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Found 5 results

  1. "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.
  2. Treaty of Iron’Uzg and Twin Foxes [The Pact of The Minotaur] Issued 10 of the Sun’s Smile, Year 69 of the Second Age Articles Sovereignty Shrines Non-Aggression Meeting Arrangement Clause Payment Details Declaration of Friendship Duration PREAMBLE: This article serves as a formal pact agreement between Iron’Uzg and the Kingdom of Elysium, hereafter referred to as the signatories. ARTICLE I : Sovereignty The signatories recognize each other’s realms as independent lands ruled by their respective monarchs, and will make no attempt to subvert those authorities governing them. ARTICLE II : Shrines The Iron’Uzg will be allowed to place shrines in the forests around The Kingdom of Elysium and bless the city with their protections. ARTICLE III: Non-Aggression With the goal of fostering a future of cooperation, the signatories agree to the following terms in regards to non-aggression: The signatories, as well as the families-in-ower therein, will engage in no form of hostility against one another, nor will they partake in any military conflict which would put them at odds with one another. When visiting either signatories’ territories, citizens are expected to abide by the laws and customs. Should an issue or conflict arise which breaches this article, the signatories agree to handle the matter via appropriate, diplomatic means. ARTICLE IV: Meeting Arrangement Clause The Iron’Uzg shall arrange diplomatic meetings in advance with the leaders of Elysium [Leika De Astrea, Eugeo De Astrea, Ehrendil Taliame’onn]. All informal visits by the Iron’Uzg citizens (when in a party of three or more) will be arranged in advance with the leaders of Elysium [Leika De Astrea, Eugeo De Astrea, Ehrendil Taliame’onn]. The Kingdom of Elysium agrees to arrange formal diplomatic meetings and informal visits with more than three individuals with the leaders of Iron’Uzg [The Rex Ar-Borok’Akaal , Hu-Din]. Should this clause be broken, the leaders of both nations agree that it will be handled through appropriate diplomatic means. ARTICLE V: Payment Details The Kingdom of Elysium will pay a one time tribute of: Five carts of the finest Elysian leather A double chest of iron ore from the rich veins of the Elysium undercity. ARTICLE VI: Declaration of Friendship Signatories have agreed to the following terms regarding a joint Declaration of Friendship: Signing parties recognize their people’s ongoing friendship and promise to act in good faith when acting on the geopolitical stage. ARTICLE VII: Duration The terms of this agreement shall last for as long as Ehrendil Taliame’onn retains the eye of a minotaur within the right eye socket. This agreement will be re-discussed upon the introduction of a new leader to either of the signatories or the eye no longer remains in its place on Eherendil Taliame'onn's person. Signed, Eugeo de Astrea, Duke of Elysium Lady Leika De Astrea, Heir Apparent Wildflower of Elysium Ehrendil Taliame’onn, Minister of Foreign Affairs Ar-Borok of clan Akaal, Rex of the Iron’Uzg
  3. Among the creative and intelligent minds of the Odinson Clan comes forth a tailor shop specialized to your needs. Offering to craft anyone any outfit they so desire, the Odinson's guarantee you satisfaction or you get your money back. A small 100 mina per outfit and you can be as sharply dressed as a nobleman without the hassle of politics! Stop by the Odinson Clan house and place a letter in our mailbox indicating you would like a spot in line for one of our expertly made outfits. Ranging from dresses to cloaks to armour, we've got it all! And, while you're stopping by, consider inquiring about joining the clan and earning yourself a place within the ranks of the Clan of Intellect. Sincerely, The Odinson Clan (OOC: Please message me on discord at Deus Mortem#8931 if you're interested in an outfit! my rate is 100 mina for a large outfit, 70 for a more minor outfit, and 150 for a full skin! Continually, whats earned will go into the improvement of Elysium, so do consider it! Prices are subject to change if you can't afford it <3)
