towards the finish line. The winner shall be rewarded with a cherished prize, symbolizing their triumph and adoration. Let the race begin, igniting a playful spirit of friendly competition and unforgettable moments of romance on this enchanting day. TIME 1PM EST DAY KAT SECRET GARDEN SOIRÉE A captivating event that transforms a hidden garden into a realm of romance and intrigue. Bathed in the soft glow of floating lanterns, participants are encouraged to engage in secret trysts, whispered conversations, and stolen glances. Embark on a treasure hunt, where small floating lanterns hold clues, fostering teamwork and excitement. As you navigate the garden's mysteries, unravel hidden secrets, and embrace the allure of the night, let the floating lanterns guide your path toward unforgettable moments of connection and discovery. TIME 3PM LOVE LETTER EXCHANGE Join us for an event where participants can share heartfelt letters expressing their thoughts and intentions. Embrace the intrigue and anticipation as these letters find their way to a collection of charming chests, each labeled with its recipient's name. Discover the power of written words and thoughtful gestures, fostering connections and creating moments to be treasured. Step into this enchanting occasion, where expressions of genuine emotion and meaningful exchanges take center stage. TIME ALL DAY DAY SINK RACE OF GENTLE GIANTS! Gather 'round as these charming capybaras showcase their laid-back yet determined nature in a delightful race. Bet on your favorite capybara and give them a ship name to show your support! Legend has it that if a capybara from your chosen team crosses the finish line, it signifies everlasting love. Let the excitement and anticipation fill the air as these adorable creatures capture our hearts with their lovable antics. Join us for a day of laughter, cheers, and heartwarming moments as we celebrate the unique spirit of the capybara in this unforgettable race. TIME 1PM TRIYONF KÈ KONTINYÈL: TOURNEY Brace yourself for a spirited competition where chivalry and valor meet on the battlefield of love. Participants shall showcase their prowess and dedication as they engage in captivating duels to win the title of the ultimate champion of hearts. Witness the clash of swords, the twinkle of determination in their eyes, and the unwavering passion that drives them forward. May the bravest and most gallant warrior emerge victorious, winning not only the tournament but also the admiration of all. TIME 4 PM DAY SIS MARDIS GRAS BALL Immerse yourself in the pinnacle of elegance at the Madris Ras Ball, hosted by the esteemed Court of River Gems. This illustrious event honors the gems of Chalcedony, Jasper, and Sapphire in ascending order of distinction. The Court of River Gems, with their discerning taste, curates a captivating theme for this grand celebration. Prepare to be enchanted as you step into a world brought to life by their imaginative vision. As a symbol of unity and potential matches, couples are encouraged to enter the ballroom together, presenting themselves as a harmonious pairing amidst the opulent splendor of the evening. With each gem representing a unique facet of beauty and grace, the Madris Ras Ball promises an evening of refined revelry, where elegance and creativity intertwine to create an unforgettable experience. TIME 4:30 PM HOST YOUR OWN EXCLUSIVE FUNCTION If you wish to host your own function please contact Lady Larissa and her council for all inquiries. For those who need help with the ongoing of this new and exciting by all means please seek out a council member as well as pursue through this handheld (Ahiuw Le Fleuve Guide for Debutes) ALL GUESTS ARE WELCOME TO ATTEND ANY THE EVENTS. Sign up will officially close before the events of Day Two. To sign up please open the attached letter.
  10. 【♢ -♢- ♢】 Bundles of newspapers would be spread throughout Aevos for all to see. Written cleanly and vividly upon dense sheets of high quality cane parchment, the pages of blocky script would also be covered in scribbled cute doodles! Including the wonderful BRAND! The floral berry aroma of desert oasis inks wafts pleasantly from each heavy page. This must be... 【♢ -♢- ♢】 Issue H’Dub (VII) - Azh’Kint’Gakhty’Gakh (CXXXIII) D.A. CURRENT EVENTS Horde Affairs: The First Klamor of Aevos! World Affairs: Settling down in new lands Orc Kulture Spiritualism - A War of Spirits and Gluttony Concerning Orcish Bloodlust MISCILLANEOUS BOUNTIES A Reminder of Employment with the Kaktuz Weekli Kor’garr is glad to announce with the return of publications that we are HIRING! Artists, Editors, Writers agh Formatters are all welcome to seek employment at our office within the Library of Barbog in San’Briu. Kaktuz Weekli Q&A - Returning next Issue! Messages or in person correspondence for the staff of the Kaktuz Weekli will be answered here! Staff Kor’garr - Owner agh Skriptgoth [[[OOC BELOW!]]]
  11. The Old Lur traveled far and wide with his ancient Lur Wolf as an independent unit unaware of the events that transpired in San Velku. The Orc and Wolf find themselves in a dark environment full of Netherrite, Falum watches under his darkened old hood as many other descendent refugees flood into the area. The elder kept himself away from the Mori as he kept himself isolated working on his studies and practices. He would exhaust himself regularly due to his old age, but had the work ethic to continue on. For so long he allowed his mind to be clouded and for it the ancestors have punished him to a great degree. Falum’Lur traveled between the many caverns and found many of the ancient anvils amongst other things. He found many of these sites peculiar, having interest in such ancient ruins & relics. When he returned to the underdark ruins he found that many he acquainted with were not of his kind; not of Krug’s lineage. Though he searched through the ruins there was no place he would find Orcs to be taking shelter in. During his search he reminisced upon his life many centuries ago when he was displaced from his home after an attempted genocide on Krug’s people and the court execution of his father, Vorgo’Yar. The shaman returned to the ruins as he sought an isolated meditation. The Ancestors have possessed and punished the elder’s mind for decades with the lack of piety within himself and the iron horde. The orc compels himself to think with great difficulty as he rests his blood-red eyes while his Lur Wolf roams the lands of Failor on its own for prey. His eyes snap open and he leans onto his feet using his old but large and strong muscles and says to himself. “Mi shall raise a Temple to those who came before us. Ash dat will nub ever be wiped from duh memory of cubs and even the spirits themselves shall exalt.”
