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  1. Clan Irgard(Irongate) is looking for more members we offer a tight knit clan based on honour, duty, warriorhood, crafting and homesteading. To join the clan by blood you need to be a mountain dwarf, tho you can join as a patron as any other type of dwarf. Our aestethic is a menacing red and black with a rugged but sturdy look. We offer 4 great lineages and a future that will be great. We are specifically looking for members to populate the lineages of: Jorgur, Yemgar and Irgen. But now open to the accept members to the lineage of Greldyn. The rp center around craftsmanship, soldiery and great artisan work. We are stubborn, headstrong and determined. I seek dedication to dwarven roleplay first and foremost. I myself am online during most days and am active on the forums+discord. So reach out and honor Jorik Braveaxes lineage. Read our clan post on the forums If you wish to join a new dwarf clan it is time to contact me at @viktorgrindset on discord or message me directly on the forums or join the clan discord through this link https://discord.gg/cUNQ5BHks3 . I hope to see you rallied under the Blackram banner.
  2. Clan Irgard(Irongate) Kazamar Khron’edhekal Their words goes as follows: “We stand and fall at the gate” “Ut vellar na ut zhuld da edhekal” Their crest is a black Shield with a red Pale and Orle which symbolizes the heritage to Clan Grandaxe and Jorik. At the top is a portcullis which is a symbol of resolve, duty and determination. In the middle is a shield with two crossed spears, said shield has an emblem of a banner with an anvil on it. The arms signify the Irgard’s most trusted weapons, the spear and shield. At the sides are shields and axes showing their heritage and new blood. Lastly at the bottom is a shield depicting a ram sheep. Which depicts their nature. They are hardy and brave who will defend the herd with horn and cloven hoof. History The Irgard clan formed during the hard times and civil war of the War of the beard. As the four founding brothers went away to follow prophecy. The Irgards trace their lineage back to Jorik Grandaxe who had 4 sons in addition to his daughter Merida Grandaxe. Said sons are: Greldyn, Yemgar, Jorgur and Irgen. Greldyn “Ram horn” Irgard, Yemgar “Head taker” Irgard, Jorgur “Gatekeeper” Irgard and Irgen “Dreadspear” Irgard. All Jorik’s sons banded together to form a new branch family of the Grandaxes since they wanted to honor their father with a clan made in his name and blood. They were different, they do not know fear, dishonor, retreat nor surrender. The original four brothers of Irgard would leave Uruguan as they believed that the Brathmordakin contacted them in their dreams calling for them to be truly tried and tested on their faith, loyalty, perseverance, endurance and unwavering strength of mind. Greldyn had a dream about a lone Goat ram being eaten by direwolves. Yemgar dreamed that heads of dead men would eat him. Jorgur dreamt about a fortress which slowly became a ruin and Irgen dreamed about a hunter whose spear snapped in half while hunting a beast. Greldyn would interpret his dream as he would die alone. After his dream he got struck by the dread of a lonely death which he only acknowledged at his deathbed. His paranoia made him keep the brothers together and he fathered many children so that he would not be a lone goat. Until his old years when his paranoia fully took him making him no longer trust any of his kin. He refused to eat, drink and sleep to then eventually die in his bed alone by his own making as he refused his son's care forever sealing his faith. Greldyn died fearing loneliness, and thus instilled the importance of family in us so that we may not be lone goats feasted on by the world at large. Yemgar interpreted his dream as he needed to slay all darkspawn who crossed him. Yemgar would fight the undead till his death. He might not have feared death but he respected it neither. As his prideful display of trophy heads would lead to his demise. Yemgar to himself thought he was invincible, a warrior so acclaimed that none could defeat him. But in his hubris and quest of glory he claimed so many trophies that made him slow and clumsy. He would die in battle fighting a necromancer who raised his trophies to the state of undeath and Yemgar were so close to victory but his arm was gnawed off before he could strike the necromancer. Yemgar died due to his hubris and thus taught all Irgards the importance of respect so that we shall not walk his way of hubris and disrespect of death. As all warriors are never too great to not die. Jorgur interpreted his dream as that he must master masonry so that his walls would never fall. Jorgur and his family would practice their masonry learning from others on and each other on how to build a fort. But once they began building said fort, Jorgur did not listen to his wife and daughters. While great in size, the fort was not a home. The walls, gatehouses and towers were so thick that their quarters were so small that there was no dining hall nor a wine cellar. Jorgurs was so disappointed that their fort had no great kitchen, dining hall, wine cellar and even no room for their pets, mounts and cattle. Said fort was later abandoned after Jorgurs death as his family felt that there was no room for them in his great impenetrable fortress. Jorgur’s biggest achievement allowed no room for family. His unwillingness to listen to family made them leave his creation to become ruin. He built his home for him, the present but not his family and future generations. Jorgur taught us that dedication and hard work can create great things but Irgard’s value their family and shall always leave room for them as without them one’s greatest legacy might as well not last. Irgen thought his dream depicted how his weapon would fail him. So he set out to forge a spear made of the finest materials. A weapon so great that it could not be destroyed. He ventured all across the lands and collected the materials to make the ultimate weapon. Some claim that he spent a fortnight in his forge without sleep, without food, without drink. He was hammering his spear that would bring dread to his enemies and greatness to his kin. He wouldn’t just hunt a regular beast with such a legendary weapon. Irgen set out to kill the most ferocious beast he knew, a dragon. He left at night as he would return in daylight with a dragon skull. The trip was long and harsh. Nature was hostile to him going north but he would not falter, he was determined to slay a dragon. No matter how much wind, snow and cold Irgen would never budge or think about turning back home. He would eventually reach an empty den. Due to the weather he rested in the empty dragon's den but unbeknownst to him a dragon was hiding in the pile of gold. Due to his journey he slept so long that the dragon woke up before him and trampled him, breaking his spine but not his spear. Irgen teaches that dedication and resolve do not alone let you conquer trials but taking a rest along the way may help you be alert and skilled to conquer great beasts and trials. Irgen was so focused on making his spear hardy enough for his quest but forgot that he is made of flesh and bone. The brothers and their clan were thought to be dead until the return of Grelu and Yemegur who are of the line of Greldyn. Culture Irgard culture as a family is a soldier's culture. They are endlessly drilled for discipline, order and loyalty. To an Irgard(Irongate) all dwarfs are kin it does not matter what type of dwarf as they are all family due to all dwarfs sharing Urguan as their common ancestor. They do not trust strangers and treat them in a very cold manner. Until said strangers have shown them that they mean no harm, then an Irgard might introduce them to family . If said strangers get in their bad graces they will keep them out of their holds and show no kindness. An Irgard is stoic when doing their field of work as outward emotion would ruin craft and battle. To a member of the Irgard family, emotion makes you unfocused and sloppy when performing one’s duties to clan, kin and hold. The Yemgar lineage holds most of the prominent warriors of Irgard as Yemgars fearlessness has been taught for generations. Though due to his death they are less reckless than what he was. Descendants of Yemgar pride themselves on his fearlessness and do not back down in any matter as they do not fear death. Many of the other lineages think the Yemgar descendants are mad due to their almost cult worship of a warrior's death. The Irgen and Jorgur lineages were craftsmen. Those of the line of Irgen were smiths while the descendants of Jorgur were masons. Their workshops/blacksmiths were known to be run under silence with just an occasional question about the craft. They believe that emotion will taint the steel/stone making it weak, brittle and bad in quality. But outside of work they are some of the most friendly and talkative people you might ever encounter. They banter and such often with each other often while off work, they also love telling stories of adventures they've been on. Besides craftsmanship and war the Irgards have been a family of agriculture due to their character of being territorial and industrious. Especially the lineage of Greldyn are known for being a family connected to cultivating lands and having livestock. Music Irgards are quite musical as due to their martial culture those unfit for service march along their kin with drum and horn playing marching songs to help coordinate the troops. Besides drums and horns instruments include flutes, trumpets and sometimes string instruments. Their songs are said to awaken the dormant warrior within, a warrior who might not be known will be summoned to do their duty. As Irgards believe that the Ramhorn of Greldyn awakened said warrior spirits from within with his horn. Irgard cuisine Due to the clan's heritage to the Grand Axes the Irongates have many influences in terms of foods and especially brewing. Though it must be noted that Irgard cuisine cuts both ways so to speak. For regular meals they usually have the following items: Cured/smoked mutton, boar, elk, moose and bear meats. Elk jerky. Oat porridge. Potatoes, boiled/mashed and baked. Stews of all kinds. Bark Bread. In terms of drinking the clan unlike other dwarfs while liking ale have taken a liking to spirits such as vodka. While non alcoholic drinks are mostly goat milk or mead. Due to Irgards being soldiers and their history, they cook some foods out on campaign which is absolutely awful but they eat anyway so as to not starve. Here is a short list: Bark Bread (contains more bark than grain) Hardtack bread The last fulfillment stew (grass, boiled water and a leather belt) Burnt jerky Sump grog (badly brewed ales mixed with spirits) Prisoner’s soup (if they have prisoners while being starved they might consider not having prisoners but a full stomach.) The Iron/Gold Way According to clan tradition things of the world can only be earned by two ways. One is the “Iron way” and the other is the “Gold way”. Irgards considers the Iron way the only way, said way is to prove your station through sacrifice, blood and steel. To truly earn something there must be sacrifice, hardship and dedication. The Gold way is one of scheming, dishonor and wealth. Due to the curse of all dwarves the Irgards have vowed to stay humble and honorable to not repeat the sins of Irgen and Yemgar which is pride and greed. Irgards can be merchants but they will never swindle or trick their customers. But Irgards do not pay enemies with gold or try to buy power they will use iron to get their clay through labor, battle and craft they will claim what is right. Trials To become a full member of the clan one must complete four trials to test one's abilities in endurance, fighting, craft and strength of mind. An Irgard must be able to do their duties no matter if they are faced by hardship or not. -First Trial- -Trial of Battle- The first trial is one of physical prowess. The Kangur/Bogur (The Unproven) must go out and fight either beast, bandit or undead. After the battle The Edhekalfund’in will follow the Kangur/Bogur during the trial to note down the progress. (Trial is crp combat). -Second trial- -Trial of Craft- The second trial is one of craft, the Kangur/Bogur must learn the ways of the smith or mason and craft an item worth to become an heirloom for the future generations one must learn from the best to make something so immaculate that it is worth dying for. Something that will impress the future generations. -Third Trial -Trial of Honor- The last trial of becoming a proven member of Irgard one must take the vow of Iron after pledging their allegiance and words to Iron they will be marked by a hot iron with the blackram in the back of neck. Said oath goes like this. “I (name here) take upon the oath of the sons of Jorik. I vow to not fear death. I vow to not claim trophies. I vow to care for my family. I vow that I will hold my station. I vow to rally my kin like Greldyn, I vow to fight like Yemgar, I vow to build like Jorgur and I vow to craft like Irgen. In the eyes of the Khorok’ardann I swear to serve kin, clan and hold, honorably, dutifully and just. I (name here) submit myself to the way of Iron. I will only claim what is rightfully mine, I will only claim spoils that I took through blood, sweat and steel. I swear to stand my ground, I swear to be honest and I swear that my actions will speak louder than my words. I will serve, I will live and I will die as (name here) Irgard.” Family hierarchy Khazzar (Family head) =+= Kazan (Clan elder) =+= Hazzah (Clan ambassador) =+= Huzzar (Clan marshal) =+= Edhekalfund’in (Gatekeeper) =+= Bel'kaz (notable homesteader) =+= Jorg (Great mason) =+= Irg (Great smith) =+= Yem (Great fighter) =+= Grel (Great farmer) =+= Kanaz (member) Bonaz (patron member) =+= Kangur (Unproven member of lineage) =+= Bogur (unproven patron) =+= =+= Khazzar =+= The Khazzar represents the family politically and must be of at least the ranks of Grel, Yem, Irg and Jorg to claim such a title. (Kazan can’t be elected.) The Khazzar is an elected position and to get elected you need to prove that you have gone through hardship for Kin, clan and hold. You need a feat of: battle, care for family, honor and duty. A Khazzar serves for one year (irl) or until their persona is dead/does not want to. Said Khazzar can be re-elected. Said Khazzar can be deposed after popular vote by all members or Kazan. The Khazzar serves together with the Kazan at the “Khron’nozkrom” to further the prosperity of the dwarven kind. =+=Kazan=+= A Kazan is a semi elected position but only other Kazan and the Khazzar can elect new Kazan. These elders need to be of great wisdom and intellect. As they together with the Khazzar make the important political choices. As they serve as the Khazzar’s loyal political advisors giving them council on matters. They have 2 votes in a Khazzar election but can’t run in a Khazzar election. The Kazan serve as advisors in the “Khron’nozkrom” (Ironcouncil). =+=Hazzah=+= The Hazzah is a position held til life parts ways with the title holder. As the Hazzah is the clan's diplomat handling talks with other clans and outside folk. The Hazzah’s duties are as follows: help settle disputes between clan, kin and hold, help settle disputes with foreign entities and lastly a messenger between the King of Urguan and the “Khron’nozkrom” =+=Huzzar=+= The title of Huzzar is a marshal one so to claim this title one needs to achieve 1 medal while serving in the military of all dwarf kin. The Huzzar have the utmost authority to drill and equip the clan Yem’s to make sure that the clan is always ready to defend the homeland . =+= Edhekalfund’in =+= The Edhekalfund’in (the Gatekeeper) is a position of great authority as they watch over all trials. They also decide on who can be a patron of the clan. They make sure that all trials are up to Irgard standard. They are the only ones able to give the name of Irgard. Marriages/Patrons Marriages in the clan of Irgard goes as follows. The bride/groom must get consent from the Edhekalfund’in as they become a patron who can choose to use the name of Irgard. The Edhekalfund’in will make sure that the one being wed into the family is of good character. Then the groom must as per tradition must engage the father of the bride in a duel (pvp/crp). If the father after said duel feels the groom is up to standard the marriage may proceed to the ceremony. At the ceremony the groom and bride upon accepting the marriage will be firstly bound (loosely) together by the arms by chains of iron then said chains will be locked and the keys will be locked in a chest said chest will be kept away by the couple. Then both will make vows to stay faithful, dutiful and honorable in the names of the smith Irgen, in the name of the mason Jorgur, in the name of the farmer Greldyn and lastly in the name of the warrior Yemgar. After this the both of them are seen as legally married bound together til death. The ceremony holder will release them with a second set of keys after their vows are made. Patrons are those who are not directly descendants of Greldyn, Yemgar, Jorgur and Irgen but through completing the clan trials will then be seen as Irgards and their children will be seen as relatives through blood. Signed by: Grelu Irgard, son of Greldyn, son of Jorik (me) Yemegur Irgard, son of Greldyn, son of Jorik (Marky) Yemer Irgard, son of Yemegur, son of Greldyn, son of Jorik (Plummius) Feel free to contact me by discord (@gremlockgremlin)
  3. Klan Vukh Joins the Horde History of the Vukh Vinteki Exodus During the exodus from Vinteki, Gundanat decided to go his own way, clanless and alone, exploring the desert for his inspiration. While Apex and Klog joined different clans, Gundanat sat alone on the mountain top, imagining a clan, strong in its ideals of uniting all races, while still respecting their own orc laws and traditions, imagining a clan which incorporates humans, elves, orcs and even dwarves into one singular clan. “Why hasn’t anyone else tried this before” as he stood up towards the exit, ideas flowing in his head Formation of the Clan Gundanat went to work within the cave he was settled in, writing down laws, ideas and the trial itself, saddling the horse and travelling to Gorom to discuss these new ideas, having lessons on races, trial by combat between races, tournaments for honour and proper organisation in the clan. The two conserves all night, taking drinks at the bar while drunkenly discussing their ideas, both agreeing to create the clan The Basics of Clan Vukh The clan was created by Gundanat, a former member of Vinteki and a loyalist to the Rex, Grommash. Once taking the Oath of Loyalty you are unable to leave unless you get special permissions from the leader or clan or be treated as a traitor and hunted down for such. The Vukhs owe their loyalty towards the nation, the Rex, and any Orc who needs help in a task which will benefit the nation The Vukh people emerged from the Vinteki clan, which was a combination of captured prisoners and native orcs who lived under Kazin'Kul. All clan members will be used to society's lawless demands due to being created in a time of war and conflict. There are little to no present shamans within the clan which isn't a concern for the Wargoth. Hierarchy of Clan Vukh Wargoth Waghgoth (War leader – Duellable position) Soldier Clan Member Initiate Clan Vukh Initiation Trials Trial 1 - Take an honour battle (Hur’Mauk) with someone of another culture or one of your own, battle to the first one to go down to the floor. (CRP). Both players must fight fairly and without any cheap tactics. Trial 2 – Take a lesson about Orc culture with a Mau’Kor (Historian) or a Brudda (Orc) who is willing to, or if you are an orc, a lesson about another culture. Trial 3 – Take the Oath of Loyalty within the clan hall, swearing to the banner and Rex. Values of the Vukhim I. Accepts all races as one own. II. Take pride in defending the nation. III. Die for the banner of the clan and the nation. IV. Respect other clans Rituals and if needed, take part. Clan Uniform First Blow of Vukhim Gundanat and Gorom travelled to Hohkmat in the cover of the night, taking a hidden entrance into the city as they made way into the Chamber of Water, silently opening the door, looking around somewhat disappointed. A small chuckle came from Gundanat as he went on to speak “This place is so small for containing something so big… I’m surprised they didn’t make it less obvious or have more security” Gundanat muttered to his partner in crime. “Stuzid Pinkies” Gorom responded, simple but effective in describing the failure of the town. The elevator creaked, letting out an echoing and daunting sound into the streets as they made their way to the top, seeing the Mana Obelisk, towering over them. 20 meters long. “Zaahkah Zkah!” They both exclaimed at the same time, seeing the Obelisk, but both began to slash away at it, hitting it repeatedly until it exploded. Sending bits all over the floor as they left a sign. “Leave the war while you still can” Both nodded towards each other as they went back down, leaving the room in total chaos and disarray, exiting through the main gate to the disbelief of both. “Som nevur lurn do they’z?” Gundant mentioned, saddling onto the horses as they rode into the darkness.
  4. " Through the dark tall trees of Norland sits the city of Vjardengrad, where a mother and her family lives peacefully... " --== Looking for someone to play Jamison C. Anarórë ==-- -- Son of Estel Foxtrot-Anarórë -- ┏━•❃°•°❀°•°❃•━┓ ┗━•❃°•°❀°•°❃•━┛ In Character Information: Jamison Anarórë A.K.A Jamie, Jam-Jam Human, Age 5 Male (gender may be changed according to your preferences) Absolute blank slate - you're free to write up a personality for him! Located in Vjardengrad, Norland, in the Anarórë home. Living Relatives: - Estel Foxtrot-Anarórë (mother) - Artemis Anarórë (older brother) (Full family tree, including list of deceased relatives, can be given upon request at any time.) Adopted child (with Estel and Artemis being elven, and Jamieson human) Out of Character Information: I only ask for two qualities! 1. You are a chill person, and have had no previous issues with Anarórë as a clan. 2. I'm looking for someone who plans to play Jamison long-term, and who wants to turn him into their own (preferably main) character, instead of someone who would only play him when family is online. A picture of the skin can be seen above, however, you are completely alright if you want to change the outfit, or even make your own skin!! I have a base skin for Jamison that you may use for any outfit changes. Need more info, want to know more, or want to play Jamison? Message me on Discord!: Lunan_EXE (display name; mrow) OR, message me in-game!: VaporwaveParrot Note: I am not actively on the forums, please do not contact me on here. Try Discord or in-game.
  5. Zolla_


    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
  6. Klan Vinteki Enters the Horde Sightings of Uruks, Goblins, and Heartlanders began to emerge from the pits of the fallen Klanhold of Kazin’Kul within the past week, shortly after Kazin’Kul abandoned their former mountain pass in favor of returning into Krugmar. Thought to be captured hostages that the Klan abandoned during their exodus, Rex Grommash sent a band of runtz and honoraries to retrieve them and bring them back to the capital for questioning. Dutifully following Rex's orders, they set off to the nearby Klanhold and entered the undergrowth below. Days passed, and nothing was heard of the scouting party. A warband of Uruks and Ologs entered the Klanhold, worried that the Coalition had set up a forward outpost deep inside Iron Horde’s land. What awaited inside was the ruins of the Kazin’Kul, and the product of their abandonment. It has seemed that the entire cave had been converted into a wide array of ritualistic pits and altars, all freshly covered with viscera and meatbags. The runtz had been strung together with rusty wire that threaded inside and between them, forming crude marionettes that tugged at their supports. The new inhabitants had carved the walls and floors of the cave so that the altars would flow into a deep pit and drain in the middle of the cave. It seems that whatever the Kazin’Kul fought to contain from leaving their expansive caves and prisons had escaped and taken over what remained. The honoraries sat lying on top of stone tables with goblins laying on top of them, nibbling and yanking. The warband tried to fight these maddened creatures. Quickly, they were overwhelmed and forced back to the gates of the cave, which slammed shut as they left. The clamor and ruckus quickly calmed as the warband was stunned by how fast the situation in the cave seemed to devolve. Returning back to Krugmar, Rex and Targoth heard about the incident and rode at once to the nearby mountain pass. After a ram was laid outside the crooked gates, and the Horde prepared to breach into their former fortress, a loud, bellowing “NUB!” was heard. A large orc, clad in armor of the former clan of Kazin’Kul, stood at the gates, looking tirely through the holes. The gates began to slowly open and the gargantuan beast stepped out. He called himself Kezmur, and his people the Vinteki. He refused what had happened to the remainder of the former Orc Klan, or where he hailed from. He only wanted to make a deal with the Horde. His and his peoples total fealty and cooperation, at the price of a single condition. Not a single soul would ever enter the Vinteki caves without permission again, Orc or otherwise. As the orc spoke, armor-clad heads began to peek over his shoulder through the darkness, their blades and plate illuminated by torchlight. Soon, a sea of bloody, yellow and orange eyes stared at the Rex, held back by the lone orc who approached out into the sunlight. A deal was made between the two. Klan Vinteki would assist in their war, serve under the Rex, and join the Horde. The former Klanhold of Kazin’Kul would now belong to the Vinteki people and Kezmur. Signage was posted outside the front of the cave, warning of the dangers below. DETAILS OF VINTEKI The Vinteki people emerged from a combination of captured prisoners and native orcs, both who lived deep under the Klanhold of Kazin’Kul. The natives freed the abandoned, starving prisoners, but impressed them into their brutal, rigid culture and formed their own spirit and people. Constant sacrifice and spirit worship of Enrohk is demanded of klan members. Their society is mostly lawless, with the strong and cunning surviving. Each subnetwork of the cave system often is controlled by a particularly unique and influential pitboss, who all submit to the authority of an appointed leader. Night raids on surrounding nations keep the inhabitants fed and supplied to a degree. Cannibalism has been practiced when raiding parties fail to produce. Ritual sacrifice serves as an cathartic outlet to the unforgiving nature of the pits, providing community and singularity in religion. Vinteki Orcs and their honoraries wear large suits of plate and masks to cover up accumulated damage from their training. They are known to be so insecure to the point that they will not remove the plate and coverings even in massive heatwaves in the desert, preferring heatstroke to exposure. Non-Orc Vinteki are not forced to speak blah, but are expected to know the language. Distinct features include bloodshot eyes, chipped plate, large scars and shamanstic markings of white ash. Because of the unforgiving nature of being raised in the Vinteki pits, the Vinteki people have a distinct lack of individuality and a penchant for violence. This leads to them being uniquely weak to the effects of the Blood curse, often entering into a Berserker state even if kept exclusively around other Uruks. Their constant exposure to violence clan infighting, and incredibly close combat in the dark makes those that survive clever tacticians and masterful warriors. The goblins and humans within the Vinteki tribe are seen as a more progressive force, driving towards outwards expansion and technological advancement, while the dominant Uruk ruling class seems content with their current situation. There are little to no present shamans within the Vinteki tribe, which the leadership wishes to change as they want to advance their rituals beyond pure executions. Enrohk is worshiped over all. The Vinteki consider themselves vessels of Enrohk and the rituals usually are dedicated to him. Sacrifices to Krug are occasionally performed as well. The various pitbosses and subklans each perform their own rites of sacrifice.
