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  1. The Arcas Cosmology Guild Purpose There is never a short supply for knowledge and always a yearning from every new generation to gain something more than the last. The proposition of this guild is to gain and spread awareness of why the sky looks the way it does, the placement of the stars, the composition of stars, celestial bodies and what lays in the Great Beyond. Roles President: The President or Spokesperson for our guild will be managing communications with all branches and groups. They will be in charge of approving documents, agreements, projects, and general discourse of the guild. This role cannot be applied for, rather you will need to send bird to the Chairman and request an interview, and will be chosen carefully by the Council and Chairman. Council: Council members will oversee the advancements and production of the research division in addition to just discussing how things are overall going. Council members can vote for or against things the Chairman and President set in motion. These members will be personally picked by the Chairman and cannot be applied for. You must first apply for a different role and participate in the Guild to be considered for the Council. Branch Leader: Leaders or representatives of each nation, settlement, duchy and or wherever are invited to submit applications to the guild and if accepted, after interview, will be in charge of commanding the branch of their race, nation, or specific settlement. This includes sending important scientific data to the research division, President and overseeing smaller projects involved within their branch. Head of Research: The Head of Research will be regarded as the guild’s most knowledgeable scientist and will run multiple divisions of the guild including: Cosmology, Chemistry, Mechanical, and Geography. This role must be applied for, interviewed, and provide evidence of their ability to lead, guide, teach, and conduct scientific studies. Head Tinkerer: This role, which must be applied and interviewed for, will help develop equipment for both the scientific divisions and to be sold to the people of Arcas. Researcher: The researchers will serve directly under the Head of Research and Branch Leaders. You will be out in the field observing and collecting data or working whatever projects are being carried out. Beneficiary: If you are interested in the publishments of our guild and would like to donate mina, labor, or access to private land please send bird to me and you will be given the honorary Beneficiary role. In addition, you will also be gifted a unique telescope and monthly updates on our projects and discoveries. Member: Want to scout locations, send data, or provide help to our guild? Ask to become a member and you will be given tasks by researchers or branch leaders to fulfill. In addition you will be provided a copy of the monthly journal sent out. Star-Gazer: Are you interested in the stargazing events that will be held? Please ask for the Star-Gazer role and you will be updated on when and where they take place. Events On top of having weekly to bi-weekly meetings this guild will host numerous scientific lectures, debates, tours of the Astronomy tower, and stargazing trips to various locations. All are welcome to join in whether for fun, a learning experience, or to contribute. Meeting Locations Currently, a tower where the epicenter of our guilds activity will be is being finalized and constructed. While we will meet there, specific locations will be disclosed to members of every branch and division on where to meet in the meantime. These locations will be decided by branch leaders and or beneficiaries who wish to host the guild. In addition, said locations will be used alongside the Astronomy tower. Application OOC Information MC IGN: Discord: Timezone: RP Information Persona Name: Race: Gender: Age: Desired Role: [Optional] Specification: (If you are applying for the researcher role please specify which division you’d like to enter [cosmology, chemistry, mechanical, or geography.])
  2. Shadow of the Empire The Known World, Year 700 (zooming in may be required to view cities) ----------------------------------------------=0=---------------------------------------------- Music Brief Summary The last centuries have not been kind to the Imperial state. A once mighty and indomitable force that stretched from Mesopotamia to the northern shores of the Emerald Isle has been reduced far from its former glory. Decades of stagnation, mismanagement, invasion, corruption, and plague has taken its toll on the state. The first of the dominoes fell in Italy. In 642, an amalgamation of Italian senators, natives, and generals orchestrated one of the first Imperial civil wars. In a matter of years, Imperial armies were dealt crushing defeats, and forced to largely abandon the province. Following the withdrawal, the unified coalition splintered, leaving the peninsula divided. In the British Isles continuous pressure from both Highlanders and Seakings alike has slowly eroded Imperial authority. Weakening garrisons, destroying outposts, Imperial control of the region slowly slipped. By 653, British officials could no longer tolerate the stagnant Imperial rule, and cast off their rule. Egypt, by far the most profitable Imperial province was thrown into a state of confusion by mid 660. A terrible defeat inflicted by invading Persians opened the door into the entirety of Imperial north africa. Persian armies penetrated deep into Egypt, leaving a large trail of death and destruction in their wake. The regional capital at Alexandria was even sacked towards the end of campaign. Following the humiliating defeats in Egypt and Judea, Imperial forces were unable to stop the separation of the provinces of Libya and Judea. The most recent string of shortcomings to strike the Imperial realm have sprouted up in Iberia. Only four years ago, the rebellions in Iberia begun in full swing. Self proclaimed kingdoms and empires alike on the peninsula continue to wage war against Imperial forces, though no decisive confrontation has been made yet. Now, with the assassination of the old Emperor Louis X. His son, the ambitious Charles III ascends to the Imperial throne, vowing to reclaim the lost territories and restore Imperial prestige. The future of the Empire, and the Mediterranean world as a whole hangs in the balance.. ------------------------------=0=------------------------------ OOC The rules/mechanics can be found here [Click Me], Any questions can be brought up with me. There will be a cap of 15 players this time around, more if I feel like it. Due to the limited player cap, it will come down to the quality of the application should the cap be met. So make sure your application is not bad... Playable factions this time around have been somewhat reduced. Persia and the Empire are no longer playable. However, the following are: Celtic States -Highland Confederacy -Clan Thomond -Clan O’Neil British States -Kingdom of Sumerset -Kingdom of Mercia -Kingdom of Wales Sea Kingdoms -Kingdom of Denmark -Kingdom of Norway -Kingdom of Sweden Iberian States -Iberian Empire -Kingdom of Leon -Kingdom of Andalusia Italian States -Republic of Venice -Kingdom of the Lombards -Roman Republic -Despotate of Syracuse -Despotate of Tarentum Greek States -Byzantium -Ionia -Macedon -Athens -Epirus North Africa & The Middle East -Kingdom of Judea -Kingdom of Libya -Sultanate of Arabia -Imperial Province of Egypt Tribes -Khanate of Crimea -Magyars -Saxons -Sicrii -Vandals ------------------------------=0=------------------------------ Application Nation applying for: BREIF History of your Nation: Must confine with stated above, you have some creative freedom Leader(s): Discord:
  3. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  4. THE HISTORY OF ORCS THE AGE OF CREATION DAWN OF AEGIS (Est. 1 - 700 BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees touch and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug takes upon many mates creating vast amounts of sons and daughters, but the children of Grahla whomst was Krug’s life mate was recognized to be the most popular. These children went by the names of Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his war axe into his brother’s skull. CLAN WAR (Est. 700 - 1300 CW) 1 CW: The Orc Clans came about when the children of Krug began having descendents and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Clan fathers, and there were two who possessed the most appeal; The Great Warrior Tythor, Slayer of the Kar'ak Scorpion, and The Great Shaman Orta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Orta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: The Clans of Krugmar are exposed to the truth of the dark shamanism utilized as a weapon by Dark Shamans of Clan Dom after slaughtering through the numbers of Clan Lur. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus’Rax led many victories over the Dominus Clan and in one fateful battle, the High Shaman Orta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Orta was killed and the Dominus Clan was eliminated, many showing fealty to Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. THE AGE OF BLOOD AEGIS (1305 -1349 IG)[2011 - 2012 IRL] 1 CW - 1300 - Aegis began. Although the realm had already existed for a long time. 2 CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 3 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 4 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 5 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 6 13XX - An Orc named Petri bought a home in Kellogg but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 7 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 8 13XX - Orta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 9 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 10 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 11 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 12 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 13 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 14 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 15 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 16 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 17 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 18 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 19 1336 - The Wandering Wizard falls defending against a horde of Undead 20 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 21 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 22 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414 IG)[2012 IRL] 1 1351 - The orcs ventured to Asulon with the other mortal races and saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454 IG)[2013 - 2014 IRL] 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. THE AGE OF IRON ATHERA (1470 -1513 IG)[2014 - 2015 IRL] 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570 IG)[2015 - 2016 IRL] 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalition, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - The clans showed dissatisfaction for their newly elected Rex, Snoop’Azog and was defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642 IG)[2016 - 2017 IRL] 1 1571 - Vailor falls into destruction while the Orcs sail through the magical sea corridor into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying. Afterward, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the devastating genocidal war they have battled. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by a returning ancient orc, Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persisted for years afterwards. 26 1620 - The Shamanic Fellowship is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. THE AGE OF DARKNESS ATLAS (1643 - 1705 IG)[2017 - 2019 IRL] 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil 20 1705 - The inhabitants of Atlas escaped to Arcas. ARCAS [(1705 - SA 0) 1705 - 1796 IG]{2019 - 2020 IRL} 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk. 4 1732 -The Battle of Lowveld was fought between the forces of the Holy Orenian Empire and the Federation of Mokh-Uruk. The battle proved to be a victory for Mohk-Uruk 5 1734 - The Holy Orenian Empire declared war against the Federation of Mokh-Uruk. 6 1796: Arcas was destroyed and people settled on Almaris. Some people started to mark this as the beginning of the Second Age and reset the year to 0. ALMARIS (SA 0 - SA 128 IG)[1796 - 1924 IG]{2020 - 2023 IRL} 1 SA 35 - The Grand Kingdom of Urguan issued a declaration of war against the War Nation of Krugmar. 2 SA 39 - The war between Urguan and Krugmar ends in an Urguani victory. 3 SA 72 - After failed negotiations, the Orcs of the Iron Uzg declare war on the Kingdom of Elysium for apparent racism, sparking the Orc-Elysium War. 4 SA 76 - The Siege of Elysium transpired concluding with an Iron Uzg victory 5 SA 78 - The Elves of Malinor send an ultimatum to The Horde, demanding that they withdraw from their Haelun'orian lands. The Horde refuses, and sparks the Malinor-Horde War. 6 SA 83 - The Kingdom of Haense & The Grand Kingdom of Urguan declare a joint war against The Horde, sparking the Almaris Coalition War. 7 SA 83 - With the mitigation of the Kingdom of Oren, the Horde and Malin'or finally sign a peace treaty, ending the Malinor-Horde War. 8 SA 85 - The Almaris Coalition War ends with the signing of a treaty 9 SA 102 - The Iron Uzg declares war on those who use "Dark Magics" and launch an invasion of The Synods. This sparks the Orcish-Synod War.
