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Found 62 results

  1. bookstar

    Wanted!

    *Wanted poster would start to show up in Ves, Krugmar, and Sutica. It reads* https://imgur.com/alpWsH6 WANTED! The return of the man that goes by Aren Redwood. A reward of 500 minas would be given to the person, who returns him to me ALIVE! Send a bird to Noka’Lur if you have him or any information on him.
  2. Boxboiy

    Wubba ***??

    Shiitake and a small group of Shrogo Snotling wander around Krugmar, then stumble upon an odd tree. “Uh...” “Wubba ***??” wtf?? Shiitake points at the Red Tree, pointing it out to his group. ”Wub iz dis? Peep like mojo tree.” The Snotlings nodded. They all decided to take a brake from hunting, and gather a short distance from the ‘Blood Tree’. This name was given to the tree by Shii. ”Duh Blud Tree iz a short diztunce frum duh Droodz, maybe iz Droop Dik sabatoge?” Droop **** being his made up slang for Druidic. ”Maybe iz sapping duh Uzg ub plant life? Zo no cropz.” Shiitake promptly knocked out the brainmelt of a Snotling. “Id’jit! Droodz nub harm plantz.” All the little goblins in the hunting party backed up. ”Though mi gruk dey might harm plantz fer a big plan, mi nub gruk, meh.” The Green midgets sat around for a short minute, as Shiitake Pondered. ”Maybe iz just a mojo tree from anover mojo group, dat iz just pudding deez mojo treez down fur fun, and to zpread ‘lub’ and ‘habbynuz’. Maybe iz just a fanzee schmanzee shrine, but dey usually include a sign detaling wub spirit the shrine iz for. Mi alzo remember peeping a tree juzt like dis near zootica, but ubba green culuh.” As Shiitake paced, he kicked a Snotling square in the face in frustration. He was Knocked cold. The Goblins now forming a defensive circle and shifting about, to avoid getting pulverized. ”We shud experiment on duh tree too. Maybe it haz diamond ztrong wud, ‘r it turnz on fiyah when latz blah duh mojo wurd. Well, zoon mi guezz. Abtur dis liddul hunt, zpread wurd of diz spooky tree.” Small robbed goblin in Krugmar spread word, and are told of Shiitakes Theories, future experiments, and his strength, saying that he is able to control minds, and throw ologs.
  3. 3nd of Malin’s Welcome, 1724 [!] Posters in many nations would hang Urguan got talent With the ending of Urguan’s First Trading Festival, the dwarves of the under-realm of Urguan are happy to announce, the first edition of Urguan got talent. What is ‘Urguan got talent’, you may ask. It is simple as its name, its a festival at which people attendt to show their talents, with hope to win the prize. The prize of the festival shall consist in the winner receiving the title as honorary dwarf, a golden trophy, 1.500 minas and the winner shall remain in history as the winner of Urguan got talent edition I. The event will take place in the under-realm of Urguan, more exactly at the Bearded Lady tavern at the upper level. After the festival, a feast shall take place where everyone will be fed and drink like never before! Invited nations: -The Princedom of Fenn -The Rajdom of Thyra -The Silver State of Haelun’or -The Druidic Order -The Jade Republic of New Jing-Taiyun -Clan Raguk Banished nations: -The Rexdom of Krugmar -The Holy Orenian Empire The talent of each competitor shall be evalued by a highly trained team of judges. The judge team, consists of: -Hekkaes Goldhand -Ozneat Treebeard -Thumril Grandaxe -Howler Silvervein The presentators of the festival shall be: -Utak Ireheart -Gimli Grandaxe [!] A picture would be drawn of the judges and presentators The festival shall take place in the upcoming Sunday, may the best win! Signed by, Hekkaes Goldhand, clan father of Goldhand clan, priest of Da Kirjka Dverga. ((OOC)) The event will take place on 14.07.2019 at 5PM EST. For those who have a talent that involves singing, they are required to sing in VC with the judges.
