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  1. 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)
  2. THE TREATY OF KAL’DARAKAAN With the dissolvement of the War Nation of Krugmar, the Iron Uzg, the nation’s successor, has realized the wrongs of their previous government, and has officially surrendered to the Grand Kingdom of Urguan. Meeting within the halls of Urguan’s capital, Kal’Darakaan, the leaders of both nations negotiated terms of surrender, leading to the agreement listed below: SECTION I: TERMS OF SURRENDER The Grand Kingdom of Urguan and the Iron Uzg hereby agree to the following terms of surrender: I. THE Iron Uzg shall publicly and formally declare defeat at the hands of the Grand Kingdom of Urguan in the form of a public document. I. SAID document shall include a formal apology to Grand Marshal Bakir Ireheart for shaving his beard without being given an honorable fight. II. THE Iron Uzg shall formally banish and whitewash the orcish criminals known as Hu-din and Fishbref. I. IF the Iron Uzg is found allowing said individuals within their lands, the treaty shall be declared null. II. IF the individuals are allowed within the Iron Uzg either officially or unofficially after the publication of this document, the Grand Kingdom shall perceive the action as an act of WAR. III. THE Iron Uzg shall withdraw all previous negative statements made about the Grand Kingdom by their predecessor state, Krugmar. I. SAID statements include but are not limited to: Any official document denouncing Urguan, hinting at collusion with Undead, or falsifying the slaughtering of innocents at the hands of the Grand Kingdom. IV. THE Iron Uzg shall continue the abolishment of slavery from their culture. I. THE Grand Kingdom holds the right to officially oversee the abolishment of Slavery. II. IF said abolishment does not occur, the treaty shall be declared null, and the Grand Kingdom shall perceive such as an act of WAR. V. THE Iron Uzg shall permit the Legion of Urguan full access to the Uzg’s land. This document is forever binding, regardless of any future change in government. Signed, Grand King of Urguan, Lord Chancellor of Urguan, Elder of Clan Frostbeard, High Remembrancer of the Order of Remembrance, Son of Rhewen The Grand Marshal of Urguan, Clan Father of the Irehearts and Jarl of Dol’Gorix Rex of the Iron Uzg, Skaatchnak’Izgi [!] The mark of a bloody hand would be beneath the Rex’s name.
  3. (Music) An orc sits before a pyre of flesh and bone impaled with a family heirloom, from his place he plays a small hand-drum with bloodied palms. He was weak - not physically, but mentally, and spiritually, lacking honor - this orc was untouched by the curse, not that of Iblees’ doing, being unhinged anger, but instead the curse of utter ignorant obedience, the omens had shown that the stars would align, though no immortal was to credit such signs, instead - the orc knew truth, his very own ilk, be it brother or grandmother had laid such hints before him, and as an orc of little purpose, he knew his only option was to heed the words of a long since unspoken maw. He had ingested copious amounts of shrogo mushrooms and cactus green, leaving his senses overwhelmed, he could feel the wind gently pierce his skin, as if it traveled right through him - a tingle overcoming his physical form, leaving him in a relaxed state of sedation. The smoke from the pyre began to shift, as if it was it’s own entity, swirling and distorting, smoke rings often floating within the air like a lone music note held unto it’s utter climax in which it would finally dissipate, leaving the stage for yet another in its wake. Soon colors saturated his vision, the orange hues of the pyre warming earning the unaltered focus of the drum-playing uruk, it was almost as if he played for the flame itself, as it formed to /dance/ with the wind that coincidentally would pick up as the drumming grew more intense.. Eventually - the uruk realized the otherwise silent audience that was the forest around him, was hushed no longer, beneath the echoed drums, crackling pyre and whistling wind, was a soft hum radiating from the trees, plants and fungi spread throughout, such a sound played in well with the feeling of utter static which had consumed him from the stomach down, as if his own vessel spoke back to the whispering jungle. Before he the orc could take in his surroundings, he began to notice fractals forming upon his beige hide, showing themselves where the moon and fire shed light, changing in unfathomable ways, getting smaller and smaller, larger and larger not one shape was alike, and not one shape was anything he had before encountered. Finally, a faint ringing began to fluctuate around the uruk, one which he felt within his horned skull.. The pyre began to change yet again.. Though this time, not in sync with the drumming which the uruk had somehow fought to maintain throughout this state of altered consciousness. Beneath the pyre within the dirt sat a stone bowl of scarlet ichor, which he had drained in offering from his very form, to accompany the gift of flesh from those slain and left within the pyre as fuel alongside the now charred oak and marrow. The blood began to bubble whilst it’s shade deepend, and whilst the uruk seemed unphased, a cold chill came over his spine, nearly halting his playing.. Although, as to ward off those he did not seek to entertain, he kept on for instinctual survival. Soon, the pyre had began to fade, leaving only orange coals in its absence, one’s which flickered and distorted similarly to the fractals upon his arm.. Which - he had finally realized, were not constrained to just his body and the remnant pyre, but now - they were displayed all upon the observable landscape.. And whilst this was something to leave him within awe alone.. His calls were finally received.. Something seemed to rise from the bowl, mixing within the less violent smoke rolling from the vanquished bonfire, more distorted than the shapes which warped his very reality.. But soon it became clear, as if his eyes were opened by the entity.. whom revealed itself; A figure now stood before him, phantasmal and unbound, manifesting in place of the stone bowl, a familiar uruk stood before the overwhelmed. Above this orcish brute’s image was a rhino, one missing an eye, not unalike the uruk it towered behind. The drum playing Uruk (Ixula) lifted focus now unto the figure, ceasing his playing finally.. It was now he was truly frozen, unable to speak nor think freely, it was when realization came, that he understood who had displayed the omens and every bone within his body were consumed with simultaneous dread and shame. Tears welled within the eyes of the weakened uruk began to drip down his tan skin, recognition sprayed amongst his scarred and grizzly visage. His own father - long since fallen, stood now before his offspring, with a cold, disappointed and yet - plainly stare, one sharp enough to make any child drop this head. His father was a beast of the Horde, having fought his way through Vailor and beyond - losing an arm in battle for his clansmen of Braduk, whilst too bringing valorous honor unto both his Braduk, and Dom ancestors, even if not simultaneously doing so. He had given an eye unto the spirit of Ixli for forbidden knowledge, bled himself to near death for Enrohk and slain hundreds of drui’ in the name of Leyd, this brute had accomplished much, even if unblessed by the rest of the spirits for his disobedience - this uruk was everything that embodied the pride, yet restraint, dominance yet honor, that every orckin sought after. And so his failure was immense, to be the son of a great orc, with nothing accomplished for himself, two centuries had been his thus far allowed existence, horns sprouted from his cranium, and yet still - no honor nor greatness deserving of such a crown. Tears continued, whilst words remained choked upon - all which he could muster, was a broken and scratchy - “Popa..” limbs far too heavy to lift from the goat-skinned drums, his spine locked up and leaving him beneath his superior ancestor, whom finally spoke.. “Weak..this is what they say.. Your brothers have died outside the walls fighting for honor, whilst you’d prefer to rot from within them.. Do not call unto me if you do not seek change.” The spirit spat out, pacing now around his son, the image of the rhino following. “You bleed not fire, but instead lard, you grow fat and lazy, leaving your bloodlust to control you, whilst your slaves do your labors.. Be this the way of the orc?” The spirit shook his head at his own question, extending his blade-arm out to the chin of his successor, one which - while immaterial, felt colder than the night-air which bit down upon the unmoving uruk’s flesh. “You are Ikrizh, born of blood and ire, made to conquer and sustain, your honor is your shield, and your wisdom your sword, and yet you’ve replaced it for the warbow which is your bloodlust, hiding behind the walls, whilst allowing luck to place your shots fatally upon the enemy.. And yet you are no Lur who masters the art of such weaponry, you are a pig with an elf’s toy, and be it as it must - it has weakened you..” “I am all things you can be, and yet none of them. This is your doing, your failure, but too is it your redemption - I was conquered in the end, half a millennia of war with the immortals left me free to their lies, I consumed their lessers like you do cactus, and it began to take my strength, and my sanity.. This is not your path.” He called now, standing before his son with a small pile of charred bone procured from the pyre. “You are to grow past this, we live not to honor the immortals, but to unite our ancestors for union, hear throat bound songs, feel the heartbeat of their drums, and do not lower yourself to them, for we are ORCS, and bow to none but our own curse if allowed to consume our very being.. You will praise none but those who walked the path before you, they will show you the path to honor, they will reawaken all that has been lulled into slumber, and your senses with it - shall return, you will not forget the ways of Kulgarok that I have taught you, the druids will one day know of your strength, and soon after the spirits, immortal and ancestral, will know your truth, even if the former ensures nothing but turmoil in its wake..” The bone turned to ash then, blowing off in the wind.. “You will sacrifice your slaves, and begin.. Call unto Ixli for the wisdom a final time, grant him an eye, for even a small glimpse of their wisdom is costly, after this - every honorful kill will be given unto Leyd or the ancestors, you will not bow to none other, and be you to disobey - you will die long before your horns kill you from the inside out.” “Your fire shall burn longer with each honorific trait upheld, every heart offered, and through the scars you gain, you will display truth, you will become a mural of strength and valor through them, and use them as experience to avoid your next meet with Kor, do not fail me kub.” The orc finally ceased - old blah rang through the younger’s mind like water from a stream, he had only grasped it’s meaning from his upbringing, but held onto such teachings so that he could forever understand and speak to his ancestors - even when such words are not returned. Ixula now knew his purpose, freed from dishonor for a final time, he would begin to consume the knowledge his father once did.. Leaving his pyre after his senses returned.. The uruk began, knowing watchful eyes were held unto him at all times.