  4. ((saturday the 23 is the official opening 6 pm est)) Hello people of Almaris, we of the Grand Trog, are excited to announce that our wonderful Grand Trog is finally open for use!. I know many of you are probably curious, possibly even dying to know what this place is. Supply and Demand, On Command! In Simple terms, the Grand Trog is a Bazaar, filled with the very light and merchantry soul that fuels Almaris. Founded for those that wished to be in a healthy environment of competition and strived to carve their place within this world of glinting gold. Need a place for a more permanent shop? Go set up on the glistening sacred river, perhaps you want something not so grand? Make a shop inside of one of our many miniature stall’s. Gambling and Grizh! The Grand Trog does not just offer any old bazaar experience, for who would we be as salesmen, without some sources of entertainment! Do you wish to test your luck with the dice? Perhaps you're certain of your skills as a dealer or gambler, then come on down and spend those hard earned mina’s at the tables. Perhaps you want to test your eye’s and aim, then come test your skill at the archery range! Maybe you think your blade and hammer is a worthy foe against those in the ring, try your luck as a champion of the fighting pit’s! Artists show your craft! Perhaps though, you are far more of a charismatic individual, preferring stage and song, rather than blade and bow. Then hop onto the roof’s and play a tune, show your talents to the world as we hold a show of talents! Of course, song and dance is not the only thing we have that is a talent, there are those that work with their hands, and what kind of Bazaar would we be if we did not allow a show of such fine craftsmanship! Alongside the talent show, we will also be holding an artisan competition, to see who holds the best piece of work. Not only will it be hung up on the wall for display at the bar, but, they will also get a chunk of Boomsteel as an award. This, combined with several other perks at the Bazaar, will surely make this Grand Opening something to remember. With drink’s, hookah, and food, nothing is like it. Now you may be curious, where can you find this glorious place? Well, simply take the trail to the Iron Uzg, and you will find us right outside of their gates, a bazaar of wonder and glory ready to sell and take in merchants.
  5. THE PATH TO HONORARY What does it mean to be an honorary? How does a non-orc enter the society of the orcish people? In the past, honorary meant little more than someone favored by orcish people. However, few have risen above their non-descendant origins and shaped the orcish people through their will and strength. Within the IRON'UZG, honoraries should be expected to do the same. The trials have been reformed, molded to fit the advancements in culture and pride the orcs have taken. ELIGIBILITY: Krugmar must be your main residence. Must be recommended by an orc kin. The Dominus must accept you into the Honorary process FIRST TRIAL: Throm’ka to H’ Bruddahz The first trial of the honorary process requires the individual to introduce themselves to five orc-kin. By the end of this trial, a novitiate should understand and know the following: Each of the Orcs’ full names and clan Be able to give details/background of at least two clans Learn of the Spirits and Ancestors They should understand Krug and his tribulations Knowledge of important Ancestral, Elemental, Immortal Spirits. Understand the Orcish social hierarchy The novitiate cannot move on to the second trial until the Dominus has received a report of their findings and deems it appropriate to continue. SECOND TRIAL: Durbûrzob Kûhom(An example of strength) Hunt a Large Beast or an Undead Alone a novitiate must venture into the wild and slay a beast larger than oneself or an undead. The individual must bring back a trophy of this kill to the Dominus to prove their success. Klomping Time A novitiate must win one out of three klomps against the other orcs. They must prove their worth in skirmishes; whether that be fighting, strategizing or supplying armaments. Gauntlets Complete two gauntlets in the Holy City, San’Khatun. THIRD TRIAL: Frûmob Kûhom(An example of the mind) Find a practitioner of each type of Shamanism Be able to explain each individually Choose two spirits to learn in-depth, and provide evidence of religious works to them. Know of at least one spiritual role outside of Shamanism, and take part in their rituals Honor: Be able to properly explain Orcish honor. Bloodlust: Know the history and folly of the orcish curse. Understand how it works and how to act upon it correctly. FINAL TRIAL The Dominus will assign the potential honorary to an orc who is involved in a role that the potential honorary seeks to fulfill within the Iron’Uzg. Together this brother and the Dominus will formulate a final, unique trial for this individual.
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