  4. Shadow of the Empire The Known World, Year 700 (zooming in may be required to view cities) ----------------------------------------------=0=---------------------------------------------- Music Brief Summary The last centuries have not been kind to the Imperial state. A once mighty and indomitable force that stretched from Mesopotamia to the northern shores of the Emerald Isle has been reduced far from its former glory. Decades of stagnation, mismanagement, invasion, corruption, and plague has taken its toll on the state. The first of the dominoes fell in Italy. In 642, an amalgamation of Italian senators, natives, and generals orchestrated one of the first Imperial civil wars. In a matter of years, Imperial armies were dealt crushing defeats, and forced to largely abandon the province. Following the withdrawal, the unified coalition splintered, leaving the peninsula divided. In the British Isles continuous pressure from both Highlanders and Seakings alike has slowly eroded Imperial authority. Weakening garrisons, destroying outposts, Imperial control of the region slowly slipped. By 653, British officials could no longer tolerate the stagnant Imperial rule, and cast off their rule. Egypt, by far the most profitable Imperial province was thrown into a state of confusion by mid 660. A terrible defeat inflicted by invading Persians opened the door into the entirety of Imperial north africa. Persian armies penetrated deep into Egypt, leaving a large trail of death and destruction in their wake. The regional capital at Alexandria was even sacked towards the end of campaign. Following the humiliating defeats in Egypt and Judea, Imperial forces were unable to stop the separation of the provinces of Libya and Judea. The most recent string of shortcomings to strike the Imperial realm have sprouted up in Iberia. Only four years ago, the rebellions in Iberia begun in full swing. Self proclaimed kingdoms and empires alike on the peninsula continue to wage war against Imperial forces, though no decisive confrontation has been made yet. Now, with the assassination of the old Emperor Louis X. His son, the ambitious Charles III ascends to the Imperial throne, vowing to reclaim the lost territories and restore Imperial prestige. The future of the Empire, and the Mediterranean world as a whole hangs in the balance.. ------------------------------=0=------------------------------ OOC The rules/mechanics can be found here [Click Me], Any questions can be brought up with me. There will be a cap of 15 players this time around, more if I feel like it. Due to the limited player cap, it will come down to the quality of the application should the cap be met. So make sure your application is not bad... Playable factions this time around have been somewhat reduced. Persia and the Empire are no longer playable. However, the following are: Celtic States -Highland Confederacy -Clan Thomond -Clan O’Neil British States -Kingdom of Sumerset -Kingdom of Mercia -Kingdom of Wales Sea Kingdoms -Kingdom of Denmark -Kingdom of Norway -Kingdom of Sweden Iberian States -Iberian Empire -Kingdom of Leon -Kingdom of Andalusia Italian States -Republic of Venice -Kingdom of the Lombards -Roman Republic -Despotate of Syracuse -Despotate of Tarentum Greek States -Byzantium -Ionia -Macedon -Athens -Epirus North Africa & The Middle East -Kingdom of Judea -Kingdom of Libya -Sultanate of Arabia -Imperial Province of Egypt Tribes -Khanate of Crimea -Magyars -Saxons -Sicrii -Vandals ------------------------------=0=------------------------------ Application Nation applying for: BREIF History of your Nation: Must confine with stated above, you have some creative freedom Leader(s): Discord:
  5. The standards of Krugmar. DAH RANKS Da Bozz: REX WARGOTH COUNCIL: DOMINUS YAZGOTH MAUGOTH WARGOTH GAZGOTH COUNCIL: FRUMGRAT SNAGAGRAT HUNTSGRAT KESHIG RANK JOBS REX The ruler of the Rexdom, this orc has achieved overarching superiority and domination among his people, rising to the top of the ladder with tenacity and merciless brutality. He rules Krugmar and does his best to provide a prosperous rule. WARGOTH COUNCIL: The following ranks are on the Wargoth council, the trusted advisors to the Rex. DOMINUS The personal advisor and right hand of the Rex, he communicates his opinion on the political spectrum, whether it be domestic or international. The Dominus also seeks to mend and tend to the relations with Krugmar’s allies and tributaries, planning