  4. ♫♫♫ Between two opaque clouds a tangerine hue emitted. Feint outlines of three hands formed within the rising orange. Each one laid palm flat in the open sky; a warm welcome. “Miz ar throm’kaûk bruthur” Hodge averred. Podge susurrated an agreeing note. The kin continued to trek towards their grail goal of discovery. Advancing past husks of time, time that had been lost during their fostered solitude. Finally, a towering shadow cast tremendous darkness and shade over them. Marking the very beginning of an exceptionally long-awaited chapter. “Azhkint years agh mi agh lat hav fynalee arived.” Asserted the sapphire eyed brother. “Arived miz hav" [!] Two unfamiliar faces now wander the stretched lands of Krugmar. Hodge and Podge OOC
  5. A WAR OF RETRIBUTION Urguan’s Folk, for centuries, have been tried time and time again by nations who believe they are strong enough to defeat the Grand Kingdom of Urguan. And time and time again, they have continuously failed. The dwed have never lost a war against an external threat, yet the “War-Nation '' of Krugmar has seen it wise to raid Urguani vassals, kill our citizens, and kidnap and debeard our Grand Marshal. These insults to our people cannot and will not be allowed to continue without dire consequences to the already crumbling “nation”. At a council meeting only stone days ago, the Grand King called upon all clans and vassals to appear in the throne room to hear of a decision that would impact the entirety of the Grand Kingdom. With the testimony of Bakir Ireheart, the newly appointed Grand Marshal, describing the ‘trial’ awarded to the dwed, all of Urguan’s folk knew that it was time for action. Repelling every single Krugmarian raid was simply not enough. Killing a Targoth and displaying his head was not enough. Ironcasting a Krugmarian Uruk was not enough. The simple memory of a recent defeat to Urguan under Utak Ireheart was somehow not enough. The council knew that the only step possible to cease Krugmarian hostility once and for all was WAR. With the publication of this document, the Grand Kingdom of Urguan hereby declares WAR on the “War-Nation'' of Krugmar. Shall they realize their mistake and wish for a way out, their peace terms are listed below: SECTION I: TERMS OF PEACE As listed in the recently published grudge against Krugmar, the terms of peace are listed as follows: I. The tusks of the Rex of Krugmar. II. The heads of both Targoths of Krugmar. III. Withdrawing all previous statements against the Grand Kingdom, as well as a public declaration of defeat. Narvak oz Urguan, Narvak oz da Khazadmar signed, Grand King of Urguan, Clan Father of Clan Grandaxe The Grand Marshal of Urguan, Clan Father of the Irehearts and Jarl of Dol’Gorix Lord Chancellor of Urguan, Elder of Clan Frostbeard, High Remembrancer of the Order of Remembrance, Son of Rhewen
  6. 11th of the First Seed Bloodlust answered with Dwarven Ire The Moon rose into the black sky as the sun fell back behind the orcish city. As the orcs and their slaves alike gathered in the Krugmar square, huddling around the lit campfire for warmth the generals of Krug stood around ready to give a speech. Urguani Forces led by Grand King Levian’Tol Grandaxe and Bakir Ireheart moved into the city with a company of 90, made up of Dwarven Legionnaires, Men of Blackwald, The Rustlers, and the GOATS, with compliments of the The Silver Lubba band. They charged the square quickly, cornering one of the Krugmarian Generals, the Urgani force was quickly surrounded by 135 Urks of Krugmar. The Urguani forces slammed their swords and axes together preparing for Battle. Bakir stepped forward asking the cornered general “Where is your Rex? Bring him to us.” Some orcs in the group surrounding them chuckled and awaited the response of their Targoth. The Krugmar General simply responded “Our Rex is dead, died of a heart attack” Bakir shrugged, going to lift his axe pointing it at the throat of the orc “Then we shall take you instead.” With that an orc war cry rang out, the circle of orcish warriors collapsing on the group of 90 dwarves surrounding the Grand King and the Krugmar General. Battle ensued, Urguani and Krugmar forces clashing, the sound of battle filling the streets of the city. The Orcs were quickly driven back into their own gatehouse, orc bodies filling the square with not one dwarf being scathed. The remaining warriors of Krug and with their two Generals hid in the gatehouse expecting to be safe from the dwarves that were waiting inside. The Warriors of Sedan and Silver Lubba suddenly pushed into the gates where the orcs were hiding, quickly overcoming them and dealing with them easily. Axes and swords were raised into the air and thereafter, Urguan War Cries filled the Orcish square as the corpses of Krug’s kin began to rot. The Raid party then returned to Kal'Darakaan. Victorious, hauling a sack of orcish heads behind him.
  7. The War Nation of Krugmar is a jungle based settlement found in the far west of Almaris. surrounded by dense tropical forest and dotted with stunning pools fish, From the emerald greed foliage rises the nation, hued in vibrant reds, home to the Orcs. After arriving to the nation of Krugmar I was greeted by the Rex himself Kor’garr. We headed to the city tavern near the great Klomp pit, taking our seats. Being treated to the local brews and greeting the Rex's entourage, I settled into a wonderful evening. We were joined by one of the Rex’s friends, who told the heartbreaking story of the rise and fall of worship of the taboo spirit Orgon. A tale of betrayal and limits of self between the higher beings of this land. Wise words directed to all parties present. After the tales told we settled into the interview proper: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ “Lets begin mister Kor’garr, who are ye? Ah loike ta give a full run doon on who ah be interviewing, this nay a slight sir.” “Yub, uv korze… Kor’garr iz Kor’garr uv nuv klan, mettle-werker, zkowt.. Agh nows Rex uv Krugmar” “Wuz maor den H’ty yeers ago, Kor’harr wuz born tu Valor’garr agh azh uv iz luvs. Nub gruk wich azh, buht dat’z wer Kor’garr gitz dah grey vrum.” “Thank ye thank ye. So mister Kor’garr, wot does the role o Rex involve? How does et effect ye? Does et cme wit en life?” “Keh! Tu bi dah Rex iz tu akt wit dah wihl uv Krug en leedyng Krugmar’z peepul. En Wagh, en zpeerit, en ‘onur … Dah Rex muzt zhow ag example vor awl dat vollow en da path uv Krug” “Da path o krug!” (at this point many a drink was drunk and a few of these drinks were sadly spilled) “En awl truths. Kor’garr did nub ixpekt tu bikum Rex. unlee avturag Klomp uv honor, azh dah vlat aginzt mi bruddah Azhug’gorkil, did Kor’garr tayk dah pozizhun. Wagh-ammur aginz lowng-zult, blow avtur bludy blow.. Wiz wur both barely ztandyng win Kor’garr ztruk Azhug downz wit ah kruzhed ribkayg” “A strong fighter! Makes a gud leader!” “Yub, dat dey du. Myght meykz right en Krugmar, agh et wihl ulweyz bi dat whey” “Jest loike back en urguan Uhh lets see ere.. Fun facts bout ye! Little segment bout yerself as a person. Be et a cool scar, wot ye used ta be, er jest yer favorite food” “Kah. Kor’garr gots dah zaym anzer vor dub uv doze Peep dah zkar ‘ere. Vrum zhoulder tu zhoulder. Awl akrozz dah rybz” “Goodness what from?” “Lat nyt nub dehm en dah waturz neer Krugmar, buht dah jungul pools kuntayn bubu’hozh krabz dah syz uv’ah blarg. Wiz wur own’ag hunt vor zumtyng tu weed dah clanz whin zyztah Nin’skwwq got thurztee..” “Nin! Ah ken er! Ah taught er back when a wos a medic! Sorreh sorreh, please continue.” “Azht wi grukk’d et wuz ah rock en dah watur… dehn dah tyng zkittered aht uz wit pinzerzz ‘hozher den ag Olog! Azh zweep uv ag klaw slamm’d entu Nin, ah Kor’garr peep’d rehd. Arrowz did nubbin, zultz juzt goht en dah whey. Wit ag vyurius kry uv Wagh Kor’garr took’ag ‘ax ag charj’d dah creetur, etz beedy peppurz blaynk agh pitch blak” “Ye ran head first enta et?!?!” “Yub… et wuz dah bludluzt Kor’garr velt whin peepyng Nin’ kruzhed by dah beezt. Der wuz nubbin en dah uzg kulda kept Kor’garr vrum dat zoggin krab… Zoh wit a zyngul zwing ‘etz wavy wuz en dub” “Amazing! Wos dear Nin okeh afterwards? Sorreh bout askin.” “Uv korze, et tuuk zum muthz tu ‘eel agh dah medikz wuz vyuriyuz, buht wiz awl wur patch’d uhp avturwurdz… dah creetur dizydid tu tayk Kor’garr wit et doh” “Et dragged ye back en ta da water?” “Dah krabz wrythe when dey clat, kaught Kor’garr across deh chest agh dragg’d ‘i’m undur dah waturz. Der wiz wur, bohth bleedyng owt en dah jungul layk ahg ztyll trying t vlat eechuddah! Buht daht knrab wuz azh uv dah ‘hozhezt meelz Kor’garr eva ayt” “Goodness… Dat be a tale Yer a hunter ef ah evar met one..” ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Then night trailed all and we bid our adieus till the next issue Stay tuned!! thank all who waited on this issue, please keep eye and eat out for the next paper drop, have a great week everyone! this has been Mica Goldhand with GNN!!