  12. A CONJOINED MASSACRE The Skaatch twins were lifted into the air, the waves of illuminating shapes and spirals twisted and turned around them, creating a kaleidoscope of mesmerising colours and intricate patterns that dazzled the senses. The fluorescent fuchsias and sages packed a powerful punch, sending the brothers tumbling downwards into a world of eternal torture. Their agonised screams pierced the air, echoing across the barren landscape, the only sound that could be heard amidst the chaos. Their bodies now grotesquely deformed, pulled apart as if by lur wolves, and their guts spilled out in a gruesome display, emitting a potent stench that filled the air with the overwhelming odour of death. The scene was a macabre nightmare, with deep maroons and chutney yellows splattered all over the surroundings in a surreal, otherworldly display that defied explanation. Amidst the chaos, Hodge laughed, a rather unseemly and unsettling sound emanating from his ghostly figure. He looked like a malevolent poltergeist who had over-indulged in the rosy blush of a human girl, but he was anything but harmless. His eyes glittered with a twisted glee as he watched his brother's suffering, delighting in the pain that he had inflicted upon him. Podge, on the other hand, was silent. The tale of their torment had woven its way through his lips, piercing his jugular and constricting around his voice box, leaving him unable to utter a sound. Hodge fell quiet, his mind raced with memories of his darkest moment. This had to be the most heinous act he had ever committed, stabbing his own flesh and blood. The guilt and remorse weighed heavily on him as he lay on the crippled planks, with jagged splinters wedging themselves deep into his flesh. He was reminded one last time of the excruciating pain inflicted upon him by being made of blood and bone. He was an otherworldly creature doomed to fail, leaving behind only a few legacies, secrets, and regrets. His life had been consumed by his own darkness, and there was nothing left for him in this world. His lifeless eyes trailed back onto his brother, meeting his decisions and regrets in the afterlife. The Skaatch twins were forever entwined, their bond stronger in death than it ever had been in life. The waves of illuminating shapes and spirals continued to whorl around them in a hypnotic dance, as they drifted off into the spirit realm, leaving behind a gruesome and surreal scene of horror and regret.
  13. 【♢ -♢- ♢】 Bundles of newspapers would be spread throughout Almaris for all to see. While written vividly upon dense sheets of... mediocre parchment? Anyways, pages of blocky script seem less formatted and many illustrations are absent! The floral berry smell of jungle inks wafts pleasantly from each heavy page. This must be... 【♢ -♢- ♢】 THE KAKTUZ WEEKLI Issue H'azh (VI), 226 S.A. [[ Due to Waghtik Damages agh Complications the Kaktuz Weekli is experiencing delays. Zoggyng Mori bug worshippers. Sieges make it difficult to spend time writing articles!]] ORCISH AFFAIRS - The Clan Moot: A New Iron Horde! Kor’garr is delighted to announce that the Iron Horde has entered a new era, that of a Confederacy of the clans with our Rex Ar-Borok’Akaal acting as tiebreaker rather than the Rexdom of years past! Now all honorable lineages of Krugs descendants have a voice in the path our nation will follow. As a brief explanation, government leaders are given Ashtkaar, blessed icons that show proof of their authority. The Rex and leaders of Clans use these Ashtkaar to show their approval and support for decisions, called Claims, presented to the Clan council during Klamors. Klamors are official gatherings of the clans announced with at least azh cactus day of notice. With more members of leadership in their ranks, a Clan has greater say in how the Iron Horde is run. The Rex, of course, is independent of the Clans and has III counts upon their Ashtkaar to prevent draws. Already the Clan Moot has added the Clans of Raguk, Yar, agh Ixtzul to our ranks of Recognized lineages in the Horde. Many changes and decisions have proceeded smoothly, agh Kor’garr is glad even the older elders like Murdok’Lak agh Madoc’Lur approve of this new type of leadership. As Ar-Borok’Akaal wrote in the public declaration “A New Horde”: The Iron Horde is not a Rexdom like the Wagh Nation of ages past, and from now on our ancestors in the Stargush will watch their descendants speak freely for the sake of their Clans instead of a single ruler. ORC KULTURE - Grog agh Grub On the Krugmarian Delicacy of Fresh High Albai Krugmar culinary tradition states that Elven meat, specifically High Elven meat, is a delicacy, and for a number of reasons. First is due to the intense tenderness and supple softness compared to any other meat no matter the age or cooking method: the Elven blessing of immortality prevents repeated strain and stiffening other meats go through as a living being grows and matures. Much like Veal, except you can have the taste and size of a mature Twiggie while also keeping the tenderness. Similarly palatial diets and court lifestyles generally develop fruity undertones and healthier layers of fat compared to other descendants of Malin, which makes a wonderful choice for sweeter cuts and recipes akin to bacon or pork belly. This sort of Umami is very rare to the harshly spiced and generally savory orcish diet, hence the fascination with High Elven ingredients in dishes! The other main reason is simple: history and supply. High Albai live mojo infused lifestyles and thus have richer mojo reserves than most others, another secret to their wonderful taste and a frequent temptation towards Burz-mojo Void usage. As orcs are obligated to purge such practices for the Spirits, High elves and Krug's kind have fought frequently… meaning the opportunity to partake in such exquisite meals remains consistent to this day. So what dishes are commonly made with High Albai, lat might ask Kor'garr? Everything from the Raw Orcish Delight mentioned in previous articles to choice cuts of perfectly seared Highsteak (soft and wonderfully marbled)! Twikkon is a common dawnlit snack on expeditions or in the blarg, being thin strips cooked with oil over an open flame… Quite similar to the Zhara's pork bacon. And of course there are the famous Mysteri Stew amd Kruga Kola, the dubt being said Stew aged for ag decade with cinnamon and vanilla to produce a sizzling, sparkly beverage enjoyed around Almaris. Most if not all of these recipes are available from the Betharuz Tavern, and fresh ingredients can be sold to the Horde for a hefty sum! ORC KULTURE - Olog of the Week This week Kor'garr is proud to present to lat ag special interview… Azh with a legend, the Olog known as Drekur'Ungri! We covered an old story of his that few remember but all deserve to hear again. Also, Drekur is the pinnacle of his kind in age, size, agh intelligence. Most Ologs would be… Nub'hozh conversation partners. This particular meeting starts with the Olog introducing himself. Please note this is translated to Common with grammar added for ease of reading. DREKUR: “[Mi] is Aengul slayer, first son of the Maw! Uniter of the Ologs! Lat have questions to say to me?” Kor’garr: “Kor’garr always has questions… How did lat slay an Aengul anyways? Punch it really hard?” DREKUR, after laughing: “Aengul slayer will tell lat tale! It all started in War on Arcas! Orcs! Humans! Dwarves! Agh elves! United against the Inferi! Inferi came from a portal on the desert of Al-faiz! Many many demons! More than even a Horde of Ologs could Klomp at once! Quickly the Inferi hordes came, took city of Farfolk like it was nothing! Desert fell quickly to Inferi!” Kor’garr: “More than the Great Wagh? Excellent time for fighting then.” DREKUR: “Larger than even the Horde could Wagh! They warred and warred, until even the city of