  7. ᛜ The Heskynne Clan ᛜ → 'Beneath the golden stag's grace, we hunt, sow, and shield the realm's embrace.' ← ᛜ Legend of Origin ᛜ Ivar Thorkin, a zealot of the red faith, founded the clan. Ivar sought out specific individuals, each with a unique skill set, and was able to persuade them to support his cause with an emphasis on the preservation of his country's environment, its culture, and its citizens. Ivar entered the tundra now, followed by his seven faithful followers. They started their training there and developed a tiny community. Ivar had set up a three-year trial for everyone, pushing the volunteers all the way to the edge and then some. Many suffered from shattered bones, frostbite, and other conditions by the end of the first month. They persisted, though. The most accomplished hunters in the history of the clan had been produced by Ivar Thorkin by the end of the trial. Then, each trainee traveled throughout the continent to record additional creatures and the activities of organizations that shared their causes. By the end, they had all grown to know one another as brother and sister, and they decided it was time to start their own clan. The Heskynne Clan was established using the term meaning "Hunter" in their language. ᛜ The Lifestyle of a Heskynne ᛜ In the Kingdom of Norland, the Heskynne clan, once known for their skill as hunters, has transitioned from the wilderness to the heart of Vjardengrad, Norland's bustling capital. Despite the urban setting, the Heskynne clan remains deeply rooted in their ancestral hunting traditions. To uphold their prowess on the battlefield, each Heskynne hunter undergoes a grueling three-year trial of training, an arduous test that hones their physical endurance, keen senses, and tactical acumen. Through rigorous drills and real-life challenges, they forge unyielding discipline and unbreakable bonds with their fellow clan members. The Heskynne hunters navigate the labyrinthine streets, sometimes with the same stealth they once used in the wilderness, ensuring the safety of Vjardengrad's inhabitants, Norland's forests alwhile managing to preserve the ancient traditions of their lineage. Their legacy now weaves a unique tapestry within the heart of the capital, blending the spirit of the wild with the pulse of city life. Clan Heskynne stands as a multifaceted lineage, not only renowned for their prowess as skilled hunters but also celebrated for their specialization in agriculture. Embracing a harmonious lifestyle that balances the art of the wild with the nurturing of the land, they have cultivated a profound understanding of both realms. In the verdant fields surrounding their homesteads, the Heskynne clan employs ancient agricultural techniques, passed down through generations, to grow bountiful crops and tend to lush orchards. Amidst the bounty of nature, they demonstrate a deep reverence for the earth, recognizing that their survival is intricately woven into the delicate fabric of the land they cultivate. Through their unique expertise, the Heskynne clan exemplifies the synergy between the hunter and the farmer, enriching the Kingdom of Norland with their remarkable legacy. ᛜ Festivities ᛜ In the Kingdom of Norland, the Heskynne Clan's festivities are a vibrant celebration of their diverse skills and unwavering camaraderie. During these joyous occasions, the clan gathers to showcase their prowess through tournaments and competitions that captivate both participants and spectators alike. The air buzzes with excitement as archers demonstrate their precision, warriors engage in friendly duels, and hunters compete in tracking challenges that echo their ancestral hunts. Amidst the laughter and cheers, the festivities also pay homage to their hunting legacy, with grand hunts that commemorate their harmony with nature. As the sun sets, the city of Vjardengrad comes alive with the glow of fires and the sounds of merriment, as the Heskynne Clan revels in the spirit of unity and shared heritage. These cherished traditions not only bind the clan together but also serve as a testament to the unyielding spirit of the Heskynne Clan in the Kingdom of Norland. ᛜ The Martial Arts ᛜ The Heskynne Clan developed their own unarmed martial art, based on the concept of momentum over the course of centuries of living in Norland thanks to their close relationship with nature and prowess in hunting. They aimed to utilize the might of quick assaults in battle by paying attention to the fluid movements of the monsters they were pursuing. They honed their techniques through constant practice and trial and error, mastering the skill of deflecting an opponent's force to deliver lightning-quick counterstrikes. They were able to escape attacks with ease and position themselves tactically for a lethal reaction thanks to their footwork, which resembled the grace of a stalking animal. The Heskynne Clan's martial art evolved into a fluid dance of power, emphasizing the unification of mind, body, and environment and mirroring the harmony they sought with the environment. The Clan's unarmed martial art became their signature, once setting them apart as formidable warriors. Their proficiency in momentum-based attacks made them highly sought after for both defense and offense. Now, as one of the many forces guarding the capital, they showcased their unique combat style in protecting the city. With each generation passing down the martial art's secrets, the Heskynne Clan's legacy remains a testament to the potency of ancient traditions and the remarkable fusion of hunting and combat expertise. Their swift and calculated movements continue to inspire awe and respect, forever etching their name as masters of momentum in the annals of Norland's martial history. ᛜ The Cuisine ᛜ The Heskynne Clan's vibrant food is a reflection of their close ties to nature and the abundant Norland resources. Their customs are a feast for the senses because their diet emphasizes meat, mead, and grain. Their meals' main ingredients are the tasty and sumptuous meats they gather on their hunting trips. Their tables feature roasted deer, tender boar, and flavorful poultry that has been spiced with a variety of herbs and spices to bring out the natural flavors. A profusion of mead, a golden nectar derived from honey and water and frequently created by the clan's adept craftsmen, is served alongside these hearty foods. The Heskynne Clan toasts to war wins and the happy memories that unite with each drink, celebrating life's blessings. During festive gatherings, where laughter and singing reverberate into the night, their regard for mead fosters a sense of harmony and brotherhood. The Heskynne Clan's food places a specific emphasis on grain, the source of all nutrition. They grow wheat and barley, which they use to make hearty stews, freshly baked bread, and porridge. Grain provides a tactile link to the fertility of the soil, feeding their bodies and spirits from the golden fields to their eating tables. The Heskynne Clan expresses gratitude for the riches the land provides by honoring their god with each meal. Their shared love of food strengthens the sacramental connection between nature, the divine, and the sustenance that supports their way of life. It brings people together as a community. ᛜ Culture Tidbits ᛜ Women hold a profound level of respect within the Heskynne clan. While expected to perform at the same level as their male counterparts- with some exceptions- in the art of Hunting and Tracking, and so on, they are in a position not exclusively decided by their physical prowess. While the clan acknowledges that both sexes play their roles, they too recognise that the clan could not exist without women. Heskynne women are the guardians of the clans history, culture and tradition. They are the caregivers of the next Chieftains, Skeppares and Varthir, and future mothers who will too take on the same role. Just as many cultures, The Heskynne's do believe that women are inherently weaker when it comes to raw, physical strength. However, this means that the protection of these caregivers is even more essential to them, and those who do so are highly respected. Whether or not a Heskynne has passed the trial or not is evident by the coloration of their eyes. Those who are undergoing the three-year trial typically have dark-green eyes. However, after a Heskynne trainee has completed the trial, they will consume an alchemical potion, shifting their eye color to a bright amber. ᛜ The Heskynne Tongue ᛜ Greetings: "Heil!" - Hail! "Velkominn!" - Welcome! "Heill dagr!" - Good day! "Heil ok sæl!" - Hail and be well! "Góðan morgin!" - Good morning! "Góðan dag!" - Good day! "Góðan kveld!" - Good evening! "Gott kveld!" - Good night! "Hvass er ás!" - Sharp as an axe! "Þik kveðja!" - I bid you farewell! Directions: North - Norður South - Suður East - Austur West - Vestur Up - Upp Down - Niður Left - Vinstri Right - Hægri Forward - Fram Backward - Aftur Common Sentences: "Hvernig heitir þú?" - What is your name? "Ég heiti..." - My name is.. "Hvar ert þú frá?" - Where are you from? "Ég er frá..." - I am from.. "Takk fyrir." - Thank you. "Fyrirgefðu/Fyrir." - Excuse me / I'm sorry. "Já." - Yes. "Nei." - No. "Vertu blessaður!" - Be blessed! "Hafðu góðan dag!" - Have a good day! Expressions: "Skál!" - Cheers! (Used when toasting) "Veistu hvar til finna?" - Do you know the way? "Hljóta að halda áfram." - We must press on. "Skuggi fellur á land." - Nightfall is approaching "Blessaður ert þú." - You are Blessed. "Hugr hjá sverði." - Courage in battle. "Sigr!" - Victory! "Fara vel!" - Farewell! Numerics: 1 - Ein 2 - Tvau (pronounced as "t-v-ow," like "cow" but with a "v") 3 - Þrir (pronounced as "th-rir," with a rolled "r" sound) 4 - Fjórir (pronounced as "fyor-ir," with "y" like in "yet") 5 - Fimm 6 - Sec 7 - Sjau (pronounced as "syow," rhyming with "cow") 8 - Átta (pronounced as "aw-ta") 9 - Níu (pronounced as "nee-u") 10 - Tíu (pronounced as "tee-u") [For numbers beyond ten, you can combine the numerals, much like in 'Common'] 11 - Ein-tíu 12 - Tvau-tíu 13 - Þrir-tíu 20 - Tvau-tuttugu 21 - Ein og tuttugu 30 - Þrjátíu 40 - Fjórtíu 50 - Fimmtíu 100 - Hundrað 1000 - Þúsund
  8. YEAR 150 OF THE SECOND AGE. The Stonehammers are a young clan founded by Sigrun ‘Dragonslayer’ Stonehammer in the Year 150 of The Second Age after the consecration of Sigrun as a Hero of Dungrimm. Descendant from Irehearts, The Stonehammers shall be known for their indomitable spirit in battle, honour in combat and undying loyalty to The Grand Kingdom of Urguan. [!] A depiction of Clan Founder Sigrun ‘Dragonslayer’ Stonehammer wielding his Carbarum Gladius. The members of the Stonehammer clan are to be devout in their worship of The Brathmordakin, with most choosing their patron to be Dungrimm, however they are expected to show worship to all of The Brathmordakin. Furthermore they believe that the beings known as Aenguls and Daemons are creatures created by The Brathmordakin to serve descendant and dwarf kind, though some have bastardized this duty. Stonehammers fiercely believe in honour and glory, and have to vow to the Clan Father to uphold these values in everything they do. To intentionally start a fight with an opponent weaker than them is cowardice, to decline an honest challenge even more so. The members of The Stonehammer Clan are expected to aid Dungrimm in all ways, any darkspawn roaming the earth must be purged as they are avoiding the natural course of life. [!] A Stonehammer searching for a Frost Witch atop the frozen peak of a mountain. The Stonehammers have clan traditions they value and share with one another to celebrate their honour and glory amongst their peers, and to incite their indomitable spirit for the slaying of darkspawn and honourable combat. THE STONEHAMMER WAR DRUMS. It is common for members of the Stormhammer clan to play their heavy dwarven wardrums in preface of any battle to be had, as a way to ignite their spirits for the combat ahead. Typically the rhythms played will be slow and booming in sound, slowly picking up in speed. The effect incites a sense of fear in their enemies and a feeling of courage within themselves. HISTORY KEEPING. Members of the Stormhammer clan are expected to keep a well-written history of themselves to cement their legacy within the clan and Urguan itself, after each of their trials they shall record what they have done and found from the experience. Many Stormhammers also take to any artifacts or trophies they can find during exploring of the deep, or after besting their opponent to add it to their hoard of valuables. THE STONEHAMMER TATTOO. It is tradition within the Stonehammer clan to add at least a singular tattoo of gray paint to one’s face after having completed all their trials, cementing themselves as a full Stonehammer in the clan. HEAVY ARMOUR. The Stonehammers are expected to don themselves in heavy dwarven armour to ensure they are capable of taking many blows during the grueling hours of combat, acting as a shield to their kinsmen of Urguan. Whilst it is not mandatory, many Stonehammers pride themselves at being at the frontline of the battlefield. [!] A A heavily armoured Stonehammer invigorated by the beating of the War Drums. There are four trials to be completed in order to be considered a full initiated member of the Stonehammer clan, and they are as follows. THE FIRST TRIAL: TO PROVE ONE’S WORTH ILLUMINATED BY DUNGRIMM. The newly joined Stonehammer is expected to march out into the night of the full moon to confront a great beast of large proportions and to take it down in a great battle. Should they succeed, they shall take a trophy from the fallen beast as a memorial from the battle, and must bury the beast’s body wherever they had dealt the final blow if possible. Afterwards they must show the Clan Father their trophy and the site of the beast’s burial to complete their first trial. THE SECOND TRIAL: TO CEMENT ONE’S SUCCESS IN AN OFFICIAL RECORD. The Second Trial of the now more experienced Stonehammer is a stark contrast to the action of the previous. Within the Halls of The Stonehammers, they shall record their first trial’s events and outcome in a Book & Quill to have it be knowledge to the rest of the clan, alongside presenting their first trophy for all to see in the Clan hall. THE THIRD TRIAL: TO SHARE COMRADERY WITH THE FELLOW DWEDMAR. The Third Trial of the Stonehammer now beginning to cement his legacy is to create comradery with his fellow dwedmar is to host an event for the citizen of the Grand Kingdom of Urguan. This event can be anything from an archery contest, to a tavern night. Anything is allowed if it builds bonds and comradery with your fellow dwedmar. THE FINAL TRIAL: TO SHOW THE CLAN FATHER WHAT YOU ARE MADE OF. The Final Trial of the now almost fully initiated is to duel the current Clan Father whilst both combatants don their best gear and equipment. They are not required to win the duel, but to pass the trial they are required to inflict a permanent scar on the current Clan Father, leaving their legacy of combat onto the body of the one sitting at the head of the clan. After the duel is over, and the Stonehammer is now fully initiated they shall receive their gray tattoo, and a feast is to be held in their honour.