feasts, tourneys and other events. YAZGURTAN The workhouse of Krugmar, this orc seeks to provide the nation with the materialistic items it requires. Whether it be the steel that forges their blades, or the bark that frames their huts, the Yazgoth is there to grind.. MAUGOTH War is one of the most important aspects of an Orc’s daily life. For a Maugoth, it is everything. The Maugoth tends to the honing of Krugmar’s troops, the planning of offensive assaults and the defensive properties of Krugmar. WARGOTH Leaders of their respective high ranking clan, these orks earn their place on the Wargoth Council through the leadership of their troops. Warchief/Warlord clans and below, are not bestowed this honor. GAZGOTH COUNCIL: The following ranks are on the Gazgoth Council, and are typically ranks of Honor. FRUMGRAT Spiritualism, a driving cog of which is Krugmar’s lifeblood. The spirits care for Krug’s children, and thus we care for them. However, not many know the spirits as good as the Frumgrat. A leader of shamanism and religion, he shows Krugmar the way the spirits desire. SNAGAGRAT A rank of which has proven a great economic and cultural aid, the Snagagrat captures and bestows slaves onto clans and their respective owners. The pricing, type, and clan of the slave is all dependant on the Snagagrat’s opinionated choices. HUNTSGRAT A nation needs food, in speciality the children of Krug. Born with supernatural strength, yet a hearty appetite. For this, and more decorative reasons, the Huntsgrat often leads his men into the flora, a great task to track their prey. WARLORD/WARCHIEF The Warlord or Warchief is the leader of a clan who does not the title of Wargoth. This is typically due to the clan being new, or lacking the activity numbers the Rex wishes to see from them. However, as a leader amongst Orc-kind they are given a spot on this low council. KESHIG The Rexs personal bodyguards. Comprised of battle-hardened warriors, who have fought in many wars. They answer only to the Rex himself, and pledge their ever-ending loyalty to him.
  6. Mactroth! Cresonian Ducal Theatre Mactroth - A man and his wife work together to take over a throne that doesn’t belong to them, but what will be their end all fates in this tragic production? Audition to join the cast now! ((Co-ords to Cresonia: x: -1354, y: 60, z: 529)) Lady Jasmin Nasrid, governess of the Ducal Cresonian Theatre, has currently opened auditions, taking place on [[Saturday, 6th June, 5pm EST, 10pm GMT]] Sign up below Roles to audition for: Mactroth (Human) Lady Mactroth (Human) King Duncard (Human) Banqaul (Human) Fishmongerer (Any) Fleana (Human Child) Three Witches (Any race)
  7. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  8. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  9. Thornz

    SHAMING OF THE REX

    Orcish corpses litter the road in a trail leading to the Orcish capital. SHAMING OF THE REX "3...2….1, Go!” - Lyuathir Daemyr A Reiver laughs from he and his companions' formation as the Uzg sallied forth to avenge the lone Orc that the Reivers had accosted. At the helm of the infantry, Mah'r Volaren grinned at the sight of the frayed Orcish charge, and ordered the countercharge. In an instant, the Reiver cavalry led by Lucius Daemyr smashed into the side of the Orcish warband followed only seconds later by the infantry, Mah'r Volaren and Dirty Mike at their head, and orcish blood drenched the sand at their feet. The Rex, at the heard of the warband, realizing they were severely outclassed, sounded the retreat. Yet even then the Orcish scourge could not escape, Lucius Daemyr and the mounted units cutting at their heels, leaving a trail of dying and dead orcs on the way back to their ill-fated city. The Reivers could have easily taken this victory, but this was not enough. They would teach the orcs a lesson, and opted to invade the city on the heels of the orcish retreat. A group of Reivers, led by Daqcaer Sugarfoot and Lyulen Daemyr, found themselves trapped in the catacombs of the orcish city in their pursuit. Yet, as Reivers do, their solution to their predicament was superior skill and overwhelming strength. Instead of searching for an escape, they dealt murder to the remaining Orcs who confronted them in the tunnels, thinking them weak because they were separated. The entire warband was now decimated, with only the Orcish Rex, bleeding, weakened, and alone, limping off to the temporary safety of his primitive hut.