wood elves fell! They reached the mainland then.” *The Olog takes a massive drink of Grog here. “Around this time, children of Brev arrived! Told mi, Drekur’Ungri, and the goblin Murdok’Lak of a great Titan Spear of their father Brev! Weapon able to make gods mortal.” Kor’garr: “Yub, always wondered what that looked like… Lat remember it still?” DREKUR: “BAH! Nothing was special when we found it! Just very big! Soon, Orcs fought all over the Al-Faiz desert! Mi and the Ungri Clan were bulwark of the army! Slaughtered many Inferi agh soon faced the Aengul, Gazadriel!” Kor’garr: “The greatest of fights… Enrohk [the spirit of War and Bloodlust] would be proud.” DREKUR: “Ungri did not even worship the Maw back then… Foolishness, yub! But doesn’t matter! When Gazadriel was in range! Murdok’Lak agh Drekur’Ungri shot the Spear of Brev into Gazadriel, making the angel mortal, and fatally wounding it! Kor’garr: “Shot it? As in, using a longbow?” DREKUR: “Ballista, yub! Flatted the Aengul really hozh! Making mi agh Murdok’Lak aengul slayers!” Kor’garr: “Thank lat for the wonderful history, friend. Lat is definitely Olog of the Week.” End of Article Miscellaneous BOUNTIES OPEN Kor’garr presents to lat the Bounty section, a place where lat can bird the Kaktuz Weekli with information on people agh beasts lat want vlat… or alive. If deemed worthy, The Iron Horde or Kaktuz Weekli might decide to match a bounty price in up to 300 minas! Nub worry, Anonymity is accepted for those sending in bounties as well as those who bring in the offending ‘owtlaws’. Heads are generally preferred as proof of the request being completed. SUPPLIES WANTED Also, Kor’garr is peeping for Alkemists. The details are attached here. [!] The Missive is crudely attached... [!] FINAL NOTES As Lat Kan peep, The Kaktuz Weekli is hiring Artiztz agh Formatters! Nub experienze Needyd! STAFF
  14. NGL... I just went scizo with this one (shout out to dragonsoftaters for the sick fire breathing crocodile thing event today, R.I.P Drekurs arm) WHY YOU SHOULD PLAY AN ORC: -ORCS ARE BIG, SWEATY, STRONG AND AMAZING -SHAMANISM. -PANASHEA. -THE GODDAM PLOT LINES -WWWWWAAAAAAAAGHHHHHHHHH -BEST COMMUNITY AGGGGHHHHHHHHHHHHHHH (was told to unhide the actual post smh) THE CULTURE THE FREEDOM THE COMMUNITY AN ORCISH OFFICER GIVING OUT A WARCRY SHAMANISM A LUR HUNTING IN THE FOREST MISCONCEPTIONS THE TRUTH A PROUD UGLUK WATCHING OVER HIS CATTLE FARM
  15. On the Role of Blah in Orc Society A study by Gharak, for San'Velku Library of Theruz, year 115 of the Second Age A work based on books studied in the libraries of Minitz and Lurin This is a translation of the book bearing the same name, and will also serve as an OOC-saved version of the book. Still, I strongly advise you try and read the book ingame and, if you dare, in Blah. Contents: Introduction I] On Language II] To Speak Blah III] Social Tribes Conclusions
  16. [!] A large tome is dropped off in libraries around the Realm, seemingly newly written. Klomp agh Kravt Introduction The true ways have been lost, erased by century’s of war. But some of the ways of old have been recovered, found in old tomes spread throughout the library’s of the realms. Now, it’s time to pick up our ways, face the races and tell them that we, the Orcs of The Iron Horde, have not forgotten, and are not overshadowed by other races. That we, the sons of Krug, are not to be underestimated, not to be scoffed and most of all, not dumb in any way. In this tome, I have compiled some of our ways of Crafting, including Smithing, Leatherworking and even Siege machines. I’ve also compiled some ways we as Orcs can fight, what weapons we traditionally used and what weapons are effective to use. Crafting Smithing The Orcish way of crafting differs from the regular ways of crafting due to their trust in the Immortal Spirit of Industry, Forging and Smithing, listening to the name Gentharuz, the Ancestral Spirit of the forge, named Azog, and the Elemental Spirit of Metal, listening to the name Kulthark. Following the teachings of these three mighty Spirits, the Orc have managed to craft some of the largest, heaviest and most efficient and terrifyingly brutal weapons the Realms have ever seen. Crafting is often done by the smarter Sons of Krugmar, primarily Goblins or Hobgoblins, though almost every bruddah can. Even our bruddah's, the Ologs, can learn it, just not to the same degree the others of our kind can. Essentials Before one can begin working on steel, they should be sufficiently prepared. It’s recommended that one gathers all these instruments before crafting, even though smithing can be done almost anywhere, at any time. One needs for example: - A serie of larger and smaller hammers - A serie of larger and smaller chisels - A set of tongs - A crucible - A blazing forge - An anvil - Cloth or Wool - A series of Pliers Crafting Steel The first thing one should do when creating Orcish Steel is heating a forge, and getting a large amount of iron ore, a small amount of crushed coal and one or two bones. First, place the iron ore in a crucible, which then should be placed above a roaring forge, heated by mountains of charcoal. Once the steel is sufficiently melted, one should remove the slag, before putting in the combination of crushed bone and coal, mixing the molten iron and the powders thoroughly. After melting the ingredients together, one should call upon the power of Gentharuz and Azog, before pouring the now molten steel into a range of molds. These molds can range from weapons and ingots to utensils and gates. Forging The alternative to creating something from scratch is to use already prepared steel to work with. The process to create something differs from the creation of the Steel itself of course, but is still watched by the aforementioned Spirits. To craft for example a sword from an ingot, the blacksmith needs to take the ingot to a forge, again, heated by the burning of charcoal or other coals. The smith would then need to hold the ingot in those smoldering coals, heating the steel until it glows a bright orange. After this is achieved, the crafter should take some tongs, lifting the ingot from the forge, and place it on an anvil. After this, by use of a hammer, the crafter can flatten the ingot into its desired shape and thickness. After this, one needs to most likely reheat the ingot, bringing it back to the aforementioned colouration. Now that this is done, the blacksmith can use chisels to create edges, grooves and engravings. It is also said that, by allowing oneself to bleed over the craft, the weapon or tool is bound to the crafter until it breaks, or the crafter dies. A Blacksmith should always, always keep the Spirits in the back of their mind, praying to them every so often, or even offering something of equal value to the tool to ask them for help in the process. [!] An artistic interpretation of a smithing Orc Leatherworking The usage of leather for making armour and clothing is one as old as time, and practiced by many cultures. It may be used to work with pelts, simple leathers and strings, and can be used to create the most extravagant of pieces. It may also be combined with smithing to form armours. Essentials Like Forging, for Leatherworking a variety of tools is needed. It’s recommended to at least have access to: - An awl - A beveler - A burnisher - Cutting tools - Leather glue - A maul - Pricking irons - Chisels - A punch - A skiver - Sewing tools - A cutting mat Crafting The usage of leather for the crafting of clothes and armor is something naturally found in almost every race. Though Orcs, with the help of the Spirits of Animals, The Hunt and the Spirit of Industry. For the gaining of the leather, one prays to either Freygoth, for help in finding the right animals, Votar for the skills to hunt the creatures wearing the pelts, and Gentharuz for his blessing