  5. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly to the Halfling's armbar. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  6. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  7. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  8. Da Nazty Zkulkaz Throughout Krugmar, messengers covertly spread word of a new, budding group. Covertly would be an understatement, the snaga couriers specifically approaching Krugmar-affiliated goblins and them alone, the slaves not even being allowed to read what is on the paper. Should they read what is on the paper, they are executed. The bodies of such curious snagas clog the shores of Krugmar. : ((OOC: This is knowledge ONLY KRUGMAR GOBLINS HAVE. If your character knows this information, then you are metagaming. So please, hold your ‘The orcs are at it again, better stay off the road’ comments.)) General Information Da Nazty Zkulkaz is a private group of goblins unaffiliated with the official Krugmar Military. Instead, they are a company of covert ops/guerilla warfare specialists willing to work for the highest bidder, unless the current diplomatic situation of the War Nation would forbid them from doing so. They are known to utilize three primary tactics -Ranged Warfare -Stealth -Ambush tactics Let those honorable goblins among you not be dissuaded, for even among the Nazty Zkulkaz there is honor. Read further if you are interested. Tactics Although it is common knowledge that the Nazty Zkulkaz utilise stealth, ranged warfare, and ambush tactics, the specifics of these tactics are a well guarded secret. Those that are inducted are sworn to secrecy before being told the strategy of the band. Thus, only those who are members or those for whom it is far too late will ever know just how the Nazty Zkulkaz operate. Join, and you may discover. Ranks Unlike the majority of this nation, we do not bloat our ranks with pointless titles. Instead, there are simply 3 titles within our group. Boss- The leader of the group, currently held by Snikkit. Although they make the rules and decisions for the band, every decision they make can be overruled if the 2 Nobs can agree on it. These position can be klomped for, but only by Nobs. Nobs- As above, they are both those who rule in the Boss’s stead, but they also are able to overrule his decisions should they be able to agree. They are also there to keep order among the Skulkers. This position can also be klomped for, but there can only be 2 at maximum. This is subject to change. Skulkers- The rank and file of the band. That is all. Honor Code Despite the fact that we use tactics our larger brothers might call dishonorable, that does not mean that we are. Honor is a matter left up to an individual or a group, and thus we have drawn an Honor Code so that the falsehood that we lack honor utterly may be dispelled. -Do not abandon your brothers. Just because we use tactics revolving around stealth and speed of foot, does not mean we can abandon our allies. -Do not steal from your fellow Orc. Stealing from pink-skins is perfectly fine, as it furthers the cause of the nation. -Do not lie. Lying is dishonorable. Silence does not count, however. -Disputes among brothers that cannot be solved with logic should be solved via a physical or mental contest. Might makes right, but might is not just in the muscle and the bone. It may reside in the spirit or the brain. -Never go back on a pact. This falls under lying, but should be added for emphasis. A contract is sacred. Application to Join RP Name: Age:: Combat Experience: Useful Skills: OOC: Username: Discord:
  9. What You Need, Where You Need It Our Mission, brought to you by our Chairman, G. Grokefeller The West Krugmarian Mercantile Company has only one wish: to fulfill the needs and fuel the potential of our guests. That means making the WKMC your preferred shopping destination in all channels by delivering outstanding value, continuous innovation and exceptional experiences—consistently fulfilling our Expect More, Pay More® brand promise. Success is making ourselves useful in the world, valuable to society, helping in lifting in the level of our enlightened society, so conducting ourselves that when we go the world will be somewhat better of our having lived the brief span of our lives. We care about the young and impoverished Orcish communities we support, and we give back by ensuring there is always a way forward: employment and industry! Our Services The WKMC has specialists in a variety of topics and trades: Our Local, Family-Friendly Mom and Pop Ork Shoppes that sell any conventional desire you want. From metals with which you can make clubs to crack some Elf skulls, to wholesale non-magically modified wheat and a variety of delectable Orcish cuisines [try our Halfling stew], we’ll always be there to help you find what you need. Find our chain locations below! The Personnel Management division ensures that YOU can have someone to take care of everything you could possibly need. For low prices, our specialists are capable of recovering anything from specialized services like “The Elf of Your Dreams, Today!” or the “Gods, I wish I had a Maid!” package! Contact your local Personnel Management representative today for more information! (GGTeixeira, key_of_solomon) The Multifaceted Protection Contractors offer adaptive and intelligent threat management. Contact the Chairman for more information. Our Board Chairman, G. Grokefeller - Primary Liaison, founder Executive Director, Rex B. Lurstein - Primary Shareholder Executive Material Officer, M. O. Groka - Head of Operations Hiring Procedure Submit all declarations of interest to the recruitment officers P.O box at our offices in San’Jezal. WKMC hosts a wide range of bonuses and salary options to help generate exceptional productivity in all it’s field agents and mercantile officers. Include with the aforementioned declaration a list of past experiences pertinent to your preferred tradecraft. (DM amateur rope salesmen [hunter]#6957 and i’ll get back to you eventually.) Chain Locations Central Guild Office located in San’Jezal. Primary branch office now located in Adria This message was brought to you by our sponsors!