  9. "Shadows of the Hunt: The Legend of Murag, the Whitewash's Bane" In the ancient land of Krugmar, where the orcs of various clans roamed and thrived, there lived a young green orc named Murag. Born into Clan Lur, a proud and skilled group of hunters, Murag's destiny seemed intertwined with the ways of the hunt. His fierce determination set him apart from others. From a young age, he dreamed of becoming the greatest orc in history, a true legend among his people. Though many laughed at Murag's ambition, his friends stood by him, offering support and encouragement. Murag cared little for the cultural norms and wisdom of his clan, but he never disrespected them. He was driven by a desire to achieve greatness and be remembered for his feats. One fateful day, tragedy struck. Murag's father ventured out on a hunt for a dangerous whitewash—an orc who had turned his back on the traditions and values of their people, committing unspeakable crimes. During the hunt, Murag's father lost his life, leaving his son consumed by rage and grief. Murag's path shifted from joining Clan Lur and taking the traditional test to pursue revenge against the whitewash. Leaving his family and Krugmar behind, Murag embarked on a relentless quest to find the rogue orc responsible for his father's death. He spent years wandering through treacherous lands, honing his skills and growing stronger. Eventually, fate led him to the whitewash he sought—a fearsome creature with scars and trophies of defeated orcs. The winds howled, and the storm raged, mirroring the fury that swelled within him. With a primal roar, he charged into battle, his muscles moving with the fluidity of a river in flood. The battle between Murag and the whitewash was fierce and intense. The whitewash was strong, using his claws to fight with the ferocity of a beast he had once killed. Murag, fueled by his determination and anger, matched his opponent's strength and fought with the skill his father had instilled in him. In the end, Murag emerged victorious, but not without sustaining a grievous wound. The whitewash's claws left a permanent scar on the left side of Murag's face, a lasting reminder of his quest for vengeance. The taste of revenge, however, did not bring Murag the solace he sought. Instead, he found himself haunted by the memories of his father and the pain he had caused to others on his journey. He realized that revenge had not healed his heart, but only fueled more pain. With newfound wisdom and experience, Murag returned to Krugmar, a changed orc. Standing at an imposing 7 feet tall, with new scars adorning his body, and a depth in his eyes that spoke of hard-earned maturity, he took the test and was accepted into Clan Lur. The young orc who once craved fame and recognition was now an honorable and respected member of his clan. He no longer sought titles or accolades; instead, he vowed to protect and fight for his brothers. Over the years, Murag's bravery and wisdom helped his clan grow and prosper. He earned the loyalty and respect of his peers, and many considered him a role model. As the seasons passed, Murag aged gracefully, his life devoted to the code of an honorable hunter. In his heart, Murag knew that death was inevitable, but he refused to let age slow him down. He embraced every hunt as if it were his last, living each day to the fullest. In his final days, Murag ventured on one last hunt, alone but content. Surrounded by the wild beauty of Krugmar. Murag faced a formidable opponent, a creature of immense power. With the ferocity of a warrior in his prime, he battled bravely, not giving in to the passage of time. In the end, Murag fell, surrounded by the echoes of victory and honor, he breathed his last breath, knowing that he had lived a life worth remembering. His legacy lived on, not just in stories of his hunt for the whitewash but in the hearts of his people, who cherished the memory of a once ambitious young orc transformed into a true hero and protector of his kin.
  10. Bo Ahrk Meyz Wah Fin Sot Dovah Rah Ahrk Tinvaak Dovah Tinvaak. https://discord.gg/3CtNrpJuKV OOC: go to thuum.org to translate
  11. New developments in the death of taalios have been made. WE CAN SAVE HIM!!! If we raise mina then we can make an automaton for his soul which is trapped on the inside of the gold. So please help the cause and even 1 mina can help so donate now or buy from our stores at alisa's ave 8 and 9 to visit the Taalios Tangs bar or the Phantom Smithy.
  12. -The Clan of the Purple Dragon- Location:Norland Description: My clan leader died of stupid causes and our clan has been disbanded which means the Taalios Clan is NO MORE! But i yern for the day that our brothers and sisters in arms may reunite under better rulership. So the Clan of the Purple Dragon has been made as we hope when his spirit is realeased from his tomb that he shall be a glorious purple dragon. To all reading this request for help whether or not you came from the last clan, Join us and we shall never again be as vulnerable as we were in these past few days. Heres to the life of Oldoln Taalios and heres to a new beginning! Discord: https://discord.gg/3CtNrpJuKV
  13. The Old Lur traveled far and wide with his ancient Lur Wolf as an independent unit unaware of the events that transpired in San Velku. The Orc and Wolf find themselves in a dark environment full of Netherrite, Falum watches under his darkened old hood as many other descendent refugees flood into the area. The elder kept himself away from the Mori as he kept himself isolated working on his studies and practices. He would exhaust himself regularly due to his old age, but had the work ethic to continue on. For so long he allowed his mind to be clouded and for it the ancestors have punished him to a great degree. Falum’Lur traveled between the many caverns and found many of the ancient anvils amongst other things. He found many of these sites peculiar, having interest in such ancient ruins & relics. When he returned to the underdark ruins he found that many he acquainted with were not of his kind; not of Krug’s lineage. Though he searched through the ruins there was no place he would find Orcs to be taking shelter in. During his search he reminisced upon his life many centuries ago when he was displaced from his home after an attempted genocide on Krug’s people and the court execution of his father, Vorgo’Yar. The shaman returned to the ruins as he sought an isolated meditation. The Ancestors have possessed and punished the elder’s mind for decades with the lack of piety within himself and the iron horde. The orc compels himself to think with great difficulty as he rests his blood-red eyes while his Lur Wolf roams the lands of Failor on its own for prey. His eyes snap open and he leans onto his feet using his old but large and strong muscles and says to himself. “Mi shall raise a Temple to those who came before us. Ash dat will nub ever be wiped from duh memory of cubs and even the spirits themselves shall exalt.”
  14. The Bloodline & Clan of Valin’dar “In times of darkness, honour. In the face of evil, courage” Overview The bloodline of Valin’dar is an ancient lineage of dark elves that traces their history back to the reign of Malin, though many records of such an ancient time are lost, or incomplete at best. Over the centuries the bloodline has gone from a once proud line of dark elves, well known, and respected; to a lesser known family of ‘ker. Many of their records have been lost to the sands of time, or scrubbed from the history books from the family’s enemies; and as time marched on, the noble line was thought to be all but forgotten about by its few living members. It is said that the progenitor of this bloodline (who is known simply as Valin) was a revered warrior in Malin’s forces, accomplishing many great deeds upon the fields of battle against man and beast alike. It was not until late in the second millenia of the First Age, where the name Valin’dar became more than just an old tale. Over the past few centuries, the family has been brought back to the status of a humble noble house, currently led by Sevrel Valin’dar; though it is far from the high status the name enjoyed in its glory days. As is the consequence of losing one’s historical records, much of the family’s culture and practices have passed from knowledge. However, after centuries of searching, the current members have managed to scrape together a number of tomes that have begun to shed light on the family’s past. Valin's Tenets To live a life without discipline is to walk without ever knowing your true path - the members of this family know this all too well, and such they follow a strict code of honour and way of life that governs how the conduct themselves. 1. Always keep your sworn word - to go back on your word is to disgrace the memory of the family’s progenitor. Loyalty to your kin is everything to a Valin’dar, and one would not dare forget it. 2. Respect thy elder - with age comes wisdom, and that wisdom should be heeded whenever possible. This does not give the elderly authority over others for example, but they are to be revered and heard. 3. Protect those who cannot protect themselves - a true warrior will not allow harm to come to those who are too weak to defend themselves, whether this be a child or elderly folk. To allow such to take place in your presence is to paint a black mark upon your soul. 4. Venerate the ancient ones - all those in the family are expected to revere the ancestors, and at the very least respect the spirits. Strict spiritualism is not absolutely mandatory, though adherence to a religion or actions that would offend the spirits is strictly forbidden. 5. Defy evil in all its forms - senseless murder, dark arts, evil deeds, and other such actions are to be opposed by a Valin’dar at all costs, lest Valin’s teachings be forgotten. 6. Revere the traditions of old - remembering the history of Valin’dar and 'ker all together is very important to the family. To forget where you came from and ignore the ancient teachings is to walk blindly forwards with no path. Breaking Valin's Tenets: Aesthetics and Visual aspect Many of the ashen folk dress very similarly, and those of the Valin’dar bloodline are no exception; though there are aspects to them that make them stand apart. It is rare you will find a Valin’dar sporting something other than garb of deep dark purple or black, with varying degrees of ratio between the two colours, being the family’s banner colours. Many of the members of this bloodline choose the path of a warrior, and hence it is not uncommon to see them wearing armour; ranging from a simple brigandine and gambeson, to full plate steel. The women often opt to wear flowy dresses that highlight the natural beauty of the body, but not to the point of being un-tasteful; they range from blue to purple hues, with accents of deep and dark colours. Jewelry is a very common sight amongst the family members. The men often opt for multiple golden rings along the length of their ears, and sometimes their eyebrows; where the women are seen with single piercings in their ear lobes, often carrying some sort of gemstone. Necklaces, bracelets, and other types of jewelry are also seen being worn by its members. Most of the bloodline’s members are born with deep blue eyes, and silver white hair, with rare exceptions. Those of Valin’dar blood are usually very thin and tall, above average at that, and breaking 6 feet tall on most occasions, sometimes even taller. They struggle to put on much weight at all however, more often than not possessing a very lithe, but toned frame. It has also been noted that those born of Valin’dar have longer than normal ears. Traditions The family holds a few very highly revered traditions, some of which that are dated back to time immemorial. Those traditions are: Ah’iller Valinleh’sil’al, el’lent oem’ii pra’igne, and llir’onn fi’talonnii Ah’iller Valinleh’sil’al - The Passing of Valin’s Blade El’lent oem’ii pra’igne - Tempering the Flame of Youth Llir’onn fi’talonnii - Ritual of Kinship Trials of Entry As mentioned earlier, it is extremely uncommon for an outsider to be allowed into the Valin’dar family, and unheard of for it to be a non-dark elf; only one non-Mali’ker has been offered such an invite, and they turned it down for personal reasons, though no ill will persists. Anyone wishing to be a part of this clan of warriors and artists must complete these three trials, under the watchful guise of the Aheparron’ir. Ah'narn Oem As Valin did himself upon the beaches of Magaralin, the aspirant must take up a spear and slay a great beast. They may accept no help, use no other weapon than the spear, and wear nothing but robes. The specific beast is chosen by the Aheparron’ir, based on the strengths and abilities of the aspirant - it would not be fair to send a child to fight a crackadonk by themselves, and it would be no challenge for a seasoned warrior to face a lone wolf. Upon slaying the beast, the aspirant is to present the pelt to the Aheparron’ir, who will take it and keep it till the end of the trials. Ah'narn Niut After slaying the beast, the aspirant must compose an artistic piece detailing the battle. This can be a painting, a song, a dance, a poem, or whatever artistic medium the aspirant chooses. They then present it to the family, and if it is deemed that the aspirant is well enough connected to the arts, then they may proceed to the final trial. Ah'narn Hael With the help of a Lutamancer (ideally one who is a Valin’dar, though it is not necessary), the aspirant shall travel to Ancestral Realm, and present themselves before Valin himself in Goth’stroh, the Grey Haven. There, they ask for his blessing to walk the lands as a Valin’dar. Should their heart be of virtuous nature, Valin will sanction them as a member of the clan. Once they awake from the spirit walk, they are officially considered a member of Clan Valin’dar, and are presented with a cloak which shall have been fashioned from the pelt of the beast they slew. Afterwards, a grand feast and celebration is to be held under the moon, and the new member is to be welcomed with loving open arms into their new family. Faith While the faith of Spiritualism is not a total requirement, it is strongly encouraged that Valin’dars take up the worship of the immortal spirits. With that being said, members are forbidden from saying or doing things that would offend the spirits, such as worshiping dark entities or the practice of the voidal arts - at the very least, if they do not take part in the worship, they are to respect the faith and the spirits. Members are, however, required to learn of the ancestors that paved the way for the clan and the Mali’ker as a whole; there are few of particular note for the family, though any self respecting ‘ker ought to know and understand the teachings of more ancestors than those listed. Valin, The Warrior Poet - The progenitor of the Valin’dar bloodline, and patron ancestor of the family. A mighty warrior and renowned painter of his time, he laid the groundworks for the clan’s very culture and ethos. Uradas, The Vindicator - A ‘ker of unparalleled discipline and courage. Valin’dars look to his teachings for strength to do the right thing, even if it not the easy choice. Delilah, The Mother - The epitome of home, hearth, and family. The family is reminded of the importance of family and being there for one another through her teachings. On the topic of spiritual worship, Valin’dars are free to worship any spirit that they find personal connection with. However, all members of the family hold Kezt in particularly high esteem. As such, he is the chosen patron spirit of the Valin’dar family, representing the warrior ethics that those of this clan choose to walk by. Regular prayer and offerings to him is encouraged among the members, and take place at almost every gathering. Notable Deeds of Valin’dars During the ancient travels of the Maehr, Valin single handedly bested a voidal creature that crawled from the ocean, slaying the beast upon the shore of an island - he did so with naught but a spear in his hands. In turn, he saved some few dozen wounded Maehr from near certain death, and was awarded with a place at Velulaei’s side in her personal guard. Sometime in the first millennia of the first age, Venefkar Valin’dar led forth a contingent of warriors against a sprawling swarm of undead invaders during the Azul Heresy. It was a hopeless battle, and only intended to give the citizens of the city more time to escape; but under the leadership of Venefkar, the soldiers sallied forth into the horde and fought with such ferocity that the enemy forces were destroyed, allowing countless citizens to flee to safety. During the Inferi wars of Arcas, the enemy forces launched a siege of unfathomable magnitude against the great city of Aegrothond - outnumbered at least a hundred to one the valiant defenders were, yet Sevrel Valin’dar stood fast against the foe, felling enemy soldiers by the hundreds with his own hands; one of which being a commander of the Inferi horde, whose head he severed from it’s body and proceeded to lob it into the enemy line, causing them to route and turning the tide in the battle below the city. Valin’dar Artifacts Valinleh’sil, The Blade of Valin - This weapon is the sword held by the current Elder of Valin’dar, and it never leaves their side. It is crafted from Moon-steel, and bears the inscription of the Valin’dar's family motto along it’s blade. The Spear of Valin - This spear is often said to no longer exist, though some of the older Valin’dars are steadfast in their belief that it is still out there. Unfortunately, no member of the bloodline alive is known to have ever possessed the item, but it is rumoured to be imbued with immense power - blessed by the very spirits and ancestors who watch over Valin’s kin.