in crafting something from the acquired hide. Once the hide is acquired, it first needs to be cleared, all the blood and meat scrubbed off the pelt. This can be done using either a steel wool type of brush, or a small filet knife. to not damage the hide. Once the hide is cleaned, the real crafting can begin. Using a small but sharp knife one can cut the hide into smaller pieces, more fit for usage of crafting armor and weapons. After the leather is cut into the right size, one can use any of the other tools to shape and decorate the leather. When crafting leather armors, one can decide to use metallic scales or plates as a second layer, attaching it to the leather for better protection while leaving maneuverability. Woodworking The skill to work with large pieces of wood is seen as simple compared to the crafting and usage of Steel, though it can be quite complicated to perfect this skill. Only through sheer dedication, persistence and a standfast belief and trust in the Spirits can one master the art of Woodcrafting. Where a normal descendant sees a pile of planks, logs or a tree, an expert woodcarver sees the potential for a door, a chair or a weapon. This can lead the woodworkers to often go exploring into the wilderness to find the best pieces of wood. Due to our size and weight, and the current location of our city, the average piece of furniture of Krugmar is made of sturdy, often mahogany or petrified wood, giving it enough sturdiness and in some cases even a slight bit of flame resistance. There are multiple types of wood workers, mainly those who work on larger structures like houses, palisades and gates, while others work on simple furniture, and again others prefer to work on weapons like clubs. All of these however need the skill of chisel, axe and hammer to accomplish anything. The Crafting of Siege Machines Siege Machines, a very useful invention for taking over cities, levelling walls and destroying army’s. These behemoths, often made of wood and steel, vary greatly in design and function. Some of the most prominent however are listed below. Keep in mind that most, if not all Siege Weapons and Machines are crafted by the Blessed Goblins of Krugmar, working with the supervision of Trokorl, the Spirit of engineering, and Gentharuz, the Spirit of Industry. These Goblin Engineers are famous all throughout the realm for their skills and blessed hands, able to create some of the most beautiful but brutal pieces of work, the most devastating creations the realms have ever seen. Battle Ram A structure used to destroy gates while also protecting the user. With its wheels, the weapon is made to be moved to the gate of the besieged city, whereafter it can be used to, as said, break down the entrance, allowing the fighters to flood in. A great many designs are possible of this kind of siege machine, going from a simple log with handlebars on the sides to intricate designs with roofs, and a metallic head of the ram. As long as the power behind the swings is strong enough, it can be used for destruction. [!] An artistic interpretation of a Battle Ram Catapult Used for throwing boulders and flaming hay bales over long distances towards opponents, these powerful creations are made using strong wooden beams, ropes and metallic plating. These machines of destruction are often placed upon wheels, pulled by strong creatures of various kinds. Trebuchets can be loaded with dead kinds of animals, spreading diseases throughout the enemy encampment or city. Alternatively it may simply be loaded with, as said before, large boulders which can flatten any wall it hits, or flaming projectiles which can do devastating damage to anything it hits. [!] An artistic interpretation of a Siege Catapult Siege Tower The siege tower is exactly what it sounds to be. A massive, often wooden tower used to climb the wall of the enemy city. These towers can be made as high as the creator wants, as long as the tower itself does not topple over too easily. Keep in mind that, when using these massive war machines, there always should be enough Orcs in or near it to make sure it does not get captured, attacked or destroyed before it can be used for its intended purpose. In combination with archers and a Battle Ram, these machines can do devastating damage to any city it is used against. [!] An artistic interpretation of a Siege Tower Scorpion Not the animals, but another devastating weapon. Much akin to a crossbow, this weapon is, unlike others of its kind, operated by only two or three Orcs at a time, only one of the Sons of Krug needing to actually interact with the weapon. It is however a tedious process to operate one of these weapons, one having to operate the handle, loading it, aiming it and shooting it. The weapon shoots enormous arrows, up to the size of even an Olog. These arrows can be simply made of wood, a metal arrowhead, with wings made of feathers. To do more damage however, alchemic potions may be placed on the shaft of the arrows, near the heads, so they explode when landing or hitting a target. [!] An artistic interpretation of a Scorpion Fighting We, the descendants of the First Orc, the strongest of the Creations, the sons and daughters Krug have been cursed, cursed by the bloodlust given to us by Iblees. But we can turn this curse into a blessing if we use our strength and so-called brutality to our advantage. Our tusks, our hardened skulls, our average height and our strength are something we have over any other race, and something with which we can destroy them without mercy. Over the years, multiple ways of fighting have been developed, some by individuals, and some by entire Clans. These ways of fighting are used often by our Kind, just not in the ways that they were written. Those that use it often don’t know they use something that is actually named by our kind. Many Spirits are named when it comes to fighting and War, but with head and shoulders above the others stand Enrohk, Kezt, Dazruk and Kor, though many other Spirits may be called upon when in a fight, depending on terrain, occurrence, enemy and type of attack. There used to be Shamans that could bend the Power of the Spirits to their will, excelling in combat, not due to their power of body, but due to their power of mind. Sadly, this power has been lost to time, and has not been recovered as of now. Rrug ob Niinhorn The rugg ob Dahâmab, or the Way of the Hippo is a fighting style inspired by hippopotami. This way of fighting is using our weight and our tusks, in combination with our strength to flatten opponents. Often weaponless, this way describes for the user to place heavy bronze or steel plating upon their forearms and lower legs which can be used for deflecting attacks and dealing devastating damage upon the enemy. Some even armour their lower jaw, making it possible to deal heavy damage with headbuts and bites. Using the combined weight of the plating, the arm and the strength of the Orc in question, one can throw powerful punches or kicks. This technique, in combination with bracers, is fairly effective against light armoured opponents, but anything thicker than chainmail will resist most of the damage. This way of fighting is optimal for for example Ologs, who, with their immense weight and size, can easily dominate any opponent in a fight. Due to the way this fighting style is interpreted, this Way of Fighting is not for the more lean fighters, or those who like to analyse the opponents moves. Masters of the Way of the Hippo are a sight to behold, their bulky forms covered in shining plates, their bulging muscles moving with extreme efficiency as they brutally slam their opponent against a wall, and sometimes even through it. If one were to fight a master of this fighting style, they better prepare themselves by bringing enough weapons to stay at a distance. [!] An artistic