  10. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  11. (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
  12. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  13. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  14. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  15. Da Nazty Zkulkaz Throughout Krugmar, messengers covertly spread word of a new, budding group. Covertly would be an understatement, the snaga couriers specifically approaching Krugmar-affiliated goblins and them alone, the slaves not even being allowed to read what is on the paper. Should they read what is on the paper, they are executed. The bodies of such curious snagas clog the shores of Krugmar. : ((OOC: This is knowledge ONLY KRUGMAR GOBLINS HAVE. If your character knows this information, then you are metagaming. So please, hold your ‘The orcs are at it again, better stay off the road’ comments.)) General Information Da Nazty Zkulkaz is a private group of goblins unaffiliated with the official Krugmar Military. Instead, they are a company of covert ops/guerilla warfare specialists willing to work for the highest bidder, unless the current diplomatic situation of the War Nation would forbid them from doing so. They are known to utilize three primary tactics -Ranged Warfare -Stealth -Ambush tactics Let those honorable goblins among you not be dissuaded, for even among the Nazty Zkulkaz there is honor. Read further if you are interested. Tactics Although it is common knowledge that the Nazty Zkulkaz utilise stealth, ranged warfare, and ambush tactics, the specifics of these tactics are a well guarded secret. Those that are inducted are sworn to secrecy before being told the strategy of the band. Thus, only those who are members or those for whom it is far too late will ever know just how the Nazty Zkulkaz operate. Join, and you may discover. Ranks Unlike the majority of this nation, we do not bloat our ranks with pointless titles. Instead, there are simply 3 titles within our group. Boss- The leader of the group, currently held by Snikkit. Although they make the rules and decisions for the band, every decision they make can be overruled if the 2 Nobs can agree on it. These position can be klomped for, but only by Nobs. Nobs- As above, they are both those who rule in the Boss’s stead, but they also are able to overrule his decisions should they be able to agree. They are also there to keep order among the Skulkers. This position can also be klomped for, but there can only be 2 at maximum. This is subject to change. Skulkers- The rank and file of the band. That is all. Honor Code Despite the fact that we use tactics our larger brothers might call dishonorable, that does not mean that we are. Honor is a matter left up to an individual or a group, and thus we have drawn an Honor Code so that the falsehood that we lack honor utterly may be dispelled. -Do not abandon your brothers. Just because we use tactics revolving around stealth and speed of foot, does not mean we can abandon our allies. -Do not steal from your fellow Orc. Stealing from pink-skins is perfectly fine, as it furthers the cause of the nation. -Do not lie. Lying is dishonorable. Silence does not count, however. -Disputes among brothers that cannot be solved with logic should be solved via a physical or mental contest. Might makes right, but might is not just in the muscle and the bone. It may reside in the spirit or the brain. -Never go back on a pact. This falls under lying, but should be added for emphasis. A contract is sacred. Application to Join RP Name: Age:: Combat Experience: Useful Skills: OOC: Username: Discord:
  16. The Falling Mountain They say life is like a season, which comes and goes. But they are wrong. Life is more like a Storm. It builds up, slowly, but can end as fast as it came. it can refresh life, or it could destroy it. Some storms last longer then others, but the storm that was Turob’Braduk had ended. He towered far above others, and was known as both one of the most kind and fearless of his kind. The youngest Braduk warchief, at age 14, and one of the shortest, he stayed in his seat for only a few years before meeting his demise The Half-Olog had seen many sunrises, and many sunsets, but today he has seen his last. Turob’Braduk, Mountain-slayer, Warchief, Znagakicker, Zkygod-Klomper, Raid Leader, and Friend, had fallen, and will rise no more. He died with honor and valor, under the command of his Maugoth; fighting against whitewash. He is with Krug Now, and will be forevermore.