  8. [!] This poster is displayed prominently on Krugmar’s notice board in large Orcish Script. [!] A CALL FOR TARGOTH [!] The depiction of a fierce Krug-hai commander leading troops into battle. [!] To all the brothers and sisters of Krugmar, For too long have our people remained tense and agitated from lack of proper Wagh. The sights of rusted zults, oligs and training dummies covered in dust, the sounds of pounding footsteps from Krug-hai drills… All of these are nowhere to be found. This is a disgrace to the honor of our kind, one that burns as fiercely as the bloodlust in our veins. It is a disgrace that will not stand. Kor’garr is announcing a call for the position of Targoth! Our mightiest klompers and most formidable tacticians are summoned to test each other in strength of both body and mind. First, there will be a free-for-all Klomp until dub valiant orcs remain standing. These dub will then rally and lead opposing wagh-bands in a skirmish outside the city, for all to see the strength and leadership expected from a commander of the Krug-hai. These trials will take place during the Sun's Smile of the Gakh’ty azhth (XXXI) Year of the Dubt (II) Age. The victor will have the undisputed honor of Commanding the Krug-hai and taking up the position of Targoth upon the Rex’s Council of High Leadership. Signed, Kor'garr, Rex of Krugmar
  9. Thought I'd drop by the forums and propose this as its something that I've been thinking about for a while. It's my understanding that Orcs (both OOC and IRP) have had a bad reputation for quite a while on the server and I am both curious as to why that is and what I can do to change some people's experiences with the race/culture. My goal as the Rex is to have Orcs be both a contributor to overall server community and also bring back the enjoyable RP I experienced during Orc eras of the past. This means creating a healthy and friendly environment, one as free from toxicity as can be and one that is rooted in RP. With that being said, I now have a few questions I would like ANYONE to answer below. I encourage free dialogue if anyone wishes to discuss the points brought up and I will do my best to answer any questions people may have or ideas they want to propose to me directly. Question 1: What is one thing you dislike about Orcs/Krugmar? How can it be improved? Question 2: What is one thing you like/admire about Orcs/Krugmar? Question 3: What do you think Orcs/Krugmar biggest opportunity for improvement is?
  10. FRESH PRINCE OF ELVENESSE 18th of the First Seed, Year 26 of the Second Age “Mi iz da new frezh Rex ob da Twiggiez” -Fresh Rex of Elvenesse, Smol’Ruk Today marks another victory for the Ferrymen on the Elven front. A group of 70 Ferrymen marched on the capital of Elvenesse to capture another key victory in the war against the Elves. The force of Ferrymen led by the infamous Captain Banjo, snuck their way into the inner city of Elvenesse and rushed their way into the heart of the capital. At the square, the Ferrymen grouped civilians and soldiers alike to handover their belongings and fought those few soldiers and civilians who had the courage to fight the renowned fighters known as the Ferrymen. Only one of the Elves stood valiantly against the Ferrymen and fought like a true champion (@GeneralPumpkinCZ). At the end of this skirmish, the commander of the Elves was found running cowardly away from the city and the rest of his small force of resistance laid dead in the streets, a fitting death for those who do not stand up for their kin. No losses resulted on the attacking party, as the original group of raiders marched to bandit the remaining civilians and cowardly soldiers. In the throne room the Ferrymen held a short ceremony, crowning Smol’Ruk the ‘Fresh Rex of Elvenesse’. [!] A picture depicting the Ferrymen and Smol’Ruk sitting on the Throne of Elvenesse. As all the elves were either robbed or killed - the Ferrymen left the capital of Elvenesse bare and looted. Their bags filled with loot they had not seen since the days of looting the Imperial city of Providence. Truly a win for the acclaimed Ferrymen. [!] Pictures containing the loot of the Raid on Elvenesse. The Ferryman will come for you all in due time. Signed, Banjo, Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion The Ferryman Smol’Ruk, Fresh Rex of Elvenesse, Personal friend of the Golden Rex
  11. [!] The following poster is displayed prominently upon the Krugmar Notice Board in large Orcish script. [!] Ag Klomp Vor Atisha [!] Depiction of two dueling combatants within the Betharuz Tavern's arena. [!] Kor'garr is glad to announce an upcoming event for all to attend; an Honor Klomp for the prized position of Atisha, a direct apprentice to my own station of Dominus! In one corner will be the crafty and cunning Kretz'Ox, known for their avid tinkering and former station as Yazgurtan! The experienced hobgoblin will certainly be a fierce contender for this title, with a name recognized throughout the War Nation. Challenging him will be the new arrival known as Bargulg the Dog; a brother already making his presence known amongst Krugmar. With a savage reputation and lineage from the old Clan Dom, Bargulg presents himself as an imposing threat to Kretz'Ox's bidfor leadership. Come to the Tavern and watch this Klomp for yourself with feasting, drinking, betting, and smoking galore! The challenge will take place upon the Azhty'gahkth (XIII) day of the upcoming Grand Harvest! Don't miss out! OOC: Signed, Kor'garr, Dominus of The Rexdom of Krugmar
  12. On The Blah [!] The following excerpts switch between a large, scrawling orcish script and a surprisingly legible common [!] Dah Blah iz’ag uld wey uv Ork zpeekyng agh wroightyng, azh dat komz vrum dah Uld Blah uv Krug ‘imzelf! Awl Urukz blah dah Blah, doh et iz divvrent vor eech bruddah ohr ziztah. Kor’garr ‘az bin tuld dat Kor’garr ‘az ‘eavy Blah, buht doze loike dah Gulden Rex Zhot’Rax ‘ad veri leetle acczint. The above is an example of especially strong Blah, the orcish dialect, in writing. Blah is a composite language with two main sources; Firstly, it is based on mangled common due to our thick tusks hindering the ability to pronounce words clearly. Secondly, orcish culture uses various words and phrases from the proper language of Old Blah as a way for the common orc to praise the spirits in their day to day life. Old Blah is a very obscure knowledge passed down from shamans to their apprentices, and it is quite rare to see one speaking it outside of ritual. Blah can also be seen in writing, usually by orcs who have not been taught proper reading and writing of common. Instead, they simply spell out words phonetically and ignore most rules of grammar. In either speech or text, Blah varies widely from person to person, every individual having their unique struggles with making certain sounds. It is important to note the cultural traditions of Blah. Since it is seen as a way to praise the spirits and Krug himself, Orcs will be offended by a brother or sister refusing to speak in Blah. Another taboo is for those not of Krug to attempt speaking blah in the presence of proper orcs. Such mistakes are typically corrected with a closed fist or snarl of disapproval. [OOC] On common words and phrases from Blah: Here is a list of some common terms encountered in Blah. Since old blah was a very rudimentary language, many common similes will find themselves represented by the same word. For example, the words mind, think, and know would all translate to “gruk”. Similarly, “grukk’d” could mean thought or knew, and the terms for head, thinker, or brain are represented by “grukker”. General Conversation: Ug = Hi, Hello, Hail Throm'ka = Formal greeting / welcome Yub = Yes Ukee = OK, Okay Nub = No, Not Gug'ye = Goodbye Lat = You Latz = Your, You're Mi = Me, I Agh = And Rulg = Thank you Dabu = Yes, My pleasure (Obedient, Respectful) 'Hozh = Good Nub'hozh = Bad Bub'hozh = Great, Big Not Living Things: Blah = Talk, Speak, Orcish Language Gruk = Understand, think, thought Grukker = brain, head, mind Blarg = House, Home Klomp = Fight Mojo = Magic Uzg = World Goi = City Luzk = Axe O'lig = Bow Ligz = Arrow Zult = Sword Ztik = Staff Zteemiez = Redstone technology Wagh = War Votar = Hunt Peepurz = Eyes Zniffa = Nose Buurz = Dark/black Grog = Drinks, usually alcoholic Grub = Food Grubbins = Raw foodstuff Living Things Znaga = Slave Buub = Pig Brudda = Fellow Orc Ziztah = Fellow Feorc Ztowt, Gazat = Dwarf Twigiez, Treeuggerz, Albai = Elf Zquealz = Halflings Quickzpawn, Pinkeh = Human Nuutzhara = Ascended Nubded = Undead Buubzhara = Zombie Pigman Howlur = Wolf Momo = Mother Popo = Father Rex = War Uzg Leader Wargoth = Clan Leader Kub = Child Tunzantar = Tinker Zhomo = Shaman Foul Language Zog = damn Zoggin’ =damned, cursed or condemned Zkah, Zaahkah = General curse words Pushdug = Stinky Glob = Fool Actions Krimp = Control somebody, Stun, Snare, Capture, Defeat Flat = Dead, Kill Peep = See, Look [OOC] On Orcish numbers: Orcs use a standard base ten counting system, much like the other races of Almaris. However, foreigners to orc culture can quickly become confused by the naming system for digits, where those larger than five start with the prefix of “H”. In text, the numbers are represented through a written title or a corresponding system of letters. For example, the number One or 1 would be written as Azh or I. Two or 2 would be Dub or II, and so on. The counting system can be found below. Azh = One = I Dub = Two = II Gakh = Three = III Futh = Four = IV H' = Five = V H'azh = Six = VI H'dub = Seven = VII H'gakh = Eight = VIII H'futh = Nine = IX Azhty = Ten = X Dubty = Twenty = XX Futhty = Forty = XL H’ty = Fifty = L Azh’Kint = One Hundred = C Dub’kint = Two Hundred = CC ...And so on.
