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Found 3 results

  1. Zolla_

    CLAN BRADUK

    BRADUK “Ghash Nagraufom” Founded many centuries ago, the Braduk clan was founded back in aegis by Baderkul, the first son of Braduk, a famous orc who played an important role during the clash of clans and in the founding of the great city of Kenuk, known for their loyalty and brutality, the clan has suffered from many betrayals, disappearances, and near total extinction, however, this soon changed when Mul, a descendant of the Braduk bloodline, announced his intent to rebuild the once great clan and revive its old traditions and history lost to time The Uruks of Braduk, once towering over all the other Orc-kin, have evolved over the years, although not as large as they once were, they still remain at the apex of their spectrum, typically, their height ranges no less than 7"10 and no more than 8 feet. These orcs are known for their Swampy green skin, and various shades of blue in their eyes Through countless wars and battles in the clan's history, the orcs of Braduk bear the scars of their blood-soaked past, this history left them deeply affected, making them more susceptible to bloodlust, taking a hold of their very essence of their soul, making their rage much more violent and chaotic In the past, the clan members held the title of "Lords of the Rhino", a name derived from their deep connection to rhinos, with each member of the clan forming a bond and taming these creatures, living alongside them, they developed a symbiotic relationship that became a core characteristic of their culture However, as time passed, the numbers of rhinos dwindled, In response to this change, the new generation of Braduks adapted. While they still attempt to tame the few remaining rhinos, their focus has shifted to a closely related species known as the Prairie Dulk, a creature, presumably similar in nature but different from the rhino, has become the new companion of the Braduk clan HISTORY [ChatGPT please rewrite Braduk history that beloved The1bow wrote im too lazy to do it] [!] Of course, here is a shorter and rewritten version of the Braduk History you lazy ass retard TRADITIONS Ponytails- A Braduk, regardless of their preferred hairstyle, will usually grow out a long ponytail from the crown of their head down, braided or bound with leather or blue cloth. The ponytail is only to be cut off in the event of humiliating defeat. Braduk males popularly shave all of their head aside from the ponytail - with females there is more variation, but a common style is having an undercut beneath the ponytail. History Keeping- Unlike most clans, whose histories are purely oral, the Braduks also make a habit of creating written records of their clan legends on large, word-covered leather skins that are also adorned with illustrations. As a result the Braduk histories are far more detailed and well-remembered than those of other clans, dating back to their founding in distant Aegis. (Examples can be found below in the lore section). These histories are also important in determining how best to follow the third and fourth clan laws. Initiation- If a clanless Orc wishes to join the Braduks, they must complete numerous initiation tests. These tests can vary from obstacle courses, to riddles, but usually include a klomp with two elders of the clan (not necessary to win them). These tests are not about if the Uruk completes the tests, but the way they complete the tests, which will later be looked over by the Elders of the clan. If all aspects are pleasing and show good qualities in the Orc, they will be sworn into the clan by the Clan father. The Initiation Verse- The Wargoth asks the the Orc to hold out his klomping hand, beginning to say the verse. He then places a cloth in the Orc's outstretched hand, lighting it with a flint and steel. At the end of the verse, the Chieftain sprinkles a small bit of 'Braduk zand' into the fire, which causes it to flare up, turn purple, then die down. At the end, something similar to "Welkum tu da Bradukz bruddah." is usually said by all attending. "Da Bradukz am awl bruddahz am ziztahs, iv nub bai blud, den bai hart. Ib latz behtrae latz bruddahz, latz zuwl, agh da zuwl ob awl latz kubbehz wil buhrn en da Nefah liyk da kluwf duz en latz hand." Carrying of the Golok- During the last trial , a new Braduk is thrown a short ceremonial machete with which they cut a ‘Z’ shaped mark into their rhino’s cheek - the rhino creates the same mark on the Braduk with its razor sharp horn. Thereafter the Braduk will carry the machete with them for everyday use and possibly in combat (although it would be inferior to most battle-purposed