  17. 𝕿𝖍𝖊 𝕽𝖎𝖙𝖊 𝖔𝖋 𝕭𝖆𝖙𝖙𝖑𝖊 While inspecting a freshly constructed Theruz Shrine, Falum’Lur notices some rustling in the papers below held in the library. As he descends he comes into contact with Malohk of the Yar Clan reading upon old Yars and Ancestors. Malohk notices Falum and explains “Mi wus readin sum books tryin to find anything on old Yars.” Falum’Lur gazes over the book the young Yar reads and begins to offer his knowledge to Malohk as he says “Theruz bless this lessun mi am gonna teach lat. I have known dub Yars that have flatted in the past years.” “There wus a Yar by the name, Phaedrus. Mi wus too young to ever meet him before he was killed by Rex Kharak’Raguk but he was a well known klomper agh wus well verzed in the spirits.” “The other was, Vorgo’Yar, who wus also my popo. He wus best known for klomping agh defeating the Greater Spirit of Disease, Orgon, but alzo zerved under Kharak as Targoth, Dominuz agh when da time came Rex. A internal wagh grew in the lands of Krug along wiff a foreign threat uf a Hooman agh Albai empire marching on San’Kharak. In da end, he wus flatted before da pink skin courtz for da blaming uf Orgon.” Falum reaches towards his neck and lifts up a bone hanging on the end of it “Thiz iz all I have to rememba him by. They sawed off him tuzkz as prizes for ivory.” Malohk looks focused on the conversation as he learned of some of his clans ancestors and says “Vorgo wer lat popo? Mi think mi heard da name blahed but he sownds like a hosh orc. Mi cannub find any books on him though.” Falum remains silent for a moment as he begins to light a cactus green blunt and lets the incense of it smoke out the shrine. “We nub need any books to lurn. All we need is da relic mi has in mi hand to blah with his Spirit in Stargush’Stroh.” he raises the bone tusk before the light and flicks the blunt towards Malohk “It might be hosh to take sum of dat medicine if lat am new wiff spirit walking.” The young Yar fumbles for the blunt but once received takes a great drag of it as he begins to say in a muffled voice “Mis been to the Realm uf Votar before, but nevur the Stargush’Stroh.” They both let the high of the blunt take them and begin to meditate while the smoke drifts around them and the torch of the library burns brightly. Their minds grow focused on the tether and the chantings of the ritual grow louder their minds begin to grow warped as the foundation beneath them grows with tall grasses and the sky is drowned by the torch in a glorious combination of orange and crimson. They rise from the grasses and travel through the thick of it searching after tracks that may have been left behind but only seem to enter a denser forested area. Before they knew it, the jaws of a large beast snap shut behind them and leave them trapped within the darkness of it’s maw. Malohk quickly begins to panic as he tries to find a weapon but Falum grabs and shakes him “Do nub klomp it. This beast is a Dunah Skhell.” Malohk glares at the Shaman attempting to understand his words but leaves his trust and faith and lets him guide the spirit walk into the belly of the beast. They wander in the confines of the belly with the darkness blinding their every movement until a faint light can be seen. Quickly they begin to draw near to the light and turn to find a campfire with a skeletal figure hiding behind the smoke. Malohk begins to question why a campfire lies within