interpretation of the Path of the Hippo Rrug ob Dolpan Quick on your feet, and dodging over blocking, this is the Way of the Fox. This style of fighting uses lighter weapons like sabres and short cleavers to deal devastating damage in combination with short spears to keep the enemy at bay. This style of fighting is invented for the lean Orcs, those that are quick and agile, but can’t take too much of a hit. The users of this fighting style often wear lighter armour, in combination with, as mentioned above, lighter weapons. This allows them to dodge the attacks thrown at them a fair bit of the time, opening up the opponent for a quick jab of a spear. The weapons classically used for this style of fighting are shortswords, javelins, rapiers, cleavers and other kinds of one handed swordlike weapons, allowing for the wielders to even dual wield them. The expects of this style of fighting are often the goblins or shorter Orcs, and it is almost like an artform to see one of the Masters of the Way of the Fox at work, dodging and weaving their way around their opponent to end up behind them, finishing the fight with a quick slice of their weapon. If one is about to fight this type of opponent, it’s best to not rush them, give them initiative, biding your time and place them in a situation they are not trained or comfortable in. This, in turn, may allow you to turn their technique upon them. [!] An artistic interpretation of the Path of the Fox Rrug ob Ulurnaur Brutal but smart, often fighting in groups. The Way of the Wolf is one where fights are won by overwhelming force, dominating the opponent in group on group combat. This way of fighting is often seen as less honourable than others due to its reliance on others, but it is not less effective than those mentioned before or after. Often using large shields and heavy weaponry like great axes, hammers and swords. The combination of these weapons, used by a disciplined group of warriors in a shield wall may cause the opponent to flee before the engagement even started. When the fight has started however, it is of the utmost importance that the group is led by a competent commander, one who can keep their head cool and the legion operating as one entity. If this can be done, the group can use a number of tactics, ranging from single file lines to surrounding the enemy, attacking them from all sides and defeating them due to their overwhelming numbers and power. If one is faced with a group of Wolf Fighters, the best thing they can do is stay at a distance, using the aforementioned Scorpions or heavy warbows to pick off the stronger looking fighters before engaging in close range combat. The alternative is finding a group of larger size, or attacking them with even more force. These two tactics are risky however, having a large chance of still losing to an excellent organised group of Wolves. [!] An artistic interpretation of the Path of the Wolf Rrug ob Muruk The Way of the Bear entails dealing devastating damage with claw-like weapons, overwhelming the opponent using brute strength and the lust for blood. This Way of fighting is often seen employed by the so-called Wendigo’s of Klan Lur, and it focuses on releasing the animalistic side of a fighter. As said, this style of fighting employs metallic claws or gauntlets with claw-like fingers. These fighters are often seen grappling the opponent, be it beast or descendant. They fight up close, and use the claw-like appendages to dissect the opponent, often aiming first for the weapons of the enemy. They can use their metal gauntlets to catch and take control of the opponents weapons, turning them against them. Besides their clawed weapons, they use brutal weapons like heavy axes and clubs, causing extreme damage while keeping the enemy alive as long as possible, making it possible to toy with their prey. The armour of these rogue warriors is moderately heavy, consisting often of heavy cloth or light plate, defending them from most attacks while also giving enough manoeuvrability. A Bear Warrior is marked by their scars, and the more scars they have, the more honour they’ll get when walking into the Stargush’Stroh, the Realm of the Dead. It is a rare occurrence that a Muruk Warrior runs from a fight, rather falling in combat than showing cowardice in the face of battle. When facing a Warrior of the Way of the Bear, it’s best to stay out of reach of their claws, getting behind them or shooting them from afar. This can be done best by heavy warbows or crossbows. [!] An artistic interpretation of the Path of the Bear Rrug ob Ûsfiil Dodging and out thinking the opponent with the least effort possible, this is the Way of the Owl. These fighters prefer to stay at a distance, using swords in combination with warbows and rideable creatures to move their way over and around the battlefield. These warriors, often Goblins or Hobgoblins, use their shorter stature to ride horses, wearing lighter armour, but using heavy bows to rain down a hailstorm of arrows and potions on top of the enemy legions. One Owl Fighter can, if given enough terrain, take down a whole squad of opposing warriors were he to dodge and weave his way around their attacks. If someone manages to get close to one of these warriors however, they would not find the cowering archers often found in other armies. They would find well trained goblins, armed to the teeth with daggers, swords and handaxes. These smart warriors fight much akin to the Fox Warriors, dodging the attacks instead of outright blocking them, preferring to redirect the attacks back at the opponent. An Owl Warrior is often the advisor or the tactician of an army, scanning and scouting the terrain to make optimal usage of it and the troops to crush the enemy as efficiently as possible. The Warriors of the Owl often follow the Spirit of Intelligence, Theruz, using their brains to plan ahead and predict the opponent’s moves before they happen. To defeat an Ûsfiil Warrior, one needs to be unpredictable, getting as close up as possible to bring the fighters out of their comfort zone. [!] An artistic interpretation of the Path of the Owl Rrug ob Âmulfrûm This Way of fighting, the Way of the Calm Mind focuses on controlling the entire body, and is also called Hûn’Zna by those familiar with the Gorkil Klan and their practices. This fighting style focuses on using one's limbs as extensions of their mind, first calming it before mastering the technique. In one of the books of the Gorkil, the one listed below, is written by a master of Hûn’Zna¹. [!] An artistic interpretation of the Path of the Calm Mind Sources ¹ Hun'Zna - Orcish Martial Art - Clan Gorkil - The Lord Of The Craft https://www.lordofthecraft.net/forums/topic/167636-h%C3%BBn%E2%80%99zna/ The Branches of The Clan - Clan Lur - The Lord Of The Craft