  15. Jihnyny


    LAK CLAN “‘ERE WI GO!, ‘ERE WI GO!, ‘ERE WI GO!” The Lak clan is a clan known for their devotion to the Spirit of the swamp, Laklul. The brute members of Clan Lak are identifiable due to their tough blue hide, a trait which is very rare to be seen outside of the clan. The Laks typically favour their clan hall to be located in the swamps and marshes around Krugmar. HISTORY OF THE CLAN CULTURE AND TRADITIONS TRIALS: I.) The new blood of the clan, will have to prove his | her alliance to Laklul. By sacrificing or creating something in his name, and offering it to his shrine. -If it is an item to be made, the craftsmen must venture to the depths of the swamp, and retrieve materials from there. - If it is a sacrifice, then it must be something that is an enemy of Laklul and or an enemy to the swamp. II.) Once the new blood has proven allegiance to Laklul, they are baptized by the clan, downed in the marshy waters of the swamp, and painted in bright colours of, orange, cyan and or green. -Which they will keep on their skin, for a year. (1 IRL WEEK) III.) To fulfill the completion of the trials, the Lak will have to ask a shaman to venture them into Laklul’s realm. Where they will speak to Laklul, and pledge allegiance to him, personally. BLOODED TRIALS: I.) The true-blood Lak will be given a tadpole of a toalak. Their job will be to name them, and raise them from childhood to adulthood, to form a bond which only death will break. II.) To fulfill the completion of the trials, the Lak will have to ask a shaman to venture them into Laklul’s realm. Where they will speak to Laklul, and pledge allegiance to him, personally. CLAN NORMS: The WARGOTH of the clan, is referred to as SWAMPGOTH to stress the importance of LAKLUL and his blessing of the swamps, which the LAK clan reside within. LAKLUL, commonly shows himself as a large toad, though it's unknown why. He is said to bless LAK with TOALAK’s, the clan's specific beasts, which they use to ride within their swamps and sometimes even to battle. LAKs favor the swamp due to LAKLUL and his blessings, and if one is to reside within Krugmar, they would choose the swamp surrounding the city, if there would be no swamp, they would preferably choose an underground dwelling, where it would be damp and could be best constructed to form a swamp of sorts. This is either done through Shamanism, or true hard work to create a new ecosystem. LAKs are encouraged to preach spiritualism, LAKLUL in particular, to orcs and non orcs throughout the continent. Ofcourse, LAKLUL is the clan’s patron but other spirits are greatly encouraged to be worshiped alongside him. Commonly chosen beside Laklul are the elemental spirits of water and earth, Akathro and Bregthar. A tradition of Krugmar, now rare though still left among a few clans, is the dislike and hatred for the half-spawn children of KRUG. A mix of both elves, dwarfs, humans, and orcs. No matter what happened to the other half, these half-breeds are disliked and spat upon by the LAK clan. Seen as mere dirt or swamp rats until proven different by their own eyes, half-breeds are monstrosities and a burden to the orcish kind. SPORTS: With the great swamp being the home of the LAKs, they had to adapt to the environment, their orcish games following in pursuit. And so, LAK games are a mix of both hunting, fighting and survivalist ideals. MUD WRESTLING, FISHING, CROCODILE HUNTING, FESTIVALS and BOAT RACES SPIRITUAL CRUSADERS: While not a core component of the clan, there were those within the clan who decided to take their dedication a step further than all others. These are LAKs who wish to fight to prove their dedication to the spirits and LAKLUL. To some they could be viewed as the enforcers for the shamans, using their might and strength against those who do not believe in the spirits. They are handpicked by the SWAMPGOTH and directly overseen by them. These are individuals with extensive knowledge of the spirits, and have devoted their lives to them and the task of spreading spiritualism. They spread the belief to those outside of the goi, resorting to force if they believe necessary. In their eyes, people who follow other religions which follow other deities are heathens, especially those of aspectist belief, as the aspects stole the power that LAKLUL deserves. EXECUTION AND PUNISHMENT: The LAK clan does not hold back their punishments, and traditionally, they do not hold back when one of theirs is disrespected. The traditional clan punishments are castration, severe beatings, breaking of bones, and overall torture methods. Clan Lak has never had their own execution method; however, one common rule was set in any execution. It was to be made to Laklul, and the organs left to spill would feed the local wildlife. It was believed that the blood of the opponent would flood the land and cause a swamp to emerge from underneath. A recent execution method, founded by Bogdâg’Lak, a berzerker of clan LAK, is a form of flaying. The victim of the execution would be skinned alive; this was so the victim could feel the pain and Laklul could view their suffering. Then, the victim would have an incision cut horizontally, from one side of their stomach to the next. And lastly, the victim would be tied up, either using their own skin or tight rope vines made up of swamp-ish materials, and his or her organs would feed the swamp in the name of Laklul. WEAPONS AND COMBAT: LAKs live in a harsh environment, the swamp. Where most beasts could eat an orcish child in one bite. And so, they train from their childhood in the ways of survival. Through mud wrestling, spear hunting or fishing, and mental practices such as meditation, diving and holding their breath underneath the muddy waters, and sometimes even torture. The orcs are refined to handle the harsh ways of life, and they should be prepared to praise Laklul and make him stronger than he already is. LAKs commonly like to use their strength to give power to Laklul or as punishment. Rotten meat is not eaten much in the swamps, and so LAKLUL’s commonly use blunted weapons, such as warhammers, clubs, maces, etcetera. To break the bones of the victim and cause them to still be alive, this would keep them unmoving, perhaps paralyzed, but the meat fresh and up for the taking. But for a swift death and a hunt, the LAK clan primarily uses spears, as they are both good for throwing and thrusting, a master tool for fishing and hunting. CLAN HIERARCHY ZWAMPGOTH Wargoth (War-Lord) of the clan, has the responsibility to lead the will of Laklul. CHIEFTAN The second in command to the Swampgoth, will fill in if the Swampgoth is absent. ELDER Wise men, and loyal members of the clan. These swampfolk are tasked with leadership when the time comes, and are tasked to keep the clan together. BERZERKER A proud and proven worshiper of Laklul. Ready to fight for the Clan, and in his name. ZWAMP JEZTER A new position in the clan, risen from the continent of Almaris, “Chester the Jester” Being the first, swamp jester of clan LAK after the saving of his life from a jest gone wrong. ZWAMPFOLK The members of the clan, which have been born or taken into the arms of Laklul. They hold no specific duties or responsibilites. LUK The lowest of the low, lower than the swamp rats the great Swampfolk of Lak feast on, these orcs or honoraries are banished from the clans, and are commonly made enemies. LUP'LAKLUL SPIRIT OF THE SWAMPS
  16. R’Ikarth Clan History Among the lands that resided along the wide river near Helena, in arcas, between the swamps and peculiar creatures a lone ker was recruited with other hunters from Talhoffer to aid with the clearing of the area from the surrounding threats of his manor. This led to the founding of the original Esbec, the roots of the R’Ikarth clan and its traditions. In fact the clan takes lots of traditions, trials and customs from the past generations, its founder directly coming from a simple family of hunters: the R’enar family. The clan was officially recognized with the founding of Stygian Hollow, acquiring its first clan house and slowly making an influence in the Urguani lands, gaining another clan house in Huaven thanks to the good relations with clan Redfist. With the fall of Stygian Hollow the clan transferred its main clan house in the current dark elven settlement Nor’Asath. Culture The art of Hunting Before there were R’ikarths, there were R’enars. And with all R’enars, were their sabres and scimitars. A curious choice of armament for woodland hunters, and yet, it was tradition for members of their clan to wield such blades. While sabers and scimitars can be used in combat against fellow Descendants, the R’enars preferred to use them while hunting game, Dangerous game. In the best of circumstances, a hunter need only their bow to perform their task. To stalk the woods in search of their quarry, braving the wilderness and all the perils that come with it. And then, once their target is in sight, they are to line up a fatal shot, and let loose. And yet, not all hunts go quite as smoothly, especially when dealing with BEASTS and DEMONS. Why are woodland hunters fighting such creatures? I don’t know. Don’t ask. Either way, that is when the hunter’s sabers and scimitars come into play. The R’enars have developed a style of dual wielding for such a purpose, allowing them to fend off a ravenous foe, and unleash their own flurry of blows upon the creature. Though such a method of combat may be dealt with by a plated warrior’s retort, a R’enar’s sabers and scimitars were never meant to cross blades with another. The Crow and its significance According to R’ikarthi traditions the crow is an animal that carries luck and is a symbol of good change. The R’ikarth Clan is always changing and evolving as it goes forward with the generations. Its feathers are a symbol of luck and are gifted among the clan members as a sign of gratitude, trust and hope. Family and Unity The clan is known for having members that do not belong to to the founder’s bloodline. That reason is that the concept of family for the R’Ikarth clan is greatly different than most, while blood relation between family members may be highly respected it is not a means to outrank, distrust and exclude other members and leave them out of the family tree. A new family member will commonly be accepted into the family either through adoption, acceptance and acknowledgement from the clan members. So the thread that binds the member of the family surpasses the bindings of blood and creates a connection solely based upon the feeling of unity, acceptance and membership. Traditions The Crowfall Forged by the first head of the R’ikarths in a rite of initiation, the Crowfall was made in the image of his spiritual animal, and it embodies the clan founder’s wishes for prosperity, luck, and wisdom for his family. Rite of first blood A combined tradition with both R’enari and Maskarran influences. Owing to their extensive hunting tradition, it was a rite of passage in the clan of R’enar for young boys to track and hunt a stag all by themselves before they could be considered an adult. In both Old and New Esbec, which were monster hunting towns created with a great deal of Maskarran influences, it was required for a prospective Jaeger to prove their worth in combat against a dangerous beast or monster before they could be accepted into the fold. As an inheritor of these traditions, the R’ikarth family has a trial that incorporates both of their aspects. A prospective member of the family, or a boy who is ready to come of age, will be sent to track and hunt a dangerous beast or monster. They shall be followed by a member of the clan for safety precautions, but if all goes well, they shall carry out their task without help. Upon the completion of the rite, the remains of the slain creatures, usually being blood, will be sprinkled onto a hot ingot of slayersteel. The ingot will then be fashioned into a signet ring bearing the R’karth crest on top, and the name of its bearer at the bottom. The ring shall then be presented to its new owner, who may then use it to stamp the wax of their letters and documents. Clan Armor The clan armor is composed of light plated steel armor placed onto black steel chainmail, it lets the wearer keep great flexibility while having good protection upon vital parts and moderate protection into the gaps. The armor is decorated with golden details and a golden rope is wrapped onto the belt of the chest plate and holds a draping cloth that covers the leg gambeson in a skirt-like cut. Onto the belt there is a medium leather bag and two scabbard attachments at each side of the hips. The helmet resembles a Sutton Hoo helmet and its mask is unique for each member and personally forged by them, the helmet itself is secured by straps under the chin and is wrapped in a sash, making only the mask visible. The meaning of the mask The mask that every clan member carries proudly upon their helmet is a reflection of their soul, personality and mind forged onto the golden symbolic metal. It is forged by hand from the wearer after a vocation has been found as a rite of passage to symbolize one’s identity and personality, distinguishing oneself from others. The meaning of color GOLD Gold is the signature color of the clan, it symbolizes the bond between each member, membership to the family, unity and trust. Every member will wear something golden upon their clothing as in the clan’s beliefs it brings good luck and emphasizes the bond between them. RED Power, determination and passion, those are the traits of those that wear the color red and any of its shades and are affiliated with the role of leadership. Those that bring this color upon their clothing tend to be spontaneous, intuitive but reckless and violence may be the first option for them. Role: Leaders. GREEN The color of nature, force, security and health, those that bring green onto their clothes tend to be experts in medicine and herbalism and are experienced warriors that protect their kin. Those who have this color tend to be protective and do not trust outsiders easily. Role: Warriors, Medics, skilled Hunters. BLUE AND CYAN Control, wisdom, trust and stability, these are a handful of the traits of those that bring this color and its variants with pride. They are the ones that have great knowledge and teach their kin everything they know. They tend to be the voice of reason between the others. Role: Librarians, Archivers, Teachers. PURPLE AND PINK Creativity, Change, innovation and youth. Those that bring new things among their kin, they love to organize hunts, festivities and events of any kind. They are cheerful, active and inspiring individuals with a creative mind. Role: Event organizers, Recruiters. BLACK AND DARK GRAY black cloths will be used only on special occasions such as special operations and events as they hold a symbolic importance. WHITE AND GRAY Neutral colors, those who still have not found their vocation will wear such colors. Role: recruits, new members. Clan Founders Zirath Talhoffer R’ikarth and Rhaella Othan-Ashwood Credits -------------- Xeppir - General writing Gage - Posting, and prooreading Rikarth community for making this possible