  13. [!] A missive would be sent out to all corners of Almaris, a scroll of dense parchment containing surprisingly legible Common script [!] Dey uv Dah Rex: Ah Celebration! [!] A colorized depiction of orcs being served by William 'Gruksmasha' Raven at the Betharuz Tavern. [!] To all brothers and sisters of Krug, and all other peoples of Almaris: There is wonderful news and reason for all peoples to rejoice this day! The War Nation of Krugmar is delighted to announce a celebration, wherein there will be feasting, fighting, and festivities for all! This is a time for laughter and celebration, for our people proclaim the veteran Azhug'Gorkil as the new Rex, leader of all those who share the honor and blood of Krug. No matter your allegiance or status, we welcome you to join us for multiple days of celebration in the grand goi of Krugmar as our Rex takes the first steps in leading our nation to greatness once more. We will feast, we will klomp, we will drink, we will smoke, and we will honor this new beginning with all who wish to attend! This event will be from the Azhty'futh' (XIV) to the Azhty'H'gakh'th (XVIII) day of the upcoming Grand Harvest! The planned festivities include: -A spiritual ritual and telling of Orcish history guided by our Motsham, the legendary shaman Murdok'lak. These rites and lessons will be held for all to witness as our new leader receives the spirits blessing for his reign. -A grand fist-klomping competition, the all new Tournament of the Iron Fist! Face off against friend and rival alike with the most honorable weapons of all, your very own fists. The singular grand victor will receive a trophy inscribed with their own name as well as the title "Ironclad of Krugmar"! This prize will also include an astounding 500 mina. Are you strong enough to reign victorious? -Time with the new rex! All who attend will be given the chance to personally speak with the rex in a casual nature. Ask questions, offer advice, pledge fealty, or even challenge him to an arm-wrestle! - For those who trust the strength of their stomach, Kor'garr is announcing a great drinking competition! Test your mettle (and liver) against various brews of increasing potency from all around Almaris in the Iron Gut Grog Slog, ending with the fabled Blah uv the Spirits itself, a drink rated over 180 proof by volume! Any winners (or the last standing contestant, if they last long enough) will not only win 10 Teef (100 mina) but have a plaque with their names mounted upon the Tavern wall for all to see and be amazed! - Opportunity in the marketplace! Whether browsing for new wares or hoping to open a shop yourself, Krugmar has many opportunities for the aspiring entrepreneur! New goods include special exports from Yong Ping and Talon's Port as well as goods from Krugmar itself. Simply talk to Kor'garr of Lur during the event for more information. -A snaga chase! Several of our snagas have volunteered to be the targets of a mock hunt, so that our guests might enjoy one of Krugmar's favorite and most traditional pastimes... -Drinking and Feasting at the Betharuz Tavern! Feel free to order exquisite cuisine made locally in the goi of Krugmar. Try a dragon egg, jerky, or even an 'orcish delight'! The aspiring drunkard will have many options for grog available to purchase as well. We invite you to Krugmar so that you might pay honorable respects to our new leader as equals, and join in on the celebrations of Uruk culture! This is truly a new beginning for the Rexdom, and because of this we welcome all guests with open arms. No matter what troubles or grudges our peoples may hold, this will be a time of jubilance and respite from the tensions of politics or conflict... Dare we say it might be an offer from our new Rex of that 'peace' you all hold so dearly, brief as it may be. In addition, it has been decided that from now on there will be no requirement of tribute to enter Krugmar, to promote hospitality and interaction between the children of Krug and all other descendants. Feel free to visit the festivities without need of payment or worries over coin! To all those lost brethren who find themselves with the accursed status of whitewash: We will also extend this generous blessing to you. During this time, and this time only, any who wish may discuss with our new Rex the reason behind their status, and if deemed honorable may begin the process of returning to the ways of Krug kind with the ancestors' blessings. For those who were raised without knowledge of the Orcish ways, we implore that you return to us and finally begin learning of your true heritage, to once more follow the honored path of Krug and his blood. [!] While all have been invited, those listed below would receive personally addressed invitations to Krugmar by way of courier. [!] - Vivian of Talon's Port, and their retinue. ( @Flayns) - Norli Starbreaker of Urguan, and their retinue. ( @Nooblius) -Ysani Balvyre of Yong Ping and their retinue, with special mention of Tsune Hirano. ( @xYoukaiz & @Tentoa) -Sven Edvardsson of Norland, and their retinue. ( @MasonMcBadbat) -Heinrik II of Haenseti-Ruska, and their retinue. ( @Rudi) - Gwynevere of Sutica, and their retinue ( @_Twi) -Duke Eugeo of Elysium, and their retinue. -Vytrek Tundrak of the Snow Elven Remnants, and their retinue. [OOC: The event will take place from 2:00PM to 6:00 PM EST, on Saturday May 15th of 2021] Signed, Kor'garr'Lur, Yazgurtan of Krugmar
  14. [!] A large missive can be seen upon the Krugmar Notice Board in heavy, crude text [!] Ah Kall vor Znagagoth [!] A colorized depiction of a possible Snagagoth berating an unseen snaga. [!] Tu awl bruddahz agh ziztahz uv Krug: Dah rexdom uv Krugmar iz en need uv ah nu Znagagoth! Vor tu lowng ‘av owur veeldz agh mynz unly bin werk’d by owur own ‘andz, vor tu lowng ‘av znagaz gon’ witnub mazturz ohr dizziplin, agh dah nu Rex iz zimplee tyurd uv et! Iv lat gruks lat kan git znagaz, keepz dem, agh mayntayn dem, dehn diz iz dah werk vor lat! Lyk mozt leedurzhyp pozizhunz, et wihl bi dizydid bai ah bub’hozh klomp, az eny tazkmaztur wihl need dah strength uv Krug tu keep dah weekur azhz bound vor znagadom en lyne. Dah klomp wihl bi en dah Tavurn Klompin’ Pit own dah Azhty-H’futh’th (XIX) dey uv dah Azht Zeed. Blah wit Rex Azhug’Gorkil ohr owur Dominuz Rug’bruh Rax tu be ahn ovvishul kontindur vor dah pozizhun! [OOC: Translation and Information below] Signed, Kor'garr, Yazgurtan uv Krugmar