  17. 【♢――♦】 Bundles of newspapers would be spread throughout Almaris for all to see. While written cleanly and vividly upon dense sheets of high quality parchment, the pages of blocky script would also be covered in scribbled cute doodles! Including a brand new BRAND! 【♢――♦】 Vol. Dub (II) Azh’Kint”Azhty’Azh (CXI) (111) of the Second Age ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ It is time for all to sharpen their blades, don their armor, and prepare for a grand assault against our Great Enemy! Recently the Rex Willi of San’Velku, in keeping with the honour and courage of Krug-kind, has declared that the Iron Horde shall stand alongside our allies in Balian to defeat a new threat. In his own words, “The urukim of the Iron Horde declare their full support, militarily and logistically, to the people of Balian in the wake of threats of destruction from the undead dragon known as Cloudbreaker” This support will encompass everything from soldiers, weapons, and magic, to more nub-klomping aid such as protection and vital needs for the civilians forced away from their homes after the undead filth’s brutal attack upon their capital. The Kaktuz Weekli staff are filled with pride and inspiration upon seeing the people of Krugmar set aside the vile curse of Bloodlust in order to work together with our fellow descendants in Honorable combat against our true foes; the darkness that threatens all life upon Almaris. In the meantime, the shara Rex known as His Royal Majesty Alexander the Azht (I) of Balian has announced a grand summit for all the nations of Almaris to attend, so that more of Descendant kind can work together in defeating this monstrosity! In the Human Kings missive he explains “It is with these desires that we establish ‘The Atrus Covenant’, to mark both the occasion of this summit and to cement our united goal in staving off the onslaught of the undead Cloudbreaker and its minions.” Which is a lot of zhara blah for “Lets get ready to Klomp a Nubded Dragon.” PREPARE FOR THE WAGH, EVERYONE! Such an event will happen on the Azhty’H’gakhth (XVIII) day of the next Daumanlob (Snow’s Maiden) at their Palati Monterosa (Kor’garr assumes that’s their bub’hozhest and most fancy castle). ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ After an understandable pause in frustrations due to the general good cheer during the Krugsmas celebrations across Almaris, it is regrettable to see a return to the usual hostilities between the proud Iron Ugz and our aggressive neighbors to the South. The children of Krug have by no means forgotten the past offenses against them, including various heretical insults, slander, false claims against our Rex, and recently the senseless slaughter of a brother who was blessed by the spirits himself to be gifted animalistic features in honor of the Brazen Bull, all of which no apologies have been issued for. Because of this, Rex Willy of San’Velku has released an announcement declaring the Banishment and exile of all those who follow the banner of Celia’nor from lands of the Horde, in order to, in his own words, “Protect all citizens of the Iron Horde from the destructive tendencies and dark magicks the people of Celia’nor wield and use at their disposal with little to no regard for the rest of the realm.” The Kaktuz Weekli wonders how the void-aligned and darkspawn colluding nation will respond, if they decide to at all. The obstinance of the ‘elven’ nation concerning political matters is quite well known at this point… ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ Whispers have been spreading around the spiritual circles, mentions of celebration and trials… The Kaktuz Weekli refers, of course, to the upcoming Vau’Loz! The Vau’Loz is a grand ceremony spanning the lengths of multiple Cactus Weeks, where believers in the spirits from all nations and origins gather to compete in trials, give offerings, and prove their belief and strength in the eyes of the Spirits! This event has not occurred in many, many ages, yet the creation of the Grand Moot has finally brought back the connections required to make such a wonderful display of honor, strength, and worship take place. After some discussion with the event organizers, Kor’garr is delighted to announce the Moot is seeking event hosts, organizers, announcers, and laborers of all kinds to help prepare the events and contests. Such work shall be done in Krugmar, Nor’asath, and even other locations, consisting of both building event sites and representing the Moot during said events. Please reach out to Kor’garr or the esteemed Zhomo Qudlia Jusmia for more information, either in person or with a bird… Agh yub, Kor’garr will provide payment. ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ Many wish to warm up by a roaring flame during the winter chill, or recover from the heat of too much mead with a taste of winter. In that case, look no further than the wonderfully soothing Orcish beverage known as an Ungri Cocolog. Originally made my the brilliant goblin Nin’sqeek’Ungri for her ravenous Olog brethren to recuperate after one too many holiday feasts (hence the name) this splendidly sweet treat is made with decadent amounts of rich pale milk combined with decadent dark chocolate for all to enjoy. This festive bittersweetness is then balanced by the generous dollops of honey and her special ingredient of infused oracle wood extract, creating a soothing calm that can settle even the most voracious olog’s hanger tantrums. What’s best is this special beverage can be served either chilled (making a rich layer of cream float atop the heavier liquid) or heated (making for a smoother drink that will alleviate any post blizzard sniffles)! Kor’garr personally enjoys his cocolog piping hot with some of those wonderful marshmallow cubes the musin introduced me to, as they slowly melt into the beverage over time for more sugary goodness. Nevertheless, these drinks come in staggeringly large bottles and should be consumed quickly after opening, lest the rich milk spoil in warmer weather. P.S. Kor’garr has experienced first hand the folly of serving this to Musin. It is milk based, and they cannot handle dairy to save their stomachs… Please don’t, for everyone’s sake, let them drink it without ample warning. ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ This is a wonderful time for any worshiper of the spirits! Recently our renowned Motsham (head shaman) Al-Uk'Yar has announced the beginning of a grand union between spiritual states and nations across all of Almaris! This coalition begins with the formation of deeper ties between the shamanistic circles of Krugmar and the Ashen State of Nor'Asath, and with the spirits blessings will grow to include the Halfling peoples in our near future. In the meantime, concerns have been raised over the origins of the mojo known only to the writer as “Blood Alchemy” within the Iron Horde. Practitioners claim there is no relation to Dark sources of any kind since it follows the methods of alchemy and the strength of Krug-kind’s ancestral vitality, while spiritual traditionalists under the leadership of our new Motsham call the newly popularized art a disgrace to proper shamanism and worship of the spirits. Only time will tell how this brewing conflict continues to unfold within the Horde. ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ This issue’s Uruk of the Week is our new rising star, brother Bumba’Akaal! I was very excited to interview my fellow orc at the Betharuz Tavern and hear all about his recent achievements; This wonderful brother has some hefty aspirations and the strength to peep them through to victory! Note that the following are written in approximations of verbal blah to better capture the character of both interview participants. ✦✧――――――――――――――――――✧✦ Kor'garr: …Zoh diz iz dah tik tu kall latzelv vanzi nayms agh tytulz. [A short chuff of mirth before the interview continues.] Zo, Whoo iz Bumba'Akaal? Dr Bumba'Akaal: Mi ahm Bumba'Akaal, Kukaal ov clan Akaal, Medicgoth ov da Iron'Uzg, Haruspex agh Witch Doctor, Shaman ov Grizh agh Healing. Kor’garr: Yub, veri hozh! Dat'zag lot uv tytulz, agh nub-urukz moight noht uhndurztand awl uv dehm. Kayr tu ixplayn abowtz lat being dah Medicgovv nowz? Dr Bumba'Akaal: Ah yub. Mi have years agh yearz ov experience sakrificing people agh thingz, zo mi haz learned ah deep grukkage on da body agh wub it takes to heal it. Zo mi will uze my haruzpexy agh zhomizm fer such. Kor’garr: Yub, agh 'ow wihl daht grukkage ov zakrivyze 'elp lat en dah duteez ov Medicgovv? Dr Bumba’Akaal: Well… Der ahm alot ov wayz it will do zuch… mi planz on expanding da medikal zervicez ov da goi. Mi wantz to create ah group ov medical profezzionalz dat haz ah high succezz rate in saving bruddahz like… fifty percent, yub. Agh den mi wantz to make uz well known zo all da Uzg can gruk da powur uv urukim medicinez! Kor’garr: Dat iz'ag veri