a turtle while Falum begins to speak in Old Blah to the aging Spirit that sat before them offering his greetings to Vorgo of Yar. “It is always hosh to peep lat again popo.” Falum relays to his father as Malohk speaks up offering his greetings “Throm’ka, mi am Malohk of the Yars.” The Spirit of Vorgo’Yar looms forward revealing his true orcish figure, his spiritual presence surges when the Yar greets him, “A Yar lat has brought? Nub many haz visited since mi flat, but mis been serving Yar klompin agh feastin alongside him.” Malohk bewildered by the spirit replies “Yuh gruk Yar? Mi ancestor?” and a laugh booms from the Spirit’s voice “This am mi home, yung Yar. This is mi realm serving unda the great spirit, Yar. We com from da same bloods, Malohk, da same peoplez.” The trio sat among the spiritual fire and talk to some lengths. “So wub brings lat here, yung Malohk?” the Spirit questions the orc’s visit to his realm “It nub be an oftun thing dat sumash accompanies my cub here.” Malohk looks up to the ancestor and replies “I wizh to prove miself to mi clan. Mi am a hunta and dus it in da name of Votar agh Yar. Mi seeks the guidanze of the great ancestors, the legends of the Yars.” Vorgo reminisces back to his days of the Mortal hunt and says solemnly “Votar, one uf mi favorite past times. If lat wishes to prove latself stick tu lats roots, agh hunt agh trap a ferocious animal like the Dunah Skhell. Mi flatted a dwarf since the tales told uf a stowt flatting Yar. It myte be worth ztickin tu da tales and peepin lats luck wiff a jabbernak.” The Spirit wanders around the campfire a bit longer and returns to his seat behind the smoke as some of his speech turns to the Old Tongue due to his aged spirit making it a bit hard to understand Vorgo “If lat succeeds lat will be glorified by lats clan and the ancestors. Yar himzelf will be peepin over the votar and peep lats worth.” The longer the descendants stayed the more the spirits speech returned to the Old Tongue and it begins to all weigh down upon the young Yar and renders him unconscious. Falum returns his gaze to the spirit of his father as Vorgo does the same speaking first “Mi knows why lat haz come here mi cub.” The shaman raises his head in curiosity of Vorgo’s words and asks what he meant. The environment begins to shift and dematerialize around them as a vast forest sprouts rapidly from their foundation. The father and son begin running through the forest as if they were hunting in the jungles of Axios again. The Spirit passing between trees and bushes at incredible speeds returns his sight upon his son and speaks in a muffled tone “You visit oftun mi cub. A shamans duties am a heavy labor that must be done, but do nub let it affect lats battles in the mortal uzg.” Falum remains silent as he attempts to keep up with his father but is quickly being outran. “Peep lat now mi cub. The fasting for the rituals is ruining lat. It uzed to be dat lat culd keep up wiff me but now lat am falling behind, lat haz grown weak.” The Stargush’Stroh quickly begins to warp as Falum’s magic power begins to exhaust him and Vorgo continues running ahead leaving the Shaman to fall unconscious, but before he does Falum falls to one knee and looks on after his father leaving last words for the Spirit “Mi will lizten tu lats words, mi popo. If lat wus willing to fall by the blade then I shall do the same as thoze many before mi.”