  15. [!] A large poster would be plastered on the the tax office and notice boards of Krugmar, thick crimson letters scrawled across it's surface. THE NU BLARGYNG ACT OF KRUGMAR -- _____________________________________________________________________________ Wit' da chayngyng uv dah lockz bai Kor'garr uv Lur, Nu Yazgurtahn uv Krugmar, der wihl bi muhltipul chayngiz tu dah blargz uv diz bub'hozh goi, agh dah weyz dat owur bruddahs agh ziztahz wihl bi prohvydid rovvz over der grukkahz. Bohth tu incurige owur brethrin tu liv wit uz en Krugmar, agh tu mayk zure de avvairz uv mayntininz ruhn zmoothliz. Kor'garr uv Lur pledgiz dat noh longur wihl eny Uruk need tu goh witnub ah playze tu kall 'ome, zo may dah zpeeritz guyde uz tu bub'hozher tikz. _____________________________________________________________________________ Pryciz Dah main poynt uv Blargz ar tu keep owur peepulz warhm agh comvurtabul, nub tu drain vazt ahmouwntz uv teef vrum owur owhn bruddahz. Dat beying zed, Dah mozt bub'hozh ov blargz ahr entinded vor vamiliez agh lyve-maytz. Tayk dat az lat wihl. [!] The script changes to a more legible common, instead of the scrawling text from a heavy Uruk hand. Each Class is meant to represent who can own such house and its size: Class C - It is a tiny-sized house, fit for a single person with a small storage space, it can be owned only by the slaves of Krugmar, and has no associated price. Class D - An extremely small but yet comfy dwelling deep in the caves of Krugmar, made to fit one single person. It can be owned not just by any citizen of Krugmar, but any ally or tributary with express permission by the Yazgurtan. Cave Housing can be purchased for Gakh (III) Teef, with a cactus week rent of Azh (I) Teef. [!] The text returns to Kor'garr'Lurs' handwriting for a single paragraph. A notable exception: Kor'garr duz nub beleev dat owur kubz zhuld zleep en dah kuld agh rayn. Eny kubby wuntyng a blarg kan 'av a Klazz D vor VREE uhntyl dey ahr propah adultz uv Krugmar. Wiz peep owt vor owur kubz. Class B - A small-sized house, fit for one or two under modest circumstances with a decent storage space, it can be owned by any citizen of Krugmar, or any ally or tributary with express permission not only from the Yazgurtan, but the Rex them self. Class B housing is available for H'gakh (VIII) Teef, with a cactus week rent of Dub (II) Teef. Class A - The designation for a medium-sized house fit for a small family, with a wealth of storage space and possibly a decent sized extra level, it can be owned by any citizen of Krugmar. While by far a superior upgrade to the earlier classes of housing, Class A blargs can be purchased for Dubty (X) Teef, and have an upkeep of Futh (IV) Teef. Class S - A purely expansive home fit for a large family to live in, this class of housing boasts an extra level and a huge amount of storage space, complete with multiple bedrooms and pre installed furnishings. It can be owned by any citizen of Krugmar, though it is recommended to purchase such a home with multiple residents. This luxury only has 6 total slots, each available for Dubty'agh'H (XV) Teef with a tax of H'dub (VII) Teef. Taxes are due each year or Cactus week by the month of Sun's Smile, or the end of the Cactus Sunday. Kor'garr wihl peep iv lat triez tu zkip latz duez wit Blah, ohr eny vanzi trikz. Iv lat lyvz en dah Blarg, lat payz vor dah blarg, agh doze Teev bilohng tu Krugmar etzelv. Dunnub mayk Kor'garr krump lat. _____________________________________________________________________________ Pryvahcy Upon purchase, each house owner has the duty of maintaining the house’s looks to a minimal standard, not doing so might result in its house being put up for eviction. Turning a house into a complete storage deposit is not allowed, doing so will result in the house owner’s being warned for their first offense. If the situation is not resolved by the following Tax Day, then the House will be up for eviction. Basements may not be made underneath any house, nor any upgrades that would alter the default size, theme, or exterior shape of the house. If you are looking to modify the outside cosmetic appearance of your home, please consult the Yazgurtan before making any changes or risk eviction. Interior remodeling is, of course, acceptable within reason.
  16. Lak clan The Lak clan is a clan known for their devotion to the Spirit of the swamp, Laklul. The members of Clan Lak are very identifiable due to their blue skin, 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. The clan was founded by the well respected shaman and former Rex Shreck’Lak back in Athera after the Dom clan saw a mass of emigration due to the dishonorable actions of Rusk’Dom "the Liberator''. Once the clan arrived in Vailor, the Laks constructed their own home; Fort Duloc, at the southern part of Shreck's swamp. The fort was a massive plateau with a palisade poking out on the right flank. To get to the capital from the Fort, it would take a long and treacherous walk. The clan has dwindled in numbers since Vailor, with very few of their members being seen around the different Goi’s since then. The most notable and big event of the Lak clan since the clans gradual decrease in number occurred very recently, on the 2nd of Malins Welcome, 1770. Shreck’Lak returned to the city after not being seen for decades upon decades. He returned with a mission from Laklul, demanding an audience with the Rex. The reason for this sudden meeting was to proposition the Rex with an important task, to fight Shreck to the death as Shreck could not think of a more honorable or worthy death than at the hands of the Rex. His old age had left him weak and frail, no position an orc of renown should reach and he could no longer serve Laklul to the best of his abilities. With a decisive fight, the founder of the Lak clan was dead There have only been two Swampgoths since the passing of the ever noble Shreck’Lak. Kolaz’Lak, a Rex of Krugmar upon Arcas for a time, who ruled the clan well in the short few Cactus Weeks of his Swampgoth-hood and Rexdom, but it was not to last. Laklul visited the young uruk in a dream, calling to him to a mighty pilgrimage in the Swamp spirits name. And it was thus that Kolaz left the Rexdom and his clan, leaving the few remaining Laks in the hands of Murdok’Lak, the current Swampgoth to this day. Kolaz left Murdok with a task of great importance that he was unable to complete before Laklul called him to travel. The task being to uplift Laklul higher than ever before: a task still being strived toward. Murdok’Lak, unlike the previous Goths of the clan, is a goblin, diminutive in size, yet has managed great feats in his life. Most notably he maintained the Rexdom of Krugmar as their Rex for over three Cactus Months after the departing of Rex Ugrad’Lur. During this time Murdok’Lak led the orc people in glorious combat against the Inferi menace that plagued Arcas in its final years. With the might of an ancient relic gifted to him by foreign beings claiming to be descended from a titan named Brev, Murdok’Lak used the relic alongside the forces of the Aenguls and Decendent kind alike to strike down the traitor, Gazardiel, who had been collaborating with the Inferi demons to bring about the end of existence. With his leadership, the orcs of Krugmar managed to make it safely to the new land of Almaris, where he now rests with those few remaining of his clan, as a shaman and a guide to all orcs. Mandates of Laklul. The members of the Lak clan are expected to follow the Laklul Mandates, as they believe this is how any righteous orks should live, especially a Lak. I: Laks are expected to follow Krugs code. II: Laks are to respect swamps as they are sacred in the eyes of Laklul. III: Laks are expected to revere Laklul and hold it in high regard. However, it is encouraged to praise and follow other spirits, keeping Laklul as the priority, an example of a second spirit often praised by Lak is Anrkus, the spirit of the Sea and marine life. IV: Laks are expected to remain loyal to the clan until their death. V: Laks must respect fellow Laks and their property. VII: An offense to a Lak or the Swampgoth is an offense to Laklul himself. IX: If a Toalak dies while under the care of an orc, they will get beaten and have purple dots painted onto their face for one cactus week. The punishments possible for breaking these codes are: Luk - No Lak respects these orcs, and are encouraged to beat them. Branding - For some of the lesser offences, they are branded and are treated with much less respect. Beatings - Either individually or by a group, it has been decided that this person must bear their responsibility by being beaten. Being left to die - As simple as it sounds, this person will be brought to the brink of death (often with broken knees, and large cuts littering the entirety of the body) before being abandoned and left to die. Culture and traditions. Trials: Any possible Lak clan recruit must prove their dedication to both the Swampgoth and Laklul through a series of three trials: The recruit must find a suitable sacrifice to Laklul, and under the Swampgoth or an elders supervision, you must sacrifice them under a shrine to Laklul. Educate one non-orc of any Immortal Spirit, or even convince them to build a spirit shrine in their home. You must record their name and bring suitable proof of teaching them to an elder or the Swampgoth. Swear your allegiance to Laklul and the clan under the shrine of Laklul. There is one overlaying trial with both born Laks, and those who are initiated into the clan: You must travel into the nearest swamp and retrieve something which you believe you could both make a weapon and a piece of clothing out of. For example: wood for a club or seaweed for a necklace. However, for those born into the clan there is a very different set