  17. 3rd Snow Maiden, SE 96 21/09/2022 ᚷᛚᛟᛟᛞᚹᛟᛟᛞ Gloomwood Alliance ᚨᛚᛚᛟᚨᚾᚲᛖ Article I - Protection Should a threat be posed to the village of Hefrumm, the Doomforged Clan is to mobilise for its defense. In return Hefrumm will provide logistical and other support to Doomforged. Should a threat be posed to the Doomforged Clan, Hefrumm will mobilise its own forces and provide logistical support, as well as refuge for any willing Doomforged in Hefrumm. Logistical support is defined as trained medical personnel, food and drink and weaponry. Article II - Artifice Hefrumm and the Doomforged Clan shall engage in shared activities of artificing, to learn from each other and produce artefacts together. Article III - Voting Union Hefrumm, the Grimgolds and the Doomforged will form a Voting Union. This voting union shall be led by Garedyn The Green. The Chief’s Council, the leadership of the Grimgold clan and of the Doomforged can decide to elect other representatives in the future. Should enough votes be given by the Doomforged to expand the unions vote count, they may also add an additional representative. This voting union will be known as the Valley Folk Union. Article IV - Recognition The Doomforged Clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Amendments This agreement can be amended should the two signatories agree to it. Article VI - Alliance This alliance shall end only when the Chiefs Council and leadership of the Doomforged agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Seer of Hefrumm, Quarter Master of Belka’s Fleet, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy. Rhaezaiil Doomforged - Grand Inquisitor of Urguan and His Eternal legacy, Lord Beard of Ankor’Akvel, Lord of the Doomforged Clan, Son of Draakopf, Keeper of Balance, Lord of The High Forges, Lord of The Deeproads and Protector of Mountain Folk
  18. 9th The Amber Cold, SE 90 22/08/2022 ᚺᛖᚠᚱᚢᛗᛗ Forest and Mountain Alliance ᚷᚱᛁᛗᚷᛟᛚᛞ Article I - Vassalage Dissolution The Vassalage agreement between Hefrumm and the Grimgold clan will be dissolved, meaning the Grimgolds are no longer subjects of Hefrumm and are not part of the Hefrumm union of clans. This means they will also lose their Folks Council voting rights. Article II - Protection Should a threat be posed to the village of Hefrumm, the Grimgold Clan is to mobilise for its defense. In return Hefrumm will provide logistical and other support to Tal’Tagar Tazarak. Article III - Voting Hefrumm and the Grimgolds will form a Voting Union, such that the voices of the two signatories may be heard and represented in the senate. This Voting Union shall be led by Garedyn The Green. The Chief’s Council and the Leadership of the Grimgold clan can decide to elect other representatives in the future. Should enough votes be given by the Grimgolds to expand the Voting Unions vote count, they may also add an additional representative. Article IV - Recognition The Grimgold clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Port The port of Tal’Tagar Tazarak shall be free to use for the people of Hefrumm, and 2 sailing vessels will be provided to Hefrumm. Article VI - Refuge The settlement of Tal’Tagar Tazarak shall provide refuge Hefrummos in case the village of Hefrumm undergoes a catastrophe rendering it unsafe to live in, and vice versa. Article VII - Ammendments This agreement can be amended should the two signatories agree to it. Article VIII - Alliance This alliance shall end only when the Chiefs Council and leadership of the Grimgolds agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroots, Representative of the Cottonwoods
  19. *An old stack of parchment laid hidden within a clay jar in an unkown cave. As the lid of the jar was lifted the paper was exposed to the first light it has seen in hundreds of years. The light illuminated the dusty and worn out paper, most pages had been eroded by time, but most of the cover remained.* The Weight of a Leader’s Name -By Una Mossborn If a historian were to look through the history books of the Mossborn Clan, they would discover that all the chiefs, from the first chief Brak The Leafy to the latest Geraldine The Blooming , that they all possess titles in their names and that their clan surname is never mentioned, not in a single text. At most, you’ll see them referred to without their title. But this is the first misconception that even many forest dwedmar have about the Mossborn Lineage of Chiefs. They are not titles, but their full names. This is because the Mossborn believe in the power related to one’s name and duty. A Mossborn Chief-To-Be is normally named with Mossborn, or if the Chief-To-Be is a child, they are not referred to by any last name. Before the night of their ascension, they pray to a shrine dedicated to Anbella to receive inspiration for their title. This title reflects their character and their duty. A Mossborn Chief’s duty is always to stand by his clan, aiding and nurturing its members. Like how a name is a continuous reminder of one’s identity, the title is a constant reminder of their sacred obligation to take care of one’s people. Once one’s duty is over, either by death or retiring, they may choose to return to their old name, but they will forever be immortalised with their title. Though a title is inspired by the Brathmordkin, in the end it is still chosen by the Chief in question. It is extraordinarily poor form to pick a title that is too flattering, such as “The Mighty” or “The Wise“ as it goes against one of the core pillars of the Mossborn Clan, which is Humility. This new name must be linked to nature as well as Anbella is the patron Brathmordkin of the clan. Thus names such as “The Viney“ or “The Bear” are acceptable. Although typically a prayer is done to Anbella, it is not strictly forbidden to pray to other Brathmordkin. For example, Donachan The Cloudy prayed to Belka. What is strictly forbidden, punishable by exile, is a non-chief dwed performing the naming ritual for themselves. Such an act is a usurpation of the position of Chief and the belittling of the duty one must hold to the clan. It is an act of dishonour and disloyalty. To Conclude, a Mossborn chief’s title is not just a fancy thing to increase their prestige. It is their true name, an ever-present reminder of their obligation to the Brathmordkin and to the people of their clan. It is not something that is taken lightly in the clan.
  20. The Mossborn has officially been made a clan of Hefrumm on the 9th of The Seed, Year 82 of the Second Age. ✤❈❃❈✤ General: The Mossborn clan has simple values. They stand for equality and equal opportunity amongst clan members, meaning all dwarven people have equal rights in the clan. Due to their troubled history they seek cooperation with other settlements and groups, looking to learn their cultures and integrate their styles into their own unique craftsmanship. The pillar values of the Mossborn Clan are: Honour, Humility, Harmony. Honour is a common value among many dwarves, for the Mossborn it means having value in one's self, one's clan, and their accomplishments. Although honour and humility may seem opposing values, they actually complement each other. Humility tempers the dwarf, keeping them honourable without being arrogant. The final pillar is harmony, which was hard learned due to turbulent past. To be harmonious is to be open and accepting of the differences of others, but it does not mean to be submissive. Harmony can only be achieved through mutual respect, if there is none then there is no point in placating the disrespectful. ✤❈❃❈✤ History: During the latter part of the First Age, Theodoric Grimgold, the progenitor of the Grimgold Clan, had discovered an uncharted island. He settled the island but a group of native forest dwedmar had already been occupying it. In order to promote harmony with the natives, Theodoric let his son Balderic rule the unoccupied mountains as its own kingdom. Theodoric also had a forest dwarf child with the natives named Brak The Leafy, who grew up to become the leader of the forest dwed and who formed the Mossborn clan. The Grimgolds and Mossborn brother clans coexisted well. The Grimgolds provided metals from the mountains to the forest dwarves, which promoted a metal crafting culture rarely seen in other forest dwedmar. In exchange, the Mossborn supplied the Grimgolds with premium wood for ship construction so that the two clans could raid their neighbours together, bringing wealth to the island. After Brak’s untimely passing due to disease, the position of chief was succeeded by his son, Barlow The Dirty. However, due to pressure from the original forest dwarves inhabitants, the Mossborn clan slowly adopted isolationist attitudes, which stoked feuds amongst the Mossborn due religious differences between the original inhabitants and those who accepted the new concepts introduced by the Grimgolds. Overtime these feuds and grudges to eroded at the Mossborn, and the original brother clans grew distant from each other. By the end of the First Age, the Mossborn clan was on the verge of collapsing. Upon migrating to the new realm of Almaris, the clan exploded into a self-annihilating civil war when the 6th clan leader, Eilek The Bramble, eloped with a dryad, a sacred creature to the Mossborn. The few remaining survivors of this fracture spread out over the realm, living alone, joining small local communities or dying out. However, the heir to the clan has survived and has vowed to reform the clan from the ground up, ending the clan’s isolationist policies, embracing the beliefs of the Brathmordkin and integrating back into the Grand Kingdom of Urguan. The heir to the Mossborn clan throne is Garedyn The Mossy, and as of now the clan has been reformed with new forest dwedmar, and it is settled in Hefrumm. With Garedyn's efforts to rediscover his lost relatives and adopt new dwarves to his clan, the Mossborn grew slowly. They worked together to build a better place for themselves and for other forest dwedmar in Hefrumm. As a result of their efforts, High Chieftess Celeste'Tol and the council of chiefs recognised the Mossborn to be an official clan, and ever since then the Mossborn lived in unity with their other forest dwarf brothers. No longer in isolation and no longer in turmoil. A depiction of Eilek The Bramble (source) ✤❈❃❈✤ Culture: General: The Mossborn are well renowned for their cultivation of mosses and herbs, which they brew into paint and use it to dye their armour green. They create this green metal armour to camouflage themselves in the forest, and with special moss oil they can lubricate their armour for silent movement. The Mossborn are adept at creating equipment specialised against beasts such as bears or wolves. They also used Moss Armour for ceremonial purposes like funerals. Today, the Mossborn are not the cold isolationists they once were. They are accepting of all dwarves and allowing any dwarf to join their clan, though there are still weary by instinct of non-dwarven outsiders. The Mossborn have equal rights among males and females, which was not the case in their old history. These industrious forest dwarves seek to rebuild their clan, and to grow past the folly of their ancestors by being accepting of new people, ideas, and cultures. Appearance / Clothing: Red and blonde hair are common in the Mossborn clan, along with red, blue and brown eyes. Though this only applies to those who are related by blood to the Mossborn. Since all dwarves are welcome, there are many distinct faces in the clan. The Mossborn love wearing embroidered clothes, woven from fabrics of the forest. Many also possess face-paints or tattoos made of moss dye. Relics: Because of the major conflict caused by in fighting, nearly all the clan's relics are missing or destroyed, much to the grief of the survivors. Though they keep a list of all relics, in hopes of one day recovering them: 1) The Crucible: This is an iron pot, which is believed to have been the first to be used to create moss dye. It is believed it has been destroyed in the conflict. 2) Eilek The Bramble's wedding ring: Although Eilek never had an official wedding ceremony, he still used his artisanal skills to craft a wedding ring for his dryad lover. The ring was not found on his body, so the ring is presumed lost, or in possession by the dryad. 3) Verdant Plate: The most beautiful Moss Armour ever constructed, it as been passed down through generations of Mossborn leaders. It was once acquired by merchants, but fortunately, the heir Garedyn The Mossy, bought back the armour and is in possession of it. 4) Key of Tombs: The Mossborn bury their dead in underground catacombs. The original catacombs were desecrated and destroyed, but the key remains undiscovered. Religion: Their initial lack of contact with the outside world caused the Mossborn to develop particular spiritual beliefs. They believe in the general spirit of nature, that it deserves respect but also caution, since nature is full of danger. Their major belief is reincarnation, that the souls of the deceased will be eventually brought back to the land in one way or another. The Mossborn, however, are not very dogmatic nor zealous about their religion, since it was the reason that caused their tribe to collapse in the beginning. They are now more open to new religions such as the Brathmordakin, and are willing to incorporate and adapt new beliefs. The Mossborn are especially fond of the Brathmordakin of Nature, Anbella, worshipping her as their primary patron. Due to their unique smithing culture, they also praise Yemekar, God of Creation, as their second patron. Quirks: The Chief of the clan (the dwarf with the highest authority) has to receive a new title upon their ascension to the clan throne. From then on, they are always referred to by their first name and their title. An example of this is Eilek The Bramble. The title has to refer to nature, be one word long, and in some way related be to the chief's personality or appearance. Thus there cannot be a chief with the title "The Strong," but there can be one called "The Bear." A Mossborn Armourer using an unorthodox smithing technique shown to him by a Dark Dwarf (source) ✤❈❃❈✤ Trials to Join: Trial of the Shrine: This is an entirely new tradition amongst the Mossborn, since in the days of old, the only way to become a member of the clan was to be born into it, even those who married into the clan were not considered members. Nowadays, the dwedmar wishing to join must participate in a ritual, where the chief of the clan asks obscure or confounding questions. It doesn't matter if the person doesn't answer them though the chief has the right to disqualify those he doesn’t deem fit to join the clan. The reason why it is called the trial of the shrine is because this ritual is performed in front of a shrine dedicated to Anbella. After this trial, the dwed becomes a beardling and a member of the clan, though they have to complete all other trials to become a fully-fledged members. Trial of the Furnace: The second trial to join, involves a Beardling having to learn to smelt 3 different metals, with the exception of Ferrum and Aurum since these are considered standard knowledge among the Mossborn. This trial is dedicated to Yemekar, teaching the beardling of the many creations that the Brathmordakin infused into the world. This trial is also important since the Mossborn are skilled smiths, thus a wide knowledge of metals is necessary to them. Once the beardling learns to smelt 3 different metals, they must perform a demonstration in front of the chief. Trial of the Smithing: In this trial, the Beardling must learn to smith 3 different crafts with the metals they had studied. Traditionally, the beardling is to craft, a weapon, armour and an object of their choice. This is another trial dedicated to Yemekar, but it also serves to illustrate the beardling's foresight, as if they choose to smelt the crafts with inappropriate metals, they won't be able to move on to the next trial. Trial of the Balance: Being worshippers of