  10. THIS POST IS CANCELED The Jade Riders The Jade Riders are a broad group of rangers and adventurers alike who oppose threats to the natural world and help others survive in dangerous environments. A Rider might help a small village prepare for a brutal winter, or aid a Kingdom in a deadly war. Riders may protect a town from an onslaught of malicious foes or simply aid in the construction of a new settlement. Members of the Jade Riders know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Riders are spread far and wide, generally in isolation or small cadres. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Beliefs: The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance. Goals: The Jade Riders goals are to restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness. Creed: Allies: Aragrad (Yves Aragon) Ranks: Ranger Division General Rider: Myriil Thuridan Rider Captain: (N/A) Rider Of The Mark: (N/A) Senior Rider: (N/A) Rider Of The Wild: (N/A) Junior Rider: (N/A) Scout: (N/A) --------- Every Rank From Here Up Is A Rider --------- Trainee: (N/A) Diplomatic Division Party President: (N/A) Elder: (N/A) Scholar: (N/A) Diplomat: (N/A) Envoy: (N/A) Emmisary: (N/A) ----- All Ranks From Here Up Are Diplomats ---- Junior Trainee: (N/A) Dress Code: Ranger Division The Jade Riders - Ranger Uniform Each colored cloak varies depending on the rangers environment (White for snow, Green for forest or plains, Yellow/Beige for desert, Orange for red desert or mesa, Blue for water etc.) The color of your belt/undershirt varies depending on rank (The solid white spaces on the skin are for your skin [skin, eyes, hair etc.]) Belt Ranks: General Rider: Green Rider Captain: Black Rider Of The Mark: Gold Senior Rider: Purple Rider Of The Wild: Red Junior Rider: Blue Scout: Brown Initiate : White Diplomat Division: Diplomat’s have no set dress code at this time Out Of Character Rules Don’t be a jerk to ANYONE, be they a Rider or not. Don’t purposely or through inactivity provoke someone. Being active is not mandatory but it would be appreciated. Dress code in not mandatory but appreciated These rules are subject to change in the future Rider Code Of Conduct All people of any race, gender or sexuality are welcome in the Jade Riders. Discrimination will not be tolerated. You must renounce fealty to any organization or national order if the laws of said order conflict with those of the Riders Comitting acts of violence against nations to aid another nation is strictly prohibtied unless the Riders have voted to help Riders who reveal sensitive information or align themselves with a specific nation against another nation will be banished from the ranks without prior warning All Riders must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Riders, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, imprisonment, and banishment, in order of number of offenses. These rules are not to be bent in any way shape or form These rules are subject to change in the future **(To apply, copy and paste this form into a reply below. Being accepted on this forum DOES NOT mean you are a Rider, you must first pass the Initiate Training Process)** Application For The Jade Riders Ooc Information Minecraft Gamertag (Required*): Real-Life Age (Required*): Nickname (Optional*): Prefered Pronoun(s) (Required*): (He/Him, She/Her, They/Them etc.) Roleplay Sample (Required*): Ic Information Characters Full Name (Required*): Current And/Or Former Titles Held (Required*): Race (Required*): Sub-Race (Optional*): Sex And Gender (Required*): Training Known (Optional*): Training Wanted/Needed (Required*): *“By signing this document, you agree to the above laws and any the General, Captain and Senior Rider see fit of adding. You agree to renounce any title that conflicts with the goals/code and will uphold peace and balance between the natural world and society”*
  11. Votar’s Shaati Mission Statement Votar’s Shati, founded on the 20th of The Grand Harvest, 1699, by Burbur’Lur, Farseer and Huntzgrat of the Iron Uzg, exists as a way to honor the Spirits (primarily Votar), to rid the Uzg and lands surrounding it of threats, and to extend the values of the Lur clan to Uruks of all calibers and creeds. Conduct About brotherhood, looting, taming, spiritual stuff, some other stuff. OOC emphasis on the clauses below Brotherhood: The Hunters of Votar’s Shaati above all, are brothers. During hunts conflict must be put aside, fighting with your fellow hunters during hunts will be punished. The life of your fellow hunters will be put above all, should a fellow hunter die in a hunt, any spoils collected will be sacrificed in his name, to aid him in the Stargush. Brothers should wish their brother to become the best he can be, whether it means reporting his crimes, or teaching him something he could do better. By joining and going on hunts with the Votar Shaati you agree to adhere to the conduct set forth and accept any punishments that may come as a result of breaking this conduct. ((Aka punishment clause, by joining this guild and going on hunts you understand that breaking rules will result in IC punishment, the worst penalty being Whitewashed.)) Spiritual Sacrifice: Honoring the Spirit of The Hunt should come above all, therefore loot from every hunt should be sacrificed in the name of 1. Votar 2. Lur and 3. Other Spirits. The members of Votar’s Shaati should strive to honor these spirits, and not be greedy with the amount they take, as it was Votar who allowed them to partake in such a grand hunt. Taming: This guild is not one made for would be druids. Taming wild animals, while they may be used to hunt in the future, or even be made into companions, will never be the objective of a hunt. Nor will hunters of the guild go out of their way to kill any mother of cubs, or any mother carrying cubs, as it is up to these animals to grow up, and reproduce, so that we may continue to hunt. On the off chance that there is a cub left behind, that has little chance of survival on its own in the wild, or a cub of an extremely rare animal that we have the capability of preserving in captivity, caring for the animal, until its eventual adulthood, will be tolerated. Maiming and Death: Scars to many hunters are trophies, proof of their living to tell the tale of their hunt, above the rank of Piil you will see many decorated with these previous wounds. Dying in a hunt, as rare as it may be, to many members is one of the most honorable deaths they may achieve, akin to a warriors wish for a death in battle. Should a hunter die on a hunt, all loot gathered will be sacrificed in his name, to aid him in Stargush. This is not to say you should let your fellow hunters die, if you are able to save them, then it is not yet their time to go, and are not destined to die on this hunt. Should you leave your brother to die when you were able to help him, you will be hunted by all those of the guild. (Above Kasaak maim perms are enforced, above Piil, death perms are enforced. This will be gone over before every hunt to make sure everyone is aware. It is believed by these members of the guild that if a fellow hunter dies, and mysteriously returns to life, that it is the work of Buurzmojo. Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events.) Looting: Loot distribution will be agreed upon by the party beforehand, the types a party can choose are laid out below. Only one spoil from the creature may be taken, and the rest is sacrificed. Leader’s Pick: The leader of the hunting party decides, this has the potential to be an unfair system if the leader is not fair with the distribution of the loot. When under the leadership of a hunter who is known to be unbiased and trustworthy, this is a good system. Vote: The party will vote to determine he who showed the most prowess in the hunt and they will have the pick of one spoil from the creature. Killing Blow - He/She who strikes the killing blow on the beast gets to decide how loot is distributed. The person must be of Zult or higher, otherwise it defaults to leader’s pick. Distribution must be relatively fair or they will be punished, demoted or simply kicked from the guild. If someone waits to strike, in order to steal the killing blow, they will be punished accordingly, if someone is injured or killed because of this mistake, they will be whitewashed from the Uzg, and known as a Kinslayer. Hierarchy The Huntzgrat A title generally assigned by The Rex of The Uzg, this hunter, most of the time a Lur, is tasked with overseeing all of the hunters within the Uzg. His duties include give the go ahead on bounties, recruiting new members, and attending and leading hunts regularly. To this orc, it is a great honor to die on a good hunt, moving on to live with the hunters in the Stargush. | PK Clause The Skrizg | The right hand man of the Huntzgrat, this hunter serves as a second leader of the guild, able to recruit and promote those of the lowest three ranks, as well as demote. This second leader may also give the go ahead on bounties.| PK Clause Shaati (Means Spear) | Veteran hunters of the guild, given permission to lead Votars on the most difficult of prey. These hunters often serve as role models for the lower ranks of the guild, and should strive to set good examples. At any time if the Huntzgrat or Skrizg believes them to not be showing said good examples, they may lose this privilege. | PK Clause Zult | The swords of Votar, these hunters have proven themselves on many previous Votars, and at this point are capable of putting together hunting parties to tackle more dangerous beasts. Often invited to hunt with the Shaati, they are at this point given more specific tasks on the hunt, based on what they have accomplished in past hunts. | These hunters would show off previous wounds with pride, every scar obtained from a hunt, a trophy. (Maim clause will be enforced here, if you for example, lose a finger on a hunt, the monks will not magically regrow it, if you wish to fix it, you must find a way to do so in rp, whether it is having a farseer reattach it with Akezo, a witchdoctor regrowing it as a deformed limb, etc… But no, poof, its back.) (No one will be forced to promote past Piil) Votar’s Piils (Arrows) | Once a Kasaak has been recommended for promotion by another hunter of the guild, they become a Piil, or Arrow of Votar, these are the guild’s halfway members, who have begun to work more with the guild, but have not become full on hunters. | No Clauses will be enforced at this rank Kasaak | True to their name, these are the newbies of the guild. Those of higher ranks have been known to ask those of this rank to go on hunts, only to use them as bait in order to lure the beast out of hiding. Snagas and visitors in most cases, will be stuck at this rank. | This rank has no enforced clauses Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events. Hunting & Bounties Hunts, or Votars are the main focus of the guild, but the Votar’s Shaati have been known to take up bounties from those outside of the guild, and sometimes even outside of the Orcish race. The guidelines to hunts and bounties are laid out below. Random Hunts. Random hunts are able to be lead by anyone above the rank of Kasaak, in which they will go out into the wilderness, and see what they can find. It is advised if they find something out of their parties capabilities of hunting, that they return to the guild in order to make a bounty. Specific Hunts. Specific hunts blur the line between random hunts and bounties, where the party seeks out specific prey, these hunts may often times take longer, and may be discouraging as some animals are not so easy to find. Should a party wish to go on a specific hunt, it is advised they seek the approval of the Skrizg or Huntzgrat, for if they do not, and they go missing, there is little that can be done to help. Bounties: These can range from something as simple as a wolf terrorizing a villages livestock, to a Murûk'Thaguzg that has torn down an entire desert villages with his bare (heh) hands. Bounties may be picked up by teams with the permission of the Skrizg or Huntzgrat, or they may have a team assigned to them. If you wish for something more /specific/ to be hunted, it is recommended that you directly contact the Huntzgrat. To submit a bounty to the Votar’s Shaanti, please use this application. Name: Creature being hunted: Danger Level 1-5 stars: Why should we help?: Location: Enrollment Enrollment in the Votar’s Shaati will be limited to, Uruks, Honorary Uruks, and our spirit worshipping Dark Elf allies. Snagas will be permitted to attend hunts should their master wish to bring them along. Visitors will be permitted to attend hunts should they have an invitation extended to them, as well as the person inviting them providing a valid reason, why they cannot instead bring a member along. To join please fill out this application. You will then be contacted and asked to come to the guild base of operations in order to be interviewed. Application: Name: Race: Age: Discord#:
  12. Hey I'm putting all my LotC videos as unlisted and wanted to make this post so that the links could be found without asking me. These videos start in 2013 when I joined and the last one I uploaded was last year in 2017. Green = Better quality / recommended videos. Red = Boring videos that I put in just for the record. Harbinger Fight (Anthos, 2013) Battle of the Nation's Crossing (Thorin's War, Anthos 2013) Battle of Shadowcastle (Pre-Trench War, Anthos 2013) Fall of the Cloud Temple (Anthos, 2013) Deeproads Breach (Ondnarch, Anthos, 2013) Battle of Thoringrad (Trench War, Anthos, 2014) Battle of Indagolaf End (Trench War, Anthos, 2014) Dwarves Help the Conclave (Anthos, 2014) Battle for Kal'Azgoth (Ondnarch, Anthos 2014) The Last Ice Morph (Ondnarch, Anthos 2014) Battle of the Dreadfort (Anthos, 2014) Welcome to the Fringe (Anthos - Fringe, 2014) Skirmish in Kaldonia (The Fringe, 2014) The Battle of Kal'Agnar (Athera, 2014) Battle of Hiebenhall (Athera, 2015) Battle of the Withering Woods Battle of the Melting Frost (1st Frostbeard Rebellion, Vailor, 2015) Dwarf vs Orc Wargames (Vailor, 2015) Battle of Khro'Nagaak (Vailor, 2015) Battle of Kal'Ordholm (Vailor, 2016) Battle of the Gorge (Dwarves & Courland vs Oren War, Axios, 2017) Battle of Goldfield (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish of Johannesburg (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish by Curon (Courland-Haense War, Axios, 2017) Mordring Attacks Bastion (Axios, 2017) Skirmish Outside the Krag (Dwarves vs Norland War, Axios, 2017) Battle in the Cultist's Lair (Axios, 2017)
  13. On the edge of The Barrow Downs, two large figures sit by a fire. It crackles and pops, the two uruks sitting across from each other not as strangers, but as brothers. Brothers who have fought through thick and thin together, as cubs and into adulthood. Now, the drums of war can be heard in the Raguk War-Camp, and as the camp vibrates with orcs preparing for battle, Grubgobbla, the Raguk Wargoth, stands. He reaches his arms out, holding a dagger coming from one of the past Wargoths, the famous Leyd’Luk himself. Rognor, the Swampgoth, holds his hand out as well, and with a swift stroke Grubgobbla cut through his thick orcish hide, wincing through the pain. Rognor followed his actions, and the two pressed their bleeding wounds together. The blood pact had been made. They had become blood brothers. The terms sworn: Raguks and Laks will aid each other in internal struggles within the Iron Uzg They will provide equipment for both clans as necessary This will last until either Grubgobbla’Raguk or Rognor’Lak dies, or either’s clan has been dissolved All klomps will be good and of the highest caliber -Grubgobbla’RAGUK -Rognor’LAK
  14. Basic Statistics Past History Physical Characteristics Family Spiritual Characteristics
  15. SLAVE FOR SALE [\_|_/] RP: ZNAGA FOR SALE! FEMALE HUMAN CHILD, LOOKS ABLE TO WORK. KONTAKT GRUBGOBBLA’RAGUK FOR SALE. WRYT ON DA POZT PLEEZ ZTARTING BID: 500 ZHINIEZ OOC: PLAYER NAME: Builderslave SELLER NAME: MinionBoyXD “ANG GUND GRIISH.” POZT LAT BID UN THA FORUMZ
  16. Hi! I'm looking for a player to play my new daughter, please read her details below to see if you are interested! Description of Character A yellow-ish brown female Orc, firstborn of the red Rex Shakul'Gorkil and of the green Wargoth Kotturik'Braduk(bloodline). This new kub has green eyes and black hair. She is going to belong to the Gorkil clan. The kub is very likely to grow tall, as she is a mix of 8'2 and 8'7. Character Name Zralah’Gorkil You will receive skin upon due time and acceptance. Application What’s your MC Name? How long have you been a part of this server? Have you played an Orc before? Have you ever been interested in playing an Orc? How much do you know about Orcish culture? Would you feel comfortable on your own? Please post the application in the comments!
  17. [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  18. Olog backpack boi hello I have a base skin for my olog who called 'Rango the Dog' he's in need of a large orcish styled backpack and some armor for his arms and chest area to be built on at this moment nothing to like compact as that'd can be to op just simple armor made for an orcish styled rugged armor and knapsack and side pouch for him. Willing to pay 1,000 minas for this if worth anything still at the moment The people that want to try do this just let me know and I'll give you the bare skin I've been using for the olog
  19. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  20. Welcome to an Eccentric Skin Shop The smell of must may become unbearable. This is skin shop started by a person who makes basic or elaborate skins. Pretty much everything. But female skins are her specialty. Costs: A head skin is 50 minas An overlay is 100 A body is 150 minas A full body (including overlay) is 250 minas If you are applying for a skin, please fill out the below: Username: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image: How is your character quirky?: Type of Payment: Proof of Payment: Enter your application below and PM me for details. (skins normally take a week or less) Thanks! (here are only a few examples)
  21. I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  22. A Tribute to Emmett Kelly, the Hobo Clown. So I came up with this goofy RP idea of playing an Orc Clown called Klown. I thought not that many people are playing Jesters, probably because it's pretty dangerous to be one in the medieval community as long as you don't belong to the royal family. I watched a few videos with most known street clown, most lovely are Pepe the Clown and Clown Durilov, which was my compatriot. RIP. The most unfortunate part of this rp is the reacton of other players and their characters. Being a clown requires a decent roleplay skill, acumen and you should be charming. Thought for the most personas you could be funny, or either be scary. The last part brings a lot of trouble to jester. Fooling around in Haense? Be careful, the churchman may claim you as a demon! Juggling in the War Uzg? Woah, I guess now Olog have to juggle with your bones! Well, the best part of it is getting an approval from other players, if they enjoy your rp they will follow it and play with you to make it funnier. Oh and you also could get some coins for giving people a show. A Goof with a Gaff is a Laugh A Laugh with a Goof is a Spoof So, how do you make someone chuckle? Well, just grab your red nose and honk with it, piece of cake. However, if you want a better reaction you should use few items for entertainment, such as: The Costume, that's your daily uniform, deal with it. Cleve the Jester played by @Vege Klown the Clown played by Me. Tambourine, small horn, bells or a red nose to honk with. Sometimes you have to keep your mouth closed, those items will help you to communicate with others. Juggling Equipment. Juggling Balls or Juggling Clubs may save your day. Thought I prefer myself using Spider eyeballs, rotten apples and empty bottles. Rubbered rope or Animal guts. Just because we're in medieval it doesn't mean we can't have twist balloon animals! Misc such as cream and pumpkin pies, fake flowers with a hose, bottled paraffin oil for tricks with fire, acrobatic stunts, etc. Be patient and don't forget to interact with your spectators! Feel free to share your experience or try this unique roleplay! As soon as I will get back to the server, I might open an RP clown school or a circus. Who knows? Probs to Steve-O!