of trials: You must choose your Toalak from a tadpole, rather than a juvenile. Build a small totem or shrine to Laklul. Clan Hierarchy: Swampgoth. The Wargoth and head of the clan. Chieftain. Second in command of the clan, and will fill in if the Swampgoth is absent. They are personally chosen by the Swampgoth. Berzerker. Warriors who have proven their dedication to the clan, proven themselves to be competent in leading raids and battles should they need to. Zealot. Slightly above Devoted, the higher ups of the main force. Devoted. The main force of the clan, the generic and base rank. Initiate. Those who show interest in joining the clan, or have only just done so. Traditions: The Wargoth of the Lak clan is referred to as the Swampgoth, rather than Wargoth, to stress the importance of Laklul within the clan. The Swampgoth is only the leader of the clan because the Spirit of the Swamp deems it so. Laklul was pleased at the Lak clan’s devotion to him, and his cause; it is not known whether he created the Toalaks in his image, or he took on the image of a Toalak. Regardless, Toalaks are giant colossal toad-like creatures which are a staple of the Lak clan and are used commonly as mounts within the swamps. Laks are given a juvenile Toalak upon entering the clan. They are expected to raise the Toalak until it’s an adult, which they can use as a messenger or even a mount if it’s big enough. Clan born Laks however do not receive a grown Toalak, instead an infant Lak is expected to venture into the blessed swamps and find a Toalak tadpole to claim as their own. Once named a tadpole is the sole responsibility of the Lak kub to raise and protect. Should the tadpole die on the watch of the cub the cub is to be punished harshly for they have not only failed the clan but failed Laklul himself as Toalak’s share the appearance of the great Laklul. The punishment fitting this failure is branding, specifically a Toalak will be branded onto the back of the hand to not only make the neglect of their duty obvious to all but to also serve as a constant reminder of what that tadpole should have become. Laks favour the swamp to any other environment, if one is close enough to Krugmar they’ll often choose to live there rather than in the main city. If they choose to live in the main city, they may choose to live underground and choose to decorate their houses in a fashion which would resemble the swamp. Laks are encouraged to travel about and preach about Laklul to both orcs and non-orcs. While they are mainly encouraged to preach of Laklul, they are also meant to preach about other respectable spirits. While Laklul must always remain as a Laks favoured spirit, they are encouraged to also praise Akathro, Greater Elemental Spirit of Water, and Bregthar, Greater Elemental Spirit of Earth. Laks who choose to take the path of shamanism are encouraged to do so by learning elementalism, specifically water and earth. Activities: Swamp based games, e.g. mud wrestling, spear fishing, crocodile hunting and anything else which could bring enjoyment. While hunting is not a big focus for the clan, they typically hunt lizards and other swamp predators for fear that their toads may get eaten. Festivals in the name and in dedication of Laklul. These are hosted somewhat infrequently, but when they do, the Laks put a lot of effort into it and try to make it a big spectacle. 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 like canonism and aspectism are heathens, especially those of aspectist belief, as the aspects stole the power that Laklul deserves. The spiritual crusaders often walk around in very light armour, carrying a club which they use to beat the belief into non-believers, and a small scripture with lists of spirits’ names and their domains alongside prayers for them. ((Lak clan’s now looking for new members, and looking to grow back to what it once was. Add me on discord or respond if you’re interested, Frog Father#0877))
  17. THE TREATY OF THE HONOR BOUND II Issued 11th of Malin’s Welcome, year 14 of The Second Age PREAMBLE In the wake of trouble stirring upon the continent of Nyrheim those honorable world powers, the Kingdom of Norland and War Nation of Krugmar, henceforth referred to as the signatories, have deemed it appropriate to combine their spheres of influence to maintain law and order within the western half of the continent. This pact shall last exactly 15 years at which time the signatories may choose to renew it. ARTICLES: I.TERRITORIAL DEFENSE PACT II.INFRASTRUCTURE & DEVELOPMENT III.REGARDING OTHER WESTERN NATIONS IV.REGARDING THE IRON ACCORD ARTICLE I: TERRITORIAL DEFENSE PACT The territory between the Kingdom of Norland and War Nation of Krugmar are essential lands in the defense of the two great nations, as such the two powers have chosen to jointly claim and control those lands. The signatories have agreed to the following terms regarding defense between their respective realms and their jointly protected lands: Signatories hereby refrain from participating in any conflicts that put them at odds with one another. Signatories have henceforth entered into a defensive pact where the parties will provide military assistance to the defender. Signatories hereby agree to protect the Joint Protected Territories (see Map 1) from any unauthorized expansions of foreign nations into the Territories. In the event of war, each signatory may issue their own demands to the offender in question, however trophies of war are to be split evenly between the signatories. (Map1) Map of Nyrheim, in black hashes represent Joint Protected Territories of the Pact, red hashes represent the Kingdom of Norland’s claimed lands, and grey hashes represent the War Nation of Krugmar’s claimed lands. ARTICLE II: INFRASTRUCTURE & DEVELOPMENT The Joint Protected Lands are undeveloped and empty and so the two powers hope to aid in the development of roadways and riverways. Such development shall encourage trade and travel throughout the region. The signatories have agreed to the following terms regarding infrastructure and development of the Joint Protected Territories: Signatories hereby agree to the development and maintenance of roads and riverways within the Joint Protected Territories. Signatories hereby agree to establish a mode of transportation between their respective realms. ARTICLE III: REGARDING OTHER WESTERN NATIONS The signatories of the Treaty of the West understand the independent and free peoples of the Joint Protected Territories and shall not infringe on their independence unless provoked. The signatories have agreed to the following terms regarding other western nations of the Joint Protected Territories: Signatories hereby agree to accept, if jointly agreed upon, any settlement or nation which wishes entrance into the Treaty. Signatories hereby recognize any settlement or nation within the Joint Protected Territories who actively seeks to undermine, assault or harm any other nation within the Treaty as a breach of the peace and an attack against all signatories. ARTICLE IV: REGARDING THE IRON ACCORD The Kingdom of Norland’s ties to both the Kingdom of Haense and the Grand Kingdom of Urguan may cause conflicts of interest between the signatories of the Treaty of the West, the Kingdom of Norland and the War Nation of Krugmar shall make great effort so as to avoid such conflicts. The signatories have agreed to the following terms regarding the member states of the Iron Accords: The War Nation of Krugmar is under no obligation to aid in the defense of Iron Accord member states, unless explicitly stating their support. The War Nation of Krugmar shall refrain from entering into conflict with any Iron Accord member state, if conflict is had the Kingdom of Norland shall immediately make attempts to coordinate diplomatic solutions. The Kingdom of Norland will not partake in any potential conflict between the Iron Accord and the War Nation of Krugmar, unless it is a war of aggression against a member of the Iron Accord. Signed, Caedric Edvardsson, Hand of the King In the name of, Halvar Edvardsson, King of Norland, Duke of Varhelm, Protector of Highlanders Zhot’Rax, Rex of the War Nation of Krugmar