weaponry), generally worn strapped to the belt or small of the back horizontally in its sheath. Should the terrible day come where Braduk is guilty of an incredibly severe dishonour he or she will be expected to perform the punishment of Uihnce with it, as detailed below. Giving out of the Rudis- A Rudis is a short wooden sword earned by an orc of the Braduk clan once they have achieved a great and glory filled deed. Whether it be an immense service to the clan, the slaying of a beast or taking many lives in a battle, an orc will be given this wooden sword by the Wargoth, who would have inscribed the story of as to why it has be earned, on the blade. Zpidhammah Day- Named after the weapon Braduk used in the Village Wars, Zpidhammah day is a celebration of the founder of the Braduk clan; his life, and his death in battle immortalized in the somewhat joyous occasion. On this day, klomps will be held, feasts will be had, and many stories of times long past will be shared to the cubs from the knowledgeable Elders. Kenuk Feast- A day of feasting and drink, celebrating the end of the “Village Wars” between feuding arms of Braduk’s family and the start of peace. Various competitions testing strength and dexterity will be held throughout the day, prizes varying from the mediocre to the more valuable. SPIRITUALITY Like most Orcs, the Braduks hold fast to their belief in the Spirits and their interaction in the mortal plane. Chief amongst their worship is that of Enrohk, spirit of war, blood and murder. Braduks have served him well over the centuries as well and their clan words make up the latter half of the standard phrase spoken to invoke Enrohk's interest when sacrificing in his name. The last Chosen of Enrohk was Kahn'Braduk, mighty Rex and wargoth in Athera. The greatsword of Kahn, War Maker, is blessed by Enrohk and remains in the clan's possession. Moreso than most other clans the Braduks engage in ancestor worship. This is for both famed figures from their history, especially their namesake Braduk and his son Baderkuk, founder of the clan, and general reverence of past Braduks of any rank in order to honor their memory and draw on the strength of the honored Braduks in Stargush'Stroh, the Orcish afterlife believed to exist at the zenith of the Spiritual Plane. Shrines to all Braduk ancestors are commonly erected by Braduks, as are memorial caves which depict the names of deceased Braduks remembered in their histories as well as those who have more recently joined the honored dead. When a Braduk dies their material remains are cremated on a pyre and scattered, although certain figures who attained legendary status amongst the clan in life have been known to have their burned bones placed in large stone urns and interred in elaborate tombs. LAWS Clan Laws I. The clan comes before everything else, including you. II. Every Braduk is a sworn brother and sister of each other, and you are to lay your lives down for them when called upon. III. Do not forget those who have wronged us. IV. Do not forget those who have aided us. V. If you slay, rob or betray your brothers and sisters, you will be terminated. VI. Do not put personal wealth, political gain and power or anything else above the clan. VII. Do not disobey your superiors. VIII. Do not challenge your superiors without proper cause. IX. We remember the Iron Rhino, showing Iron will and Iron strength. X. Follow Krugs code to your death. XI. You may only challenge the Wargoth when the majority of the elders accept the challenge Leadership Laws I. You cannot act on your own, you must consult with all of the other clan members, and respect their opinions and choices II. Attempting to change laws or trials or anything that would be of a large change to the clan must be voted upon by the elders, if the majority of the vote is right then the wargoth can began the changes, otherwise they are not in the position of such III. You are obliged to accept the challenge presented by a fellow Braduk, one who has been nominated through a majority vote by the elders PUNISHMENT Blood Taloning: The offender will be placed on their knees with their arms restrained in a stretched out 'T' position. Their back will then be sliced open, creating a large wound. The offender's ribs will individually be broken, before the lungs are removed from the body, being strapped to the shoulder blades to form makeshift wings. The cause of death-suffocation. Decimation: If any given party of orcs disobeys their superiors in combat or in a given task, the ancient act of decimation will be carried out. The group of orcs will be lined up, and usually every tenth orc will be chosen, and beaten to death with clubs by the other