  23. Legends say that a blade of immense power was forged within the great blazing fire of Krug’s volcano, they say that this blade was folded over 10,000 times; its handle carved of an ancient tree that dates back to the time of Krug himself; it has seen countless battles, and tasted the blood of over a thousand elves… This sword was once said to have held up a mountain, and was wielded by Krug as he fought back Iblees and was said to have almost cut him in half. It's said in an ancient scroll that this sword is only one of a legendary set of weapons known as the ‘Kuhtlerry’ and is known as the strongest weapon of the bunch; it was said that it once deflected a meteor back at the Sun… After a thousand years this mighty blade has reappeared in the Nub Clan's lair, presenting itself to the Leader of the clan, Schnub'nub. The spirit of fire, Skathach, blesses this blade and chooses the most worthy member of the Nub clan to lead the clan and wield the blade. When in the hands of the chosen owner, the blade would glow with brilliant heat and be able to cut through most organic materials like butter. This is the first of many Nub Clan relics. a fearless Nub Clan leader readying himself for a duel, Dah BuTtUhr Knyfe sheathed
  24. THE KRUG-HAI Mauz-ob da wagh uzg. The formal hierarchy and social ladder of what is known as the War Nation. Every Uruk, Goblin and Olog is expected to be a part of the Krughai in some form or another. The Krughai determines their place in society, and through feats of exceptional strength, intelligence or honor, they will ascend it. Ranks: Notable REX: Orgoth’Braduk Supreme leader of the Keshig and Krug-hai alike. Targoth: Kuntklobbera’Raguk General, and main overseer of the Krughai; this uruk has proven himself physically and strategically on the field of war, rising above all in ability. His role is to aid the Rex in tactical matters and command troops during Wagh. Occasionally, the Targoth also takes charge of drills and military exercises, though these are often undertaken by his closest: the warboss’. Waghboss: Vagud’Gorkil, Zlazh’Yar, Schreck’Lak, Bashkuga’Raguk The waghboss’ responsibilities lie mostly in training and in drills. They coordinate raids, and referee sparring to ensure that a murderous outcome does not occur. Discipline also remains in the grasp of Waghbosses; they have the ability to dole out punishment as they deem fit. Ranks: Lesser Flattaz, Ridaz agh Shootaz Flattaz, Ridaz agh Shootaz are the primary brunt of the Krughai - the cavalry, infantrymen and archers of the Uzg’s military. After years of hardy service they - if the Rex decrees it - may be granted the opportunity of succeeding to Waghboss Aapskut Translating literally to ‘meatshield’ these orks are initiates of the Krughai, whether they be orks returning from displacement, orks being reintegrated after realizing the dishonour of whitewashism, or orks who have just reached maturity, they all begin as the rank of Aapskut. Ranks: Dishonorable Pug Pugs* are orks who have dishonoured themselves and their clans akin, whom with their newly acquired status are not granted the privileges of the common orkish military. They are not equipped with Zkahiron plate, and instead don boiled leather armour to signify their misdeeds. Typically pugs are returning whitewashes. (*To ascend the Krughai ladder, Pugs must be active within and amongst the goi for three Cactus Days, and endure any abuse that their rank entails.) The Keshig Protectors of the Rex Keshigboss: Overseer of the Keshig force, responsible for adjudicating the trial required to become a keshig. Keshig: The keshig, as Krughai elite, must maintain themselves physically and mentally. Any weaknesses are removed immediately by the Keshigboss. To become a keshig, one must attain the rank of Flatta, Rida, Shoota or above, and display before the Keshigboss three items: I. The heart of a shara II. The ears of an albai III. The beard of a stout As Decreed by: Orgoth’Braduk Rex of the War Nation of Krugmar, Supreme Commander of the Krughai and Keshig alike, and protector of the Krug. Kuntklobbera’Raguk, Targoth of the Krughai and Wargoth of the Unbroken. OOC: All orks that are in the ork chat/region as of present are Flattaz, ridaz or shootaz depending on their preferred combat style. All new orks will begin as 'aapskut' All orks are in the krughai from maturity - it is compulsory. Shamans are an exception, but if they wanna fight/attend drills they can do.