Anbella, nature is of great importance to these forest dwarves. Thus they must used the tools they forged in order to help maintain balance in nature, by slaying 3 creatures who are disrupting it. This could range from a Morko bear killing too much of the local game, a cave leech terrorising the local caves or even an undead. Nature must be brought back into balance. ✤❈❃❈✤ Traditions & Rites: Rite of Foraging: In order to begin one’s path to making Moss Armour, one must be able to identify correctly the herbs and mosses that are needed for the process. Those who pass this trial and considered Apprentice Armourer’s and can continue to learn the craft. Rite of the Armour: In order to complete one’s training, one must craft a set of Moss Armour. Moss Armour is not only judged on its durability, but also on its artistic value. After completing this trial, an Apprentice Armourer becomes a full on Armourer, and can blacksmith at their will. Rite of the Little: This trial is a persistent tradition from the days of the Mossborn isolationism, where it was called the Trial of Runts. The original purpose was to weed out the weak, but now it is meant to be a social gathering to encourage and help promote the growth of the children of the tribe. It involves various physical activities, such as marathoning, swimming and climbing trees. Though each year a different test is added. Moss Feast Tradition: This tradition is not an actual feast, but it involves gathering newly bloomed herbs and ingredients collectively as an entire tribe, and then processing them into usable ingredients for Moss Armour or other crafts. At the end, families usually receive a figurine of a folk heroes from stories, to honour their participation. Two Rams Tradition: When two Mossborn have an inconsolable conflict, they can challenge each other to a Two Rams Competition. It is a duel, though not always through combat. The two parties decide on the challenge, and they must compete to win it to resolve their dispute. If neither dwarf can agree to a challenge, then the chieftain can issue them one. Birthday Tradition: As a show of freeing themselves of isolationism, the Mossborn adopted the human cultural practice of celebrating birthdays. Though typically they do not through parties or have cakes like humans. Instead, the birthday dwarf receives a gift specifically from their father that relates to either’s interest or profession. So, a birthday dwarf interested in shepherding would receive some ornate shears from their father. In the absence of a fatherly figure, the primary guardian of the child will be the gift giver. Since dwarves have long lifespans, they celebrate birthdays every 5 years. After a dwarf turns 50, they are not receive gifts, but they do receive wishes and congratulations. Marriage tradition: This is the process by which Mossborn dwarves get married. The partners play hide and seek in the woods, where the groom is the seeker, and the bride is the hider (though this is not set in stone.) Normally, the groom and bride know each other's locations beforehand, thus the process is meant to be symbolic of “finding one’s love in the vast woods.” Though if either couple is unhappy, they can either hide somewhere unknown or refuse to search. Marriage is usually monogamous and for life. Funerary Tradition: Mossborn are buried in underground catacombs and tombs, in wooden or stone coffins. They are usually buried in suits of Moss Armour in order to “take their crafts with them into their next life.” If the deceased dwarf never owned a suit of armour, then the community of Armourers makes one together, engraving imagery that is representative of that dwarf’s life onto it. ✤❈❃❈✤ Hierarchy: Despite their openness, the Mossborn are very hierarchical, as it was they found that hierarchy was actually beneficial to them during their isolationist period. Thus the Mossborn retain a rigid order of power. This doesn't mean however that a person of high rank has any less rights than one of a lower rank. The ranks merely serve to distinguish between levels of authority. Clan Chief: This is the highest position in the clan. The chief of the Mossborn keeps control of the clan military, law-making and production of Moss Armour. They are the head of the Clan Council, and have final say on council decisions. The heir to this position is appointed in advance by the clan chief. The heir is usually the eldest child, but any dwarf of the clan can be chosen to be the heir. Clan Elder: Once a chief retires, they become an Elder and they serve as an adviser to them or as diplomats or politicians. Though they have no direct power, they are usually also members of the Likyn council, a council of dwarves of the clan who gather to make decisions regarding policy and legislation. Clan Councillor: A clan councillor is a person who possess extreme expertise or prowess in a given field. They serve on the Clan Council to advise the chief of the clan. Another method of avoiding domination by the chief is that if a new councillor is needed, then the clan chief and the majority of the council must both agree to the appointment. There can only be a maximum of 10 councillors. It is customary for councillors to seek public approval for proposed laws, by receiving votes. If there are enough votes then a law can be presented to the chief. Though a councillor can propose laws on their own any time, by gaining votes, they can convince the chief to pass the law. The chief risks losing public support if he shuts down a popular law. Clan Ritualist: A venerable position, responsible for overseeing all cultural practices, from marriage to religion. This person is usually announced by the chief to the public and then the public decides whether or not to accept them. A ritualist always has a position on the council Clan Managers: These dwarves are the respective heads of their local industry or guild. Such as Manager of Moss Armour or Manager of Logging. These dwarves do not have complete control however over their underlings and are usually appointed by a vote by their workers. Clan Member: The standard member of a Mossborn clan, they contribute to the clan with their labour or knowledge and can thus enjoy daily clan life. Clan members all have a right to vote in any poll or election too. Clan Beardling: Freshly joined to the clan, a Beardling has yet to pass the their trials, in order to become a fully-fledged member. They do not retain the right to vote but have the right to a home, food and work and all others that the higher ranked dwarves have. Dwarves under the age of 50 are considered Beardlings and perform the trials until they reach 50, unless there are special circumstances. A councilor who handles taxes and the treasury. (source) ✤❈❃❈✤ Applications: If you wish to join the clan please send a private message to my discord, HyperAlphaKing#3040. Message me with your character name and in-game name. This is only open to characters who are dwarves, since this is a dwarven clan. And it would be preferable if your character was a forest dwarf, or had at least one parent who is one. ✤❈❃❈✤ Meta: The backstory and lore for the Mossborn clan is entirely created by me, VerminHunter or HyperAlphaking (my discord). All the images used have sources under them. In case the sources don't work reply here and I'll send the links to you (if I don't lose them). Thank you for reading I hope you enjoyed the backstory of my clan.
  21. The Alchemists, the Historykeepers, and the Scholars Roleplay Preamble [This section is not included on what would be, a flier advertising the clan.] Yahzlak – a woman of many names, like Dame Viktoriya, Astaroth, and from her darker years, Al’adalm – sat hunched over a pile of documents, sweat beading along her brow. Of her late Father-in-law’s heritage, she heard the family she’d called her own for decades had split in two centuries ago. Yahzlak had found out the DeNurems were, of course, a House of humans, but also Dark Elves. She never revealed her true identity to her kin nor even her Father-in-law who managed to still cling to life despite his age, and she felt ashamed of her Mali blood, that she’d deceived her found-kin into the belief she was human like them. But … if other elves existed within their legacy, perhaps it wasn’t too horrible a thing that she did, too. She went town to town within the borders of the Horde and their newly established frontiers, asking each Mali’ker she could find if they’d ever heard of such a thing as her old House. After nearly a year, the ‘thill began to lose hope. Returning to her home in the Iron Uzg, she settled down into her cot and began to drift asleep, then startled by a knock at the door. The woman groggily rose and opened it to find an old Ker, at least 500 years of age, at her door. “I have many questionz, young Mali. But, I hear latz doez az well. Mi nayme is Valren DeNurem. ” In Black and Gold Reborn Long ago, the noble human lineage of Mirtok DeNurem split in two, creating both House DeNurem and the mali’ker Clan DeNurem centuries ago, whose allies ranged from that of Clan Azog & Magroka Gorkil to their very own Teutonic Order and the Aegean Coalition. Clan Dezokh-Nur; a bastardized version of both lines’ surname, was founded with the few remnants of the House & Clan including the founder herself, her children, and very few sparse Mali’ker after the cities of Ker’nor and other variants in later continents fell. Clan Dezokh-Nur specializes in diplomacy, storytelling, historykeeping, and the material arts such as alchemy. While the clan isn’t specifically a clan of honoraries, it has a concentration of them larger than any other. As a result, those of Dezokh-Nur are Proto, Dark, or High Elves by blood mainly, with few rare Orcish bloodlines. Synopsis of Clan Dezokh-Nur Founder: Yahzlak’Dezokh-Nur, the Hellwalker [of Clan Dezokh-nur], Mirtok DeNurem [of House DeNurem], Lazarus DeNurem [of Clan DeNurem] Clan Colors: Black, Gold, and Orange Clan Symbol: A skull with a gaping jaw, a flaming eye Clan Motto: Fire tempers iron, suffering tests the brave Favorited Spirit(s): Theruz, Kotrestruu, Smawton Appearance Those of the Clan Chieftess’ line; Yahzlak, are full-blooded or half High Elven typically with pale white irises and dark sclera. Their hair ranges from light brown to white-blonde, with some opting to completely shave their head or dye it darker reds or blacks upon finishing their Honorary trials. Those of the original Clan DeNurem, though few in number, have dark skin and black hair, with typically lighter-colored eyes like blue, or rarely, green. Art by FilibusterFrog! Orcs of Clan Dezokh-Nur greatly range in appearance with no set ‘norm’, but often clothe themselves more than their kin of other Clans, with leather aprons, cotton shirts, and even coats on special occasions like when crafting or working diplomatic affairs. Alongside this, the Uruk-hai and Goblins of the clan typically are clean-shaven and sport a full head of hair. Unrelated to the appearance of these Orcs, they also tend to be much calmer; having a more relaxed and less easily triggered bloodrage, but not lacking it entirely. All three main races that belong to Dezokh-nur, despite typically being a bit weaker, have great fitness and blood circulation – finding comfort in the cold rather than the heat. They acclimate to such an environment well, but in contrast, dislike great warmth and find it incredibly uncomfortable to be beside for long. Fire is used as a display in their culture, rather as a show of hardiness rather than to keep warm. Naming Those born into the clan are typically given names of previous ancestors of both Dezokh-nur and the two DeNurem sects, with honoraries sometimes given both names in Blah and ones of their old kin. Naming traditions such as these are almost always for the elven or human honoraries of the clan. Female Yahzlan, Viktory, Reina/Reyna, Vatar, Vanya, Enlahz, Eis/Eiz, Embrea, Lael, Lazul, Ada, Dazha, Fyora, Elyza Male Lazareth, Luzifer, Viador, Idravon, Alren, Alarik, Tesawa, Norais, Oztromir, Jorgen, Drako, Devorak, Tychar Embedding The members of Dezokh-nur greatly enjoy cosmetic adjustments, be them regular & Redstone tattoos, make up, and even embedding things into their flesh. Gemstone Embedding Naturally, as Honoraries & Orcs of Dezokh-Nur are more materialistic and refined in tastes, they amass a greater wealth than most. As a way to flaunt such, like how an Olog might boast of its strength, clan-members embed gemstones into the flesh upon their forehead as a ‘third eye’, or upon other areas like one’s throat or the backs of their hands. Tusk Embedding Tusks & Horns are a large part of Orcish culture; of course, non-orcs are incapable of growing both. After becoming Honoraries and passing their Clan trials, an Honorary may go on a hunt for either a Whitewash Orc, or a formidable Beast with similar tusks [such as a hippo] and bring their head as prize to the clan Chieftain. The Chieftain will then saw the tusks from its skull and apply it to their gums with pine resin. Redstone Embedding Perhaps the reason why many Dezokh-Nur are seen as physically weaker than most other Uruk-hai, many cover themselves in Redstone ink; glowing tattoos that ebb with one’s heart, but weaken the body if entire limbs are covered with it. These have proved glorious displays when an Orc of the clan falls into a bloodrage, and both his eyes and his flesh sink into a ghastly crimson gleam. Summits Knowledge is of great importance to the clan, and usually during meetings, summits will follow afterward and the alchemists, craftsmen, and other artisans & scholars of Dezokh-nur will share their findings and retell great stories. In houses and settlements of the clan, the meeting hall or the ‘living room’ are typically substantially larger than other rooms. Creative Outlets Bookbinding Keeping history in a nation where very few can read is difficult, and ensuring the records aren’t destroyed is even harder. Thus, the libraries of Dezokh-nur are a well guarded and sacred place that very few are allowed entry into, and some document thousands of years of history alone in a single shelf. Ichor Ink & Paint Intertwined with the common practice of Haruspexy within the clan, many enjoy making exotic paints and inks out of whatever they can get their hands on; including blood. Such is typically reserved for religious texts for spirits or for murals because of how difficult it is to preserve, but some Dezokh-nur tomes have been written entirely in the ink. Incense Rolling & Candlemaking For rituals and altars of the spirits they honor, the Dezokh-nur create herbal incense & candles to burn during these rituals. Peculiarly, some of alchemical origin have been known to disempower or rid ghosts of a certain area, leading to the superstition that a candle must be burnt at the start of every month to rid foul energies, especially during war. Law of the Flaming Eye 1. Assist those who have assisted you in the past. If they’ve saved your life, pay it back doubly. 2. Honor is the greatest aspect of all. Never betray your brethren under any circumstance. 3. No mortal is greater than another, those of Dezokh-nur are wise enough not to assume the worst. 4. No gods or deities are above the Spirits and Ancestors. 