orcs. However, if the number is too few or simply one orc, the clan as a whole will engage in the killing. Flaying: As the title suggests, the Orc will be flayed either lethally or non-lethally depending on the severity of the offense. Crucifixion: The offending orc will be nailed through his wrist arteries and Achilles heels to planks of wood in the shape of a cross, and left to starve or bleed out. Only when the body has completely rotted may it be taken down. Skrote'n: A punishment reserved for males who bare no children, should they commit a great offence against the Braduks, they will have their testicles cut off so that they, subsequently, can not breed. Uihnce: An ancient Braduk punishment, given out for only the most heinous of crimes. The orc, in full view of the clan must take an ancient Braduk weapon, a machete type blade known as a Golok, drive it into his stomach and slice it open, allowing his innards to spill out, therefore committing suicide. MEMBERS WARGOTH Mul’Braduk CLAN FATHER [Undecided ] The title of Wargoth is the overall leader of the clan. His word is final, and he has the ability to veto any and all propositions put forward by the clan. Traditionally the biggest and strongest orc in the clan, and its only reserved for those with pure Braduk blood Elders are orcs whom have been apart of the clan for some time and show great knowledge and wisdom of its history. They act as guides and mentors to the younger orcs. The Clan Father however, is the leading lorekeeper, trial giver, and Rhino gifter of the clan, having say near equal to that of Wargoth, his advice is almost always heeded. ELDERS MEMBERS they are members of the clan who are revered for their significant achievements or their many years of dedication under the clan's banner, command the utmost respect of all the clan members, they possess the authority to cast votes to oppose or support the Wargoth's decisions, their role is important in shaping the future of the clan, actively participating in conducting trials and safeguarding the clan's values and beliefs Orcs of the clan who were either born or adopted to the clan by the Clan father, they are bound by duty to adhere to the laws of the clan and fight under its banner. TRIALS Trial of Valor An orc undergoing the Braduk must endure a klomp against two elders: one tests their weapon skills [CRP] and the other, their brute strength [PVP]. This is a key measure of the orc's ability to withstand different types of combat. Trial of the hunt This trial demands that the initiate hunt and vanquish three elven-kin. Following this, using sacred methods taught by one of the elders, the initiate must shrink the heads. These heads, minimized yet retaining their distinct elven features, are then showcased to the elders. Trial of Adaptation the last trial is decided in secret by one of the elders, based on where the orc seems to lack the most, in it, they must overcome the trial created for them, and if they do, they will advance to the final trial Trial of Bonding To be Braduk is to be a lord of rhinos. Once the orc has finished all their previous trials and reached the appropriate age, an elder accompanies the recruit or braduk youngling to find a rhino or a Prairie Dulk. there, the orc begins the task of taming the best, a display of Strength and courage, if the orc survives the encounter and successfully rides the beast, they will be bonded with it until death, this trial solidifies their place within the Braduk lineage, however, should the orc fail they are deemed unworthy of the Braduk name
  2. Thought I'd drop by the forums and propose this as its something that I've been thinking about for a while. It's my understanding that Orcs (both OOC and IRP) have had a bad reputation for quite a while on the server and I am both curious as to why that is and what I can do to change some people's experiences with the race/culture. My goal as the Rex is to have Orcs be both a contributor to overall server community and also bring back the enjoyable RP I experienced during Orc eras of the past. This means creating a healthy and friendly environment, one as free from toxicity as can be and one that is rooted in RP. With that being said, I now have a few questions I would like ANYONE to answer below. I encourage free dialogue if anyone wishes to discuss the points brought up and I will do my best to answer any questions people may have or ideas they want to propose to me directly. Question 1: What is one thing you dislike about Orcs/Krugmar? How can it be improved? Question 2: What is one thing you like/admire about Orcs/Krugmar? Question 3: What do you think Orcs/Krugmar biggest opportunity for improvement is?