  18. Ajax Frostbeard in his usual stint of writing has composed a new song! Posting it quickly in the tavern hall in Urguan's mountain holme he returns to his home to make additional copies, wishing to send them out to the other nations of the world. His hopes are this song can become popular enough and be enjoyed outside the kingdom as well. The Indomitable Cavalryman I'm Haenseti, I'm Norlan Im a Holy Oren son Charging Khazadmar across the plain I'm the lancer on a dun I'm an Uruk on the run I'm a Horseman here to bring you pain. Was with Verthaik and the 7th 16-06 or was it 7? Countless Urguan footmen i did hew And the tears and tribulation Of that proud dwardmari nation Them I know because I was riding with them too And I ate rations on the run, Riding with the Uruk hun In the distant redrock steppe while in their prime Whether coalition, or sedition, in these wars' painful attrition I had burned down your village in the night And I knew the Fierce Sultan, and rode their swift arabians Harassing heavy northmen upon their heavy drafts. And yet I rode the Pereshan against the Federal Suitican And once again blood in sand was cast. (well) I'm Haenseti, I'm Norlan Im a Holy Oren son Charging Khazadmar across the plain I'm the lancer on a dun I'm an Uruk on the run I'm a Horseman here to bring you pain. Well I've worn the Talon's Crimson If you're quiet and you'll listen You'll know that It was with him that I stood When along the ports kids cried as their mounted constable died Cut down by highwaymen's cold blood. Well I's the prancing heavy lancer when I fought beside Ruskan dancers Suffrage of Haenseti's Oren Raids. And mine was not to question why Mine was but to do or die In Elvenesse, with their Charging Light Brigade On mountain high in Rocky eden Be me Urguan be me Heathen The Traitor to the hammer I will put With A Crack Flanking Maneuver I'm a Norlan mounted trooper Striking Terror into Landsknecht men on foot. (well) I'm Haenseti, I'm Norlan Im a Holy Oren son Charging Khazadmar across the plain I'm the lancer on a dun I'm an Uruk on the run I'm a Horseman here to bring you pain. Well I knew my days are numbered As all the fortresses lumber More modern innovations then again No match for arcane fire, or Dorimnur's Cannon-shot With a swift rear guard action i retreat. No Match for Pikeman's Ire, or Hefty Golems fought Reluctant, I retire and take my leave. These days I ride as special forces On those wild Druidic horses To those southerners we give our thanks And no matter which side deployed on If you want this battle won, You'll always need me to strike at their flanks. (well) I'm Haenseti, I'm Norlan I'm a Holy Oren son Charging Khazadmar across the plain I'm the lancer on a dun I'm an Uruk on the run I'm a Horseman here to bring you pain. I'm a horseman here to bring you pain. Was with the Greenskins as they pleaded To find the wells so badly needed And The Kahazad War rams charging Oren ranks Saw high elves mount struck down in a haenseti town The Night We charged the empire down As we piled them both up like cordwood planks
  19. Maiyun

    Clan Lur

    оО〇・-・〇Оо・-・оО〇・-・〇Оо・-・оО〇・-・〇Оо I swear that I will ride like the wind, hunt like the wolf and kill like my ancestors before me. My weapon belongs to Lur, my body belongs to Lur, my life belongs to Lur. I am loyal above all to Lur, I will die for Lur. I forsake my land, wealth and glory, all that is mine belongs to my clan. оО〇・-・〇Оо・-・оО〇 Lore 〇Оо・-・оО〇・-・〇Оо The Lur Clan was formed by Lur, one of the four sons of Krug. The clan has a long history in Orcish culture, standing itself alongside the Gorkil and Azog clans as some of the longest in existence. The Lurs are not footmen, they are hunters. The hunt is the most important thing for a Lur. To prove themselves in the hunt is what all young Lurs wish to do. The Lurs have a bond to The Great Lur wolves, huge intelligent beasts that only obey the Lur clan. Along with hunting, Lurs are master beast tamers, whether it be a simple canine being or even the scaddernak. Trained as a kub to take advantage of the nature that Freygoth provides them, they spend countless hours living among the beasts of the lands. Taming and using these beasts come with great skill, only a select few Lurs are able to master this talent. Along with beast-taming, there are many other skills that Lurs tend to take up. Every Lur strives to perfect the hunt and to rise. They have a strict code of conduct and believe in honor above all. Lurs are usually smaller than other Orcs, but they make up for it by being much quicker and more agile. When a Lur or their Wolf are killed in the hunt or in battle, their bodies are brought to their ancestral lands and then burnt. Their ashes go to the wind and will always ride in the wind. The Lur believe that when they die they go to a great plains of the spirit realm where they will hunt with Lur for all eternity. оО〇・-・〇Оо・-・оО〇・-・〇Оо・-・оО〇・-・〇Оо оО〇・-・〇Оо・-・оО〇 Traditions 〇Оо・-・оО〇・-・〇Оо The Trial of the Hunt: Should a Lur or anyone else under Lur rule break a code or do an act against the Lur clan, then they shall be trialed by hunt. The rule breaker will be armed and set out into the night by themselves with their wolf detained. The rest of the clan will spend time preparing for the hunt that is about to begin. Once they are ready, they set out to hunt down the accused in hopes to find them, and slay them; Being treated as an animal or other worthy beast. However should they be caught, they will serve as a sacrifice to Votar, as he chose to bless the hunters more than that hunted. Although if they survive, their crimes shall be vanquished as the spirit of Votar has been pleased with their performance. Coming of Age: When Lurs reach the age of 9 years they are introduced to a Lur wolf cub. The Lur and its wolf are sent to the wilds to survive. This is to prove that the time of weakness is over, they are no longer prey, it is time to be strong, to be the hunter. The wolf cub and the Lur are bound together not only as rider and mount but as brothers, elder Lurs have grown so close to their wolves they can hear each other's thoughts. Once a Lur wolf dies, a Lur shall never tame one again, as an act of respect for failing these beasts. However shall the orc die, the Lur wolf will be slain, and laid to rest with the orc. Popular spirits that are worshipped among the Lur Clan are Votar, the Spirit of the Hunt and Freygoth, the Spirit of Nature. оО〇・-・〇Оо・-・оО〇 Hierarchy 〇Оо・-・оО〇・-・〇Оо Wargoth The head of clan Lur Chieftains Seconds in command Elders Former Wargoths and Chieftains who act as advisors Hunters Members who have passed their trials Scouts Those who have yet to perform their trials оО〇・-・〇Оо・-・оО〇・-・〇Оо・-・оО〇・-・〇Оо оО〇・-・〇Оо・-・оО〇 Code 〇Оо・-・оО〇・-・〇Оо Only when in great need will a Lur hunt the weak. There is no honour in hunting and killing something that presents no challenge to hunt and kill. A Lur will always seek strong prey, as the prize is greater and he becomes stronger in doing so. They are never to hurt or kill another Lur outside of an honour duel. Obey the leader of the hunt (Wargoth of the Lur clan) with no hesitation. They were chosen by the elders and by Lur himself. Only Elders and Chieftains may challenge for Wargoth, and it must be done with the support of the Hunters who will have to live under their ruling. Furthermore, Lurs should never try to take the position of another Lur for your own personal gain. The Clan always comes first. оО〇・-・〇Оо・-・оО〇 Bloodlines 〇Оо・-・оО〇・-・〇Оо The Fist Bloodline: The Fist are usually the most calm and cold of the Lur bloodlines, they think that physical strength is the purest weapon that a warrior can use. They descend from Tor, the Fist of Lur. The sons of Tor will go to extreme measures to get stronger and stronger. The Trickster Bloodline: The trickster descends from the Trickster of Lur. They are the most diplomatic and the best at convincing others to do what they want, The Tricksters sons are many times goblins for their founder was goblin. They are often considered to be some of the smartest Orcs arounds. The Wolf Bloodline: The most savage and wild of bloodlines but also the most loyal and trustworthy. The wolves descend from Kurak the Wolf of Lur.They are the biggest of the Lurs and their preferred weapons are metal claws that let them act as savage as they want. They also have a closer bond to their wolves than other Lurs. The Axe Bloodline: Primarily known as the most stubborn and rash of all Lurs, they are strong and powerful and put honour above all other things. They think of themselves as an always improving warrior. They descend from Bralkor the Axe of Lur. The Sword of Lur: This bloodline is the most agile of all Lurs and some of the quickest as well, they enjoy riding as fast as they can and they descend from Jarkan the Sword of Lur. оО〇・-・〇Оо・-・оО〇・-・〇Оо・-・оО〇・-・〇Оо оО〇・-・〇Оо・-・оО〇 Trials 〇Оо・-・оО〇・-・〇Оо Trial One: A hunt of equivalent value to be determined by the Wargoth. More ambitious uruks may receive a more challenging trial should they wish to prove themselves and earn favor within the clan. The spoils of their