5. Be slow to anger, but quick to strike. Do not allow fools to get the better of you. Punishments The Walk of Flames For minor offenses, such as disrespect, rocks from the volcanoes surrounding the Goi are heated and placed upon the floor for the offender to walk over. Should they not cry, yelp, or back away from the punishment, their offense is fully forgiven. Branding Branding can be used for all offenses, but typically are given to minor-intermediate offenses like dishonorable klomps, minorly dishonoring the spirits, etc. Words, phrases, or symbols are carved into the flesh of the offender, or a hot iron is used, to permanently scar the area. Afterward, their offense is fully forgiven. Digit Removal For great offenses, entire digits or even hands may be removed – something that greatly detriments an orc in a society where the handicapped may die for being unable to fight. This is reserved for dishonoring the spirits a great amount or fleeing combat, and whether or not the offense is forgiven afterward depends on the severity of what was done. Skathach’s Embrace For greater offenses, the offender will be tied by rope and bound to a log above a pyre. For an entire minute, the entire body of the offender will be set aflame and be given horrid burns. If they are still living, they’ll be forgiven of whatever crime committed and given a second chance after being renamed. Skathach’s Sacrifice For unforgivable acts such as attempting to kill another Uruk, burning the tomes the Dezokh-nur so value, or an equally bad offense, the offender will be carried atop ‘Skathach’s Peak’; the highest volcano of the land they dwell in, and sacrificed to the Fire Elemental spirit. Such a death is typically quick due to the heat of the lava, but they believe those killed at the Peak have their souls devoured by the Elemental, only to return, if they return, as an ember and nothing else. Soul Scrapping Soul scrapping is reserved for the worst of acts, whatever they may be that the clan deems so horrid that not even their soul deserves to be carried to the Spirits. While preparing for their death, they’ll ignite Sigismund’s Incense; the candle that rids a space of ghosts and stray souls, and typically maim them close to death. Before they may pass, typically they’ll be forced to ingest a potion such as Dragon’s Flamebreath and their mouth will be sutured shut, burning them from the inside-out. They believe this damages the spirit as they pass, and the candle ensures that it’s properly vanquished. In order to become apart of Dezokh-nur, the aspirant must complete a number of trials to prove their worth. Unlike other clans, however, absolutely none of them involve combat unless the participant accidentally comes upon it during a quest. Typically, only three are performed due to how long both take, but the Chieftain may assign more should it be deemed necessary. AZH Walk of the Spirits As their first trial, after being given time to research a Spirit, the aspirant and another Dezokh-nur will participate in a spiritwalk to one of the clan’s favored spirits. The aspirant will have to find a way to impress the spirit by pacting, swearing allegiance, or performing a sacrifice in their honor. DUB Storyteller’s Inscribement Not only may stories be kept upon the pages of books, but upon one’s skin, as well. The aspirant must give a written version of an important moment in their life, such as a battle, and tell it verbally as someone tattoos an image depicting it upon their skin via stick-and-poke. As long as they do not back out of the tattoo nor halt the story, they may pass this trial easily. GAKH Venture of the Scholar The aspirant is given a short time to prepare for being cast off into temporary exile for a full year into a random portion of the continent, usually the Tundra hinterlands. While they must find a way to survive in the environment without dying, they must also find a phenomenon to research and publish a study of it once they return. If the clan deems it sufficient, the tome will be placed in their great library, and the Eye of Dezokh-nur will be tattooed upon their forehead or throat. If unable to find anything significant or they’re unable to come up with something that hasn’t been written about before, inventions and creations of new potions or other ‘things’ have been accepted. The Lexicon An incredibly old tome bound in Descendant’s flesh, told to hold thousands of years of history, knowledge, and practices within it; alongside the secrets of many of its members and a full catalog of who claims allegiance to the clan. Such a book is highly guarded and kept within the deepest depths of their library under lock and key – it’s said not to have seen the light of day since a hundred years ago and counting. Effigy of the Primordial A staff crested by the Flaming Eye; the symbol of Dezokh-nur, said to hold a portion of the ashes of the demonlord that captured the clan’s Chieftain in the Infernal War. Potions and odd, ancient keepsakes are tied to its wood, kept there for god-knows-how-long and used in rituals and sacraments to the spirits. Joining If you’d like to join, please comment on this post, or message me over discord [tree#6855] to arrange a time to roleplay! [IRP] Name: [IRP] Race: Timezone: Discord: Related Links https://discord.gg/FFhhpAHZNN
  22. Catarrh

    Clan Yar

    <O> Yar: Many years ago, the great shaman Malog raised the banner of Yar for the first time in Anthos, instating a long-running clan of wisemen and those dedicated to the worship of the spirits. Symbolised by the duhnah skhelll, the great man-eating tortoises of the desert, they revere the Ancestral spirit Yar, said to be the wisest of his clan. While Yars place great emphasis on spirituality and the attainment of wisdom, they follow the basic fundamentals of orcish life and value strength and honour; they are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle. However, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting, or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. “Wisdom is born of a strong mind. It is more practical than philosophy, agh goes beyond mere knowledge. It is the ability for right living, common sense, wit, resolution of life’s problems, agh success beyond material gain. Gruk for latself, but heed the blahings of those more experienced with the respect agh consideration due them. Learn from life, agh apply latz learning in a way that means something.” -The Contemplations of Malog, V1 \o/ Culture: Seven Pillars of Honor: Strength Valor Boldness Contentment Wisdom Forthrightness Discipline Seven Pitfalls of Dishonor: Weakness Irresolution Cowardice Avarice Thoughtlessness Duplicity Complacency Branding: Upon initiation into the Yar clan, and following completion of three trials presented by one or more elders, new members are branded with the image of the duhnah skhelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal: “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!” Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings These are offerings of living creatures. Humans, elves, kharajyr, and dwarves. Livestock. Grain Offerings These are burnt offerings of wheat or any other form of produce. It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Adornment: Due to the symbolic nature of bones within the clan, it is a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle, or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. See “Important Links” at the bottom of this post for links to the Yar Clan’s more interesting traditions. <<<D Law: The giving of the law, as originally told in Anthos: Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi guidenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan: ~ In order to ensure the Yar Clan did not stray from the path of honor, ten laws were set in place for the clan to uphold. ~ Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. Do not consume the flesh of your fellow orc, for such is an abomination to Krug. Do not steal from your fellow orc, for such is an abomination to Krug. Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. Do not practice the magic of the pink skin, for such is an abomination to Krug. Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. Do not speak the language of the pink skin, for such is an abomination to Krug. Do not take the pink skin as your lifemate, for such is an abomination to Krug. Do not worship the gods of the pink skins, for such is an abomination to Krug. ~ Failure to comply by the laws of Clan Yar will result in the following: ~ Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. Heart Removal: An orc who commits a particularly heinous offence is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. >>> <<< Yar Clan Chants: Blessed of Yar Shout unto Krug, Blessed of Yar! Throughout the Uzg, Bear it far; The glorious name! Glory to Yar! His wisdom will reign! Glory to Yar! Harvest Life is toil; Life is pain. Till the soil; Wait for rain. Blood coats plow, Workers groan. Harvest now Flesh agh bone! Raise the Luzk Raise the luzk! Shout aloud! Bare latz tusks! Make Krug proud! Bodies sever From their spirits! they'll forever Dread agh fear us! Cubs’ Chant Chant to the Wargoth, leading us to glory. Chant to the Choppers, on the battlefield. Chant to the Trappers, in the burning desert. Chant to the Workers, pounding steel. We are the Yar cubs, builders of the future, Agh we the Yar cubs swear to lat; Loyal devotion! Fearless devotion! Agh to klomp until we’re flat! Chant to the faithful members of the Yar Clan. Chant to the Skhelll lethality. Chant to the Yar Clan; ever wise and mighty! Clan of wisdom agh victory! <(*)> Important Links: Shrunken Heads: Bone Trees: Bone Gavels: Bone Singing (Throat Singing): Yar Clan Runes: Yar Funerary Rites: The Horn of Yar: Story of Yar: Information on the Duhna Skhelll can be found here under “Orcish Wildlife”
  23. [!] The following message has been nailed onto every notice board in Norland & It's Vassals A Song of Exodus _______________________________________________________________________________________________________________________________________________________________ The Mösu Shall no Longer Obey To A Kingdom That is in Decay. We shall neither Stand nor Fight For What They Believe is Right. For Only A Fool Would Follow When Injustice & Humiliation is All He Has Been Bestowed, When Justice, Gifts & Glory Is What They Are Owed. A Kingdom Defended By A Fool’s Folly, A Kingdom Left Blinded To The Enemy Rally, A Kingdom's Pride In All Its Glory, Its End Shall Be Gory. What I’m about to say is not meant to make you beg for us to stay nor beg for forgiveness. For you are the choosers of your own fate and actions. But I want you to know how you have behaved towards me and my Clan… And How we have treated you. For years now, me & my clan have been subject to unjust treatment and humiliation from those we would once consider brothers and sisters, comrades who we fought and bled next to in a shieldwall, even risked our own necks and skin to save when their footing faltered and their end seemed near. When we have been the ones to first answer the call to arms in defense of Norland and been those that showed up in even greater numbers then sworn vassals and barons of Norland! Hel, Not even the Ashguard managed to surpass us in numbers! So dare not say that we have not done our fair share, our right, our duty as Highlanders & Norlanders. We have bled and toiled just like you all. If you’ve got scars and believe you have bled and toiled more for our North, then Strip and show them to us! We’ll show you ours! There is no part on our bodies that is not marked with a wound. Our bodies are covered in scars from every weapon you can think of! Swords, Arrows, Spears, Clubs, Stones… All of them sustained for Norland! In defense of your kin & friends! But yet they Dishonor, Humiliate, act out unjust punishment for things some of us have already been justly punished for when honor, land, titles and gifts are what we are owed… They stab us in the back over and over again like the treacherous courtiers in empires of old, Bite our ankles like a poisonous snake when we are not aware. We demanded justice for all the times where we were wronged and we received none. We asked for what we were owed in return for all the blood we have spilled and lost for Norland and received nothing. We asked to be recognised as an official clan of Norland and yet there is no such decree. A man can only be stabbed in the back a few times before he grows a pair of eyes in the back of his head. Henceforth I, Sir Ragnarr Mösu “Barbarossa”, Aesir of Aesirs in Redclyf, Chieftain of the Mösu clan and among the first knights of Norland, and the Mösu Clan shall no longer exist under the banner of Norland nor be in the service of the King & Ashguard for only a fool would do so after having experienced what we have. If there is still any Mösu's in the Ashguard then this is their letter of Resignation from it. So Join Friends & Folk who Have Seen Norland’s Wrongs, Let us set Sail and Sing Songs. Let the Northern Winds take our Ships South, As We escape Norland’s Bad word-of-mouth. To a Distant Land That Is Hot & Warm, Yet Friendly & Does not Thorn. Our Song of Exodus, Shall even be Sung by Regulus. Signed, Rangarr Mösu “Barbarossa”, Aesir of Aesirs, Chieftain of Clan Mösu & Knight of Norland
  24. A scrawny, one-armed goblin struggles to work his way through the snares, vines, and brush of the jungle. He casts a scornful glare towards the scorched lands behind him, now surrounding the Iron’Uzg, before spitting and hacking as he walks into a large web. He wipes the cobwebs away from the shiny white bone of his skull, and with a grunt of exertion, marches onward. Just past the webbing, he hears the sound of a gently running river. A toothy grin splits his branded and scarred face, knowing he draws closer to his destination. The goblin cuts down a row of vines, clearing a small path for him to squeeze through, cautious of the Gaja snake-vines the area is infamous for. Still, he knows it will be worth it as the crunch of leaves beneath his feet turns to packed dirt and planks. The breath is drawn from him as he strides up to a large notice board in the center of the path, overgrown with vines and fronds… but a patch lies suspiciously bare. In this space is a sign, declaring this region claimed, under ‘new ownership’ of some foreigner. The relief, the purposefulness that drove the goblin to reach this place, is soon replaced with a blind fury. He rips down this sign in anger and carves a single word into the board in its place; He stomps around towards the only hut that hasn’t been similarly covered in overgrowth- signs of recently being lived-in, albeit temporarily. The door is locked, but it poses no obstacle to the enraged urukim. With a lift of his stave and a muttering to Anyhuluz, Ilzgul of Destruction, he smashes the door open and storms inside. A fine layer of dust coats the meager belongings of the individual whom attempted to lay claim to the abandoned village- their abandoned village. He snorts in derision. Clearly, they abandoned their own claim- or, hopefully, were killed before they could ruin this sacred ancestral ground. Instead, as one of the last bearers of the Ways to which this village was meant to serve, he stumbles over to another hut. He rips down more overgrowth, and opens the door of the wall of the smallest, centralmost building- with a commanding view of what he has sworn to protect. He carves a series of runes into the wall, which would clearly describe his purpose here to any descendants of the founders of the village, knowing only they would be able to read the inscriptions. The Watching Eye, The Wall, The Sounding Voice, The Giver’s Box, and last, The Tower Shield. Without the rightful owners to defend it themselves, he shall act in their place. He will be a stalwart tower on the river village.
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