  25. Character Name Durakhan'Braduk Basic Information Nicknames: Dura Age: Late 40s Gender: Male Race: Uruk Status: Alive Description Height: 7ft 11' but hunches frequently Weight: Approximately 400lbs Body Type: Mesomorph - Incredibly broad shouldered with heavy dense muscle mass all over. Eyes: Keen blue Hair: Black Skin: Dark green Markings/Tattoos: A 'B' branded on his inner forearm, the symbol of the Braduk clan tattooed on his upper-arm and his lower jaw is tattooed almost entirely black. His right arm and a decent portion of skin across his chest are horribly scarred by acid. Health: Healthy. Personality: Durakhan, like his father, is hot-headed. He has a great sense of bitterness over being compared to his father but mostly to his older brother, Mok’han, perhaps because of his appearance. Durakhan however is also loyal to those who have aided him, and never forgets those who has betrayed him as is the Braduk way. Inventory: Golok machete - One of the largest ever made, based around the original five. It is generally worn strapped to his belt and appears very worn as opposed to other Braduk’s goloks. Life Style Alignment: Chaotic Neutral Deity (Spirits worshipped in particular): Krug, Braduk, Enrohk (formerly), Leyd Religion: The Spirits Alliance/Nation/Home: Clan Braduk/The War Nation of Krugmar/San'Raakh Job/Class: Warrior Title(s): None as of yet Profession(s): Blacksmithing Special Skill(s): Being a pain in the ass Flaw(s): Once he is crossed or angered, reason ceases to exist and his brashness and hot headedness begins to show. He can come across as not caring about other’s opinions and arguments, a side effect of his long pilgrimages. Weaponry Fighting Style: A combination of strength and speed, packing a frighteningly strong punch and moves extremely quickly for someone his size but still slower than smaller, leaner brothers. Offense is the best defence is words that hit home with this orc. Trained Weapon: Fists, sword, axe and hammer. Favoured Weapon: Hammer Archery: Average Shot Biography Son of the Wargoth and former Rex Kahn'Braduk and the late Clan Mother turned Wargoth Lukra'Braduk. Younger brother to late Wargoth and Targoth Mok'han'Braduk and half-brother to the late Black-Kahn’Braduk. Like all of the Braduk bloodline he is tall and heavy set, a good foot above other orcs and has piercing and keen blue eyes. He shows more of his mother in him than his brother Mok'han; his skin is slightly lighter than the usual dark green shade and he is a little shorter but nonetheless easily recognised as a son of the fearsome Kahn. Parents: Kahn’Braduk (Father), Lukra’Braduk (Mother) Siblings: Mok’han’Braduk (Brother), Krom’Braduk (Half-brother), Gorhan’Braduk (Half-brother), Black-Kahn’Braduk (Half-brother) Parent’s Siblings: Chaz’Braduk (Uncle), Drax’Braduk (Uncle), Ghazkoth’Braduk (Uncle) Pet(s): Garm - Braduk Rhino History To continue the 'Han' lineage, and in memory of a loyal soldier, Durakai, this Orc bears a variant of his name. Soon after his birth, Durakhan was inspected by the elders of the Uzg, and a conclusion was drawn notably by Wargoth Grothmar'Gorkil that Durakhan will play an important role in the future of the Braduks and will uphold 'prophecy' that each Braduk cub is burdened with. Destined for great or terrible things. ~A young Durakhan leaving the Uzg atop his companion Garm~ Born during the beginning of the 18 years war, Durakhan has fond memories of being a cub and having his mother take him to the battle sights following a tough fight, in particular outside the Dunamis Castle the day following its failed siege attempt. At a young age, barely older than a cub, Durakhan spent over a decade in the deserts, living off the land, testing himself against the elements with only his strength and the spirits to guide him, and the companionship of Garm. After years of isolation he returned to his clan and the Uzg near the end of the time the orcs would spend on Vailor. Perhaps he felt the recall to return due to the supposed death of his father and disappearance of his brother, or perhaps it was simply time to make his mark on the world. However, once the Coalition began to fail in its war efforts and descended into irrelevancy, Durakhan, angered with the failure, chose to disappear into the deserts once more with Garm at his side but this time not to test himself instead on a pilgrimage to discover the spirits in more depth and understanding. On this journey, Durakhan relied more heavily on his bloodlust and animalistic instinct in battle when in danger and began to praise the spirits to a greater degree as well as offering the specific spirit, Enrohk, far more sacrifices than any other. He developed a connection with the ancient spirit, believing that like his father before him he was one of Enrohk’s chosen because of multiple dreams and hallucinations of the entity, mayhaps that being the truth or due his hermit lifestyle finally getting to the proud Orc. Nonetheless, Durakhan began making his way back to the War Nation of Krugmar, believing it was Enrohk’s will for him. ~Durakhan's envisionment of Enrohk, Spirit of Bloodlust~ Coming back to the nation of his birth at the turn of the century, Durakhan had heard of the arrival of a supposed half-brother of his, Black-Kahn’Braduk. On his return to the city, he was greeted by his uncle, Ghazkoth the Last Giant, Larty Wun Eye and the heralded reviver of the clan, Black-Kahn. Durakhan offered to him the Zpidhammah, a relic passed down through the Braduk bloodline, in hopes he would go on to use it wisely and as a symbol of status as a bloodline Braduk and the new Wargoth. This was however short-lived as after these events and Black-Kahn becoming Enrohk’s favoured son, their father and legendary Rex, Kahn’Braduk resurfaced after being believed killed in an honour klomp by Mok’han. Black-Kahn in his youth and arrogance attacked the experienced warrior, dying at his hand unsurprisingly. It was at this point, Durakhan realised he was not as fueled by rage and bloodlust as he had believed. His ideals shaken by the events, he wandered the Goi hoping to find a new purpose. Being present in the city, he was wrangled into going on a cave exploration with a handful of other orcs to explore the catacombs of a presumed spirit. Inside laid waiting a golem that spat acid through holes in its armour, to knock it aside Durakhan rammed it with a shoulder and was punished for it. He had acid strewn over his right arm and over a good deal of his hefty chest, leaving disfigured skin resembling burn marks and dark discolouring in its wake. He bared the pain, moving on with the others not complaining about the potentially fatal wounds. To the devout orc this was a sign. The similarities to the legends of Leyd, the Spirit of Dominance and Physical Strength, often depicted as being a strong man with burned off, black flesh and whose favoured sons gain an immunity to pain and fatigue was uncanny to Durakhan, who believed it was a sign from the immortal spirit himself. Durakhan has now devoted his life to achieving peak physical strength and have the fortitude to resist any pain thrown his way. Credits to the1bow for the template.
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