trial will be hung on the Wall of Hunts. Trial Two: Trial by Hunt! Having passed trial one, the Scout is now tossed into the wilderness with only their wits and their lur wolf, and must spend the entire night hunted by two Hunters. Should they survive, they will pass and move to the next trial. Should they fail, they are forced to wait a year to improve their skills until they can demand to try again. It should be noted that if the Scout is not of Bloodline and therefore has no Lur Wolf, the same rules apply, except the Hunters will not use their wolves. Trial Three: A good hunter is also a good leader. For their third trial, the scout must lead a hunt of their own with at least 3 of their brethren to success. Once the kills have been brought back, the entire clan will cook and feast upon the spoils, and the Scout will take the Lur Vow to become an official Hunter! оО〇・-・〇Оо・-・оО〇 Allies 〇Оо・-・оО〇・-・〇Оо Clan Ka’zul. A sub-clan of Lur headed by Dominus Durak Ka’zul. They were trialed by Yarrow’Lur and found to be worthy, and appear to be quickly heading towards full Clan recognition. оО〇・-・〇Оо・-・оО〇 Related Posts 〇Оо・-・оО〇・-・〇Оо History: https://www.lordofthecraft.net/forums/topic/91112-history-of-the-lur-clan/ Lur’s Story: https://www.lordofthecraft.net/forums/topic/37850-story-of-lur оО〇・-・〇Оо・-・оО〇・-・〇Оо・-・оО〇・-・〇Оо Those interested should contact Maiyun [Yarrow’Lur] or EndCallCaesar [Kaluz’Lur]
  20. 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”
  21. An Orcish breach of neutrality 13th of Snow’s Maiden, Year 4 of the Second Age. The Story on a regular stroll through the city, Mika Uialben, The Trade Prince of Sutica was halted by a tall and imposing orc from Krugmar, demanding tribute from the monarch and trying to claim the right of sutican throne right before him, stating the Sutican lands were Krugmari territory as by his command. such an act made the trade monarch chuckle and request his leave, which was denied and instead called upon two others as a citizen and Domonic Elmoran, the minister of defence, had taken notice and came to Mika’s aid. The orcs were requested three times to leave and in the end they did with a head less on their bodies as there were before. The Amends to Neutrality Sutica is neutral and will only act upon breaches of neutrality if a chance at peace has been thrown out of the window. With such, this breach from Krugmar orcs is not forgiven, but tolerated if the Rex of Krugmar publicly announces it is wrong to attack a neutral nation and bides sorry for its actions to the Sutican Citizens and its vassals as well as releasing all non-existent claims on sutican territory by Krugmar with the addition of a Sutican never having to be asked for tribute ever again. After such is done there will be no further qualms between our nations. if broken once more we will have to instate heavier demands to make amends. I hope you understand. With a most formal Greeting, Trade Prince of Sutica.
  22. No More Monkeying Around The Rex paced up and down within his chambers, the glower of Krugmars great, beating sunlight glimmering through the slatternly window. It flickered across the room - a reminder to those who stood present of its occupancy; like a wild conflagration it danced and writhed and cast its black taint across the yellowed walls of the palace. Orgoth - the aforesaid Rex - was invested with a deep, underlying wroth - which was clearly ostensible in his gait - and eventually broke his trance of idle pacing and contemplation with a sigh, wherein he thereafter abruptly pivoted to meet his Targoth, Goj and Yazgurtan with a stern disposition. He opened his mouth to speak. But he stopped. And closed it. But then, he held it awry once again, this time granting his anger audible tangibility, “Firstly, we almost succumbed to the scourging pestilence of the Orenian horde, and we were cast out from our rightful home...” The triad that stood before the hulking Braduk all gave nods of approval as he administered his monologue, “...And then, we were once more threatened with cessation…” Orgoth shook his head and paused… but peculiarly gave a hoarse, concise chuckle, “Well, Oren’s backward plans bit them right in the ******* arse!” The three too laughed, “But now, we are faced with a coeval grievance… some ******* baboon men are living in OUR land, and taint it with their worship of Metzli and sordid doings!” The three looked at each other at the sudden outburst. Orgoth mellowed his tone somewhat and proceeded, “We must reclaim Zagbals jungle, but I am done trifling with peace, for that lead to my envoy being attacked. It is time for great WAGH, brothers.” Orgoth’s chin twitched as he concluded his statement. His gaze slowly examined the Uzg’s most powerful men, his eyes locking primarily upon the Yazgurtan, “Vagud, amass a fleet at any expense, take the builders and construct some if you must.” “Yes, Rex,” Said he, Vagud’Gorkil, a redskinned ork with eyes of a frugal yellow. The Rex’s stare, at a languid pace, honed in upon the second’s countenance, “Kuntklobbera, prepare the soldiers, ensure their Zults swing true.” “Yes, Rex,” Replied the Targoth, who - akin to Vagud - possessed a skin feverishly red, and eyes equally so - a fiery orange. Orgoth then looked to the third, “Gurak, take as many slaves as we can spare and sacrifice them to Enrohk, for we must be in his favour.” Gurak replied with a slow nod, “Yes, Rex.” His deep red eyes glinting in the invading rays of gold. Orgoth stood back, and waved a hand of dismissal. The others complied and they left hastily to fulfill their given tasks. Soon after, a massive fleet was borne before him of dwarvish and orcish transport ships. Wagh was on the horizon. WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Skirmish Date And Time: 4PM EST, SAT 1st of April 2017 (No not a Prank) Side A: War Nation of Krugmar + Allies Side B: Hou-Zi Location and boundaries: Direct Area: https://gyazo.com/97d0648496ccb5186379a8bfa938d6bb Surrounding area of battlefield for reference to location: https://gyazo.com/8ef0f8c8467ea81b208a7f394fbfbe7d Terms of Victory Victory for the Attackers: All Hou-zi forces are killed or driven from the battlefield. Victory for the Defenders: All Orcish forces are killed or driven from the battlefield. Upon Victory For… Side A: The Warnation of Krugmar has the right to establish a siege camp outside the Houzi lands and may siege/pillage/take over the following week. Side B: The Warnation of Krugmar may not warclaim the Hou-zi for two weeks. Rules - No status switching. - All LoTC Rules - No one day alts or non rp allies - No TNT -Only the addition of sensible defenses that are moderator approved may be added. - If the Hou-zi does not attend, their lands are forfeit to the Warnation of Krugmar. - No New Hou-zi applicants after this post until the WC is over. -No Golden Apples
  23. Guest

    Krugmar Arena

    *A NOTE IS PINNED ON THE KRUGMAR WALL SPEAKING IN ROUGH ORCISH LETTERS* “The credit belongs to the man who is actually in the arena; whose face is marred by sweat and blood; who strives valiantly; who errs and comes short again and again because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotion, spends himself in a worthy cause; who at best knows in the end the triumph of high achievement; and who at worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who have never tasted victory or defeat.” Mok'ra (Greetings) this is Burz-gro-Kash. (TapeSauce) I was consulting with many of the orcs and kha' of Krugmar, and we want to see the arena hosting shows more often. We request that we, (the people of Krugmar) are allowed to host arena shows daily, or whenever we see fit. (Mainly daily) People of all races are allowed to come, they will be 5 minas on 1 of 2 combatants. Whichever combatant wins gets the half of the bet money placed on them. The bet taker (I am also requesting that I would be the bet taker, but it's fine if I'm not) will take the other half of the winner's earnings. The rest of the money goes back to the audience members who won the bet. We will need an equal audience so that the winners get their earnings, until we have enough fundings to have an uneven amount of bets. AS FAR AS COMBATANTS GO Combatants will be volunteering characters/players. Today, I had many kha' at the arena, but we cancelled the fight because we thought we needed admin's consent. Also, the fights are PvP fights, and the combatants will have equal equipment on each other, as we found a chest full of wood swords. We would like to branch farther than this someday and have 3 v 3's and 2 v 2's and so forth. Rulg. (Thanks)
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