  3. Argus Tallesborne was born in Asulon to a simple family of farmers in Salvus. All was well in young Argus's life until he went to market one day with his dear mother and father. This would not have been a bad thing in itself were it not for the warband of Orcs that were waiting for them in the bushes nearby. In an eyeblink, the savage beasts leapt forth from their hiding places and butchered poor Argus's mother and father, revelling in the carnage. As Argus himself was about to be slain by the 10 strong pack of greenskins, he reached for the only possession he had to his name; his father's ornate sword. Strengthened by rage and a need for revenge, young Argus set into the group of burly Orcs, killing them all in a savage frenzy. The Orphaned Argus trudged home with his paren't bodies to an uncertain future. Thirty years later, Argus has devoted himself to hunting down and slaying every last Orc in the world. None would stand before the strength that his grief had- Wait, wait wait! STAHP! Are you saying that a simple farm boy murdered a 10 strong group of Orcs with nothing but his dad's sword? Aside from the probable lack of training this kid had, where did his father get the sword? I doubt that a farmer would be able to make or afford such a thing. And how would grief and rage fuel a murderous rampage through a heavily armed group of giant green warriors? More likely, little Argus would be paralysed with fear and grief, soil himself and be promptly dispatched. And then there's the Orcs themselves! LotC Orcs aren't the common pillage-and-burn variety - okay, maybe they are, but there's always a reason for it! Packs of Orcs don't roam the Orenian countryside looking for children to turn into orphans and farmers are slim picking compared to what they could go for elsewhere. Sadly, this type of biography is becoming more and more common. At least a good third of applications use these exact words: 'My parents were killed by Orcs'. These applications are almost universally denied, mostly due to the fact that they're flat out badly written, but also because the 'Parent-Killing-Orcs' story is so overdone that it borders on a ridiculous cliche. These cliches and many others can get your application insta-denied. Here are a few pointers on why they're so cringe worthy how to avoid them: 'My Parents were Killed-By-Orcs' Unoriginal - This has been done to death. Unlikely to happen - Orc attacks are surprisingly rare. Unlikely that your character would survive if they were present. Avoiding it: Consider having your parents still around, or dying of natural causes if you really want to play a parentless loner. If you want your parents to be killed by something try having it done by wild animals or maybe a group more relevant to your racial choice. An elf of over 100 years might have had their parents killed by the Undead in Aegis, or more recently, the Order of the White Rose, an anti-elf human knight group. Dwarf parents could be killed by cave-ins. If you insist on having your parents killed by Orcs, you'd better make sure it's well written and fitting with lore. Dwarves are the most likely to have their parents killed by Orcs due to their long blood feud, but even then it had better be well written. Parental Weaponry Unoriginal - Less so than being orphaned by greenskins, but you'd be surprised how many farm boys have ancient swords. Unlikely - Unless he was a soldier before he turned to farming, your peasant father is unlikely to have a treasured sword. Even if it's an older heirloom he wouldn't have the proficiency to train his child in its proper use. Avoiding it: If you have an heirloom weapon, make sure you spell out its history clearly in your bio. Is it your great-grandfather's sword from the days of Aegis? Was it won in a bet? Make sure you have a reason for your weapon. If your character is a peasant, consider not having an ancestral/parental weapon. Think carefully about their reasons for having one and if they don't make sense, don't do it. Orphaned Hero Being orphaned is a psychologically damaging ordeal, especially to a young child. Being an orphan is unlikely to inspire you to feats of greatness. In fact, petty crime and poverty is far more likely. If you were present at your parents' death at the hands of lawless brigands/orcs, why wouldn't they kill you as well? Avoiding it: If your character's been orphaned, write more about the emotional impact of it rather than a burning desire for revenge. Darkjames wrote up a wonderful guide on orphan RP in the Tutorials & Guides subforum. It has a few good pointers in it for those determined to play orphans of any age: http://www.lordofthecraft.net/forum/index.php?/topic/85832-orphan-creation-small-guide/ Mighty Warrior/Chosen One/Farmboy Rambo Unoriginal - Everyone wants their character to be special, but the best characters are often just regular people who fit nicely into the world. This is not an RPG - Conventional games lull us into a 'chosen-one' mindset, where we are on some all consuming quest that hordes of enemies can't stop you from completing. In LotC you are one amongst many, a single soul in a massive world. Rarely will the actions of an individual change the course of history. A simple lad raised on a farm all his life will be nowhere close to the sort of godlike fighter that would be needed to take on a mob of muscle-bound warriors. Playing an all powerful character is Powergaming. Avoiding it: Consider not creating a warrior. Many of the most interesting characters on the server are not soldiers but regular people carrying out their jobs and socialising. If you are going to be a warrior, make it clear in your application that you are not an all powerful hero. Instead of mentioning your unparalleled swordsmanship talk about how you were taught some things by an old friend once. Keep it simple. Well, I hope at least someone will read this and take note. No-one likes an application that's a carbon copy of half of the apps in the Denied sub-forum. Take some time with your application and have fund doing it. I hope this has helped and good luck with applying ^.^
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