ambizhuz goal, Doktor Bumba! Wihl deez medikul zervicez bi moztly vor emurgenzi, ohr alzo teyk kayr uv moar muhndayn helth izzuez en dah goi? Dr Bumba’Akaal: Mi zervicez will be open to all peepul, yub… it ahm important fer all people, evun nub-uruks, to have accezz to affordable medicine. While mi practicez ahm extremely, extremely, bub'painful, dey ahm efficient agh will lead to helping bruddahz agh people, yub. Kor’garr: Wehl, wi moight wunt tu yuze zum blizzvoyl vor dah nub-urukz… Meybi'ag travel ohr tryp tu zhow lat'z zkyllz en medizine moight bi hozh vor latz buzinezz tu zpred. Dr Bumba’Akaal: Yub, mi planz on traveling around agh offering mi zkillz to people, but dat ahm ah few yearz down da road…. Firzt mi needz to turn the medical offices into ah known resource, yub. Kor’garr: Dat iz'ag hozh ideyuh, yub. Agh how much wihl lat bi yuzing zhomoizm en dah clinic'z regyulur akzhunz? Dr Bumba’Akaal: Mi will uze zhomoizm a lot, ezpecially on more extreme zituationz like lozing limbz agh zkak… But mi grukz medical haruzpexy ahm ah more holliztic experience, yub. Kor’garr: Kor'garr wihl peep vorwurd tu dah moar widezpred yuze uv Haruzpexy dehn. …Wehl, daht zhuld bi awl Kor'garr needz, unlezz lat gotz eny lazt rimarkz vor dah reedurz? Dr Bumba’Akaal: Mi latz remarkz iz dat mi wizhez to uze mi incredible expertize in medicine to zhow da Uzg da greatnezz ov urukim agh zhow dat der ahm honor in every tik ov profession! ✦✧――――――――――――――――――✧✦ As everyone can see, our new Medicgoth is an exemplary model that Honor is not only to be found on the battlefield or through taking lives, but also by saving them and allowing our fellows to fight another day. Surely more like him will be needed in the coming times, and the Kaktuz Weekli is delighted to find out how his career in medicine develops! ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ Recently Skumu has acquired a buub, it was a Krugzmaz gift from Kor'Garr. Skumu is very very thankful, so adding onto Kaktuz weekli is a segment where Skumu shall draw a buub for you all and give you a fact about them! This issue is about how much smarter buubz are than howlers! Buubz are so much smarter they remember where grub is and will never forget! They love grub just like so many Bruddas! Also they can play games! They are the fifth ( H’ ) Most intelligent animal in the world! Skumu loves Buubz so much! Here is Skumu's Buub! His name is Kor'Garr Jr! ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ Here is where Kor’garr or other members of the Kaktuz Weekli will respond to messages submitted by our readers! Feel free to Blah with Kor’garr or send a bird to San’Velku’s aviary with your questions or stories, and we will put them into the Paper! ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ “More will be added in later issues! Again, Rulg to the Writer’s Guild of Almaris for their support in this publication. Issues will (now) always be released during the later half of the Grand Harvest. Also please note we are still hiring members for a variety of occupations.” ✦✧―――――――――――――――――――――――――――――――――――――――――――――――――✧✦ Kor’garr - Writer, Zkriptgoth. Skumu - Artist, Formatter [OOC - Pings and References]
  18. TO ALL URUKIM, The second born of KRUG, Gorkil, perfectly embodied the idea of a season orcish warrior. Through superior tactics, physical ability, and honor, Gorkil was able to steer his armies to victories against insurmountable odds. He was an ideal Son of Krug, one of the greatest orcs to ever live. Gorkil’s first and most favored son, Angbad, wanted to carry on his father’s legacy after his passing. In doing so, he founded Clan Gorkil, one of the eldest and most notable Orcish clans that the realms of Aos and Eos had seen. But through time, this once grand and honorable clan has waned. Wargoths had come and go, and its members had scattered throughout the land. To preserve the values of our ancestors, I, Kho’Gorkil, claim the mantle of Wargoth of Clan Gorkil. Any challengers may meet me in the pit.
  19. [!] Missives sent across the lands of Almaris flutter in the wind. Upon opening one would see the dense parchment is written upon with a refined yet bulky Common script in vivid crimson ink. The text smells faintly of wild berries and the tang of copper. [!] To all that may read this message, I imagine many have forgotten my name, if not the titles I held. Yazgurtan. Dominus. Rex of Krugmar. Clanless. After a long task given to me by the spirits themselves, I have returned to resume my station in supporting the prosperity of the Iron’Ugz. What seems like weeks to me appears to have been much longer for all of you, and Kor’Garr looks forward to learning about those changes made across the lands. I make my way to San’Velku with pride, knowing the spirits acknowledge me as a proper Uruk-kin, despite my troubling absence from leadership in a time of great strife for our people. With my return there are those I must reach out towards in order to learn more of the changing times, though any and all are welcome to reply to this message. To the Musin, small of stature but great of heart: How have the burrows been, my small friends? I hope the stouts have remained honorable and that your kind have not been overlooked during the changing times. Feel free to bring me more of your collected “shinies” and the forge will be ready to craft more tools for your people so no coinpurse will remain unscathed. Hopefully I will make a visit with more baked goods to share… Though Kor’Garr must apologize again for the cocolog incident, I sincerely forgot about your negative reactions to cattle-milk. To the peoples of Yong Ping, tradition and elegance everlasting: It has been far too long since Kor’garr has visited your coasts or heard the echo of haiku in the wind; many have been made over my travels to share with you all. Perhaps there will be another Mochi contest to take part in? To think such acts of glorious violence could produce such excellent grub… Nevertheless Kor’Garr plans to honor the duties as Ambassador with gladness. Perhaps another bottle of that Hirano Grog will be shared? To the Twiggiez of Elvenesse, timid and meek: If Kor’garr hears anything about you fools breaking a treaty (again) or denying to hand over proper tribute (again) while I have been gone… Well we have already been through this before, Yub? To the stowtz, greedy and impulsive: You all say you keep grudges. Kor’garr does as well. Kor’garr remembers the Honorless actions of your people when they attempted to invade San’Velku on rumors and hearsay alone, how H’ (Five) of your brethren died for each Uruk-kin laid to rest in battle. Those Irehearts, who we accepted as vassal, turning upon us like the greedy and traitorous snakes they are, spitting lies through your ragged beards like Iblees attempted to deceive Krug himself. Bakir Ireheart… If lat are still around you best pray for the Spirits of the Stargush’Strozh to give you mercy, as Kor’garr certainly will not. Maybe we will trim that unsightly scruff you call a beard off of your face again, it never compared to my glorious mustache anyways. Agh Finally, to my brothers and sisters in San’Velku: Priipayr dah Vorge, git dah grog agh grubbinz reddi, agh lite dah kaktuz greenz! Wiz gunna zelebrayt zoon az Kor’Garr ztepz thru dah gaytz! Lup’Betharuz, Lup Krug! Der wihl bi tik vor zeriyuz Blah laytur, Kor’Garr wuntz tu parti azht. Wihl evin kook dah spezhul zpicee Bare-ztaykz vor lat awl, juzt loike dah Grubgothz yuzed tu! Peep lat gitz zoon! With Hozh’ Tidingz; Kor'Garr The Clanless Blacksmith Urukkin Ambassador to Yong Ping Musin Friend
  20. Thanks to @Mirvam, I found out about Mine-imator and was able to make this animation. It doesn't actually hold any lore significance, it's just the intro from Blood Omen: Legacy of Kain with some imagery of my MArt and Mordor stuff. Hope you like it.
  21. WHAT ARE ORCS? ORCS are the sons and daughters of KRUG, one of the first brothers that each race is descended from. They have three sub-races: goblins, uruks, and ologs. They follow the faith of spiritualism culturally, as their ancestor KRUG and his first children did. They are known for their shamanism, size, and mightiness, along with their diverse and unique culture. Orcs have a bloodrage due to the curse that every descendant received; if they have not killed someone in a long time, they will be blinded with wrath and aim to kill anything that moves. But due to their blessing, Orcs will show honor even where there is none. WHAT IS SPIRITUALISM? Spiritualism is the belief in and worship of the spirits (beings that range from ancestral orcs to immortal god-like elementals). The common practice for ORCS is to have a couple of patron spirits that they worship and use to shape their everyday lives. For example, a blacksmith would worship Gentharuz or Azog, thanking them for the ability to smith a great weapon or hoping to smith as well as they could. WHAT DO ORCS LOOK LIKE? ORCS range in size due to their many sub-races and their naturally denser muscle mass. All of them have two things in common: their tusks and pointed ears. Orcs are also known for their unusually diverse range of skin color. Due to KRUG being burned by the fires of Iblees, he had turned green. However, many of the orcs of today are highly distinct in their skin color, being able to range from a sea blue to even a crimson red. WHAT ARE THE SUB-RACES OF ORCS? GOBLINS are the smallest of the three, standing from 3' 6" to 6', with a physique similar to that of an average elf or human. They are the smartest of all descendants. URUKS are the most common subrace, range in height from 6 to 8 feet, with physiques that are typically large at around 600 pounds due to their denser muscle mass. Uruks can vary in their physique. They are twice as strong as the other descendants, though they have the same mental capabilities as the others. OLOGS are the largest of the three sub-races. They are 8 to 10 feet tall, weigh up to 1000 pounds, and require a creature application (CA) to play. They are also the dumbest of the races, having the mind-set of an average child. They are four times as strong as other descendants. ORC CULTURE ORCS are known for their unusual culture, built around hard work, spiritualism, and their bloodlust. They worship the spirits and follow what their ancestors have done for them, trying to do the same. To prove to KRUG that they are worthy, to show honor in their lives, and to make their ancestors, spirits, and their brethren proud. An ORC is blessed with honor, and the way they show this honor is by not beating the weak, as well as not killing children. If an ORC is seen not upholding the standards they are supposed to promote, they will face punishment. By banishment or worse.
  22. KRUG = the brother that defeated iblees. KRUGMENISTANI = people of KRUG HONORARIES = descendants with a body of a non orc, but a soul of one. DARK SPAWN = beings and people associated with dark magic and the dark forces. WHAT ARE THE WHITEWASH? The whitewash are orcs known as lessers by the Krugmenistani people. They are orcs (including honoraries) that have strayed from their cultural path and kruggahood. They are those that show no honor, no truth and loyalty towards KRUG, among other things. They are known among true orcs to be equal to dirt. Though, one can regain their honor and place within the Urukim. HOW DOES ONE REGAIN THEIR HONOUR Once an orc is claimed to be a whitewash, they have the right to disprove it. Though, there are times when the whitewash has shown more than enough to prove that they are a whitewash and only punishment remains. However, if you accept the fact that you are a lesser you gain another chance to rejoin your honorable kin. This is done by trials. The trials will be random, though they are there to prove that you are what you say you are, an honorable descendant of KRUG. They are set to be difficult and challenging. Testing the descendants to see if they are worthy to live among the spirits, the honorable and the mighty. ARE YOU A WHITEWASH? Do you live among elves, humans and others but hold no loyalty, as well as affiliation towards Krugmenistan? Do you show no honor, no self worth and no loyalty to the spirits? Do you allow the enemies of KRUG and the dark spawn walk among you? Then yes, you are a whitewash! Come over to Krugmenistan so we can regain your honor!
  23. Bukotob Uruk-hai agh Bûrzgolug Non Aggression Both the parties of The Iron Horde and Ashen Realm of Nor’asath will adhere to a pact of non-aggression and will not incite conflict between either side. Both signatories will recognize each other's respective realms as sovereign independent lands and will not subvert the ruling authorities of each respective territory. Nor’asath recognizes The Iron Horde as the sole authority of the Uruk-kin. The Iron Horde recognizes Nor’asath as the sole authority of Mali’ker. Trade & Travel Signatories will agree to trade with one another. Both signatories will allow each respective nation an untaxed stall. Both Signatories will allow free passage for each other's citizens under the same laws as the respective land. Duration The Pact between the Iron Horde and the Ashen State of Nor’asath will endure for fifteen years. Upon Expiration the Pact may be reinstated Primarch of Nor'asath and the Mali'ker High Priestess of Nor’asath Onyx Chief of Nor’asath REX, Willy of San’Velku and The Iron Horde DOMINUS, Madoc'Lur, The Keeper of Knowledge
  24. “Only disappointment lies for them at the end of their Olû Tiil Fruutal, where they will be turned away from the Doraz-ob Kor.” TO NEVAEHLEN AZH Your village, the Vale of Nevaehlen, harbors an Uruk who bears the status of Whitewash. Every Uruk who strays from the path of Krug is labeled as such, as departure from the path is one of the most dishonorable feats an Uruk can commit. I, REX Sahgorim’Ugluk, demand that the Whitewashed Uruk known as Urgnarz is handed to the Uzg for marking. He will return alive, provided he does not resist the marking process. Urgnarz was labeled as whitewash due to his departure from the path of Krug. The whitewash in question even goes so far as to avoid any situation with Uruks from the Uzg, hiding himself away from those who tread an honorable path for reasons the Goth council only assumes to be weak attempts to avoid punishment. DUB Your claims of dishonor are baseless. I, REX Sahgorim’Ugluk, merely acted in self-defense not two cactus weeks ago when the Matriarch haphazardly assaulted me during my searching, even after I had warned her not to approach me any further in an attempt to circumvent a fight. I will not entertain the claims of lessers who wish to warp said events to fit their narrative. GAHK I advise the people of Nevaehlen not to insert themselves into the cultural practices of the Uzg. It will only end poorly for those who do. See Raja. SIGNATURES Sahgorim of Clan Ugluk, Rex of the Iron’Uzg, Bullgoth of Clan Ugluk
  25. A missive, penned in blue ink in the Orcish script, pinned with an arrow firmly to the noticeboard of Krugmar. The missive reads as follows, “To dah azh dat tinkzh dat dah title ob Huntzgoth be nub fit for dah Kubzh ob Lur… Zhengyn butun inzult Lur vit zhengyn aktionzh agh grukkage! For hundredzh agh thouzandzh ob Kaktuz Yearz agh Moons, dah Kubzh ob Lur hab been honouring bizhym anzeztor agh forefather LUR! Kub ob KURG! Chozen ob VOTAR! Meng kom to klaim dah title ob Huntzgoth kuz meng AHM Lur’Khan, meng AHM nub afraid ob dah beaztzh agh kritterz dat forestzh’da libzh! Meng AHM readeh for dah challenge ob dah mantle ob Huntzgoth, dizh be dah Legacy ob Lur. Ab Lur waz chozen by Votar gib Bub’hozh huntah, zo too muzt azh Kub ob Lur rize to dah Challenge… May dah zpiritz blezh dah Kubzh ob Lur kim honour dah Anzeztorz agh bizhym Veyzh! Dah Vey ob KRUG! Meng, GUTLUG LUR’KHAN klaim dah mantle ob Huntzgoth edder by dah blezing ob dah Rex agh dah Zpiritz, oa dah Grizh ob dah Klomp! LÛP’LUR, LÛP VOTAR, LÛP KRUG!” Sealed to the bottom of the missive is the seal of Clan Lur, a Wolf and Moon.
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