  18. Salty

    The Braduk Clan

    The Braduk clan "Ghash Nagraufom" - "The Fire Rises" The name of the Braduk clan is one steeped in blood and brutality. Legend tells of the grim, dark giants of the Orcish race, their judgement swift and mercy fleeting. Brothers and sisters beyond blood and oath, theirs is a bond etched with fire upon the iron of their souls, a bond shared with their steeds, the mighty rhinos whose calls are as thunder in the night. Founded centuries before many of the modern clans of the current Orc society, the Braduk clan was founded in Aegis by Baderkuk, first son of Braduk. Braduk was a legendary and heroic orc who saved thousands of orcs after the fabled Clash of Clans war and founded the city state of Kenuk, which is widely regarded as arguably the greatest Orcish settlement of its time. In that time of history and legend the Braduks tamed and befriended the intelligent rhinos of the deserts, hulking beasts of vast difference in size and ability with sword-sharp horns and armour-thick skin. From their place of birth the Braduks have cut a bloody path throughout Orcish history, their story one of rises to greatness and falls into apathy. Great Wargoths of the clan whose names sing out across the ages, Mokrag, the Blood Talon, of Asulon, Ghazkull, the Shadow of Death, of Anthos, Kahn, the Iron Rhino, of Vailor, led the clan into greatness only to see their legacies washed away in less than a generation. But the true blooded descendents of the First Rhino have returned and reclaimed past glories. Turob’Braduk, child of Maduk’Braduk, has taken up the mantle of the broken clan. He, who was born with the mark of the Blud Taluun, seeks to restore the clan to its former glory. Members Most of the Orcs in Arcus who name themselves Braduk are not descended from the venerable lineages of that mightiest of lords, for those lines have been sorely thinned by the cycles of attrition and desertion. However with the prophecy of the three coming to fruition once again, purebloods have returned and assumed control of the clan, reforming it and reclaiming it’s past glories. ‘Bloodline’ or ‘pureblood’ Braduks, also known as half-ologs –are the massive, 8-10ft tall dark green skinned descendants of the legendary Braduk, mixed with the blood of the intelligent Olog hero Kudo who cuckolded Baderkuk – they are monstrous behemoths to be feared. though their strength is less then that of a full olog, the combonation of their large stature and their near-normal inteligence are nothing to be trifled with  Leadership Clan Chieften Turob’Braduk The Chieftain is traditionally the biggest and strongest of the Braduks, and may only be a true blooded Braduk. His word is final, and to challenge his word is to face the harshest of punishment. All Braduks and members of the Black Legion fall to his command. Elders Elders are those of pureblood whom have been apart of the clan for some time and show great knowledge and wisdom of its history. They act as guides and mentors to the younger orcs and the chieftan. Madak’Braduk Jolagh’Braduk Vruk’Braduk Clan Laws I. The clan comes before everything else, including you. II. Every Braduk is a sworn brother and sister of eachother, and you are to lay your lives down for them when called upon. III. Do not forget those who have wronged us. IV. Do not forget those who have aided us. V. If you slay, rob or betray your brothers and sisters, you will be terminated. VI. Do not put personal wealth, political gain and power or anything else above the clan. VII. Do not disobey your superiors. VIII. Do not challenge your superiors without proper cause. IX. Once a Braduk, always a Braduk. X. Follow Krugs code to your death. Traditions Ponytails- A Braduk, regardless of their preferred hairstyle, will usually grow out a long ponytail from the crown of their head down, braided or bound with leather or blue cloth. The ponytail is only to be cut off in the event of humiliating defeat. Braduk males popularly shave all of their head aside from the ponytail - with females there is more variation, but a common style is having an undercut beneath the ponytail. History Keeping- Unlike most clans, whose histories are purely oral, the Braduks also make a habit of creating written records of their clan legends on large, word-covered leather skins that are also adorned with illustrations. As a result the Braduk histories are far more detailed and well-remembered than those of other clans, dating back to their founding in distant Aegis. (Examples can be found below in the lore section). These histories are also important in determining how best to follow the third and fourth clan laws.  Initiation- If a clanless Orc wishes to join the Braduks, they must be complete numerous initiation tests. These tests can vary from obstacle courses, to riddles, but usually include a klomp with the current Warmachine of the clan (which they usually do not win). These tests are not about if the Uruk completes the tests, but the way they complete the tests, which will later be looked over by the Elders of the clan. If all aspects are pleasing and show good qualities in the Orc, they will be sworn into the clan by the Wargoth. The Initiation Verse- The Wargoth asks the the Orc to hold out his klomping hand, beginning to say the verse. He then places a cloth in the Orc's outstretched hand, lighting it with a flint and steel. At the end of the verse, the Chieftain sprinkles a small bit of 'Braduk zand' into the fire, which causes it to flare up, turn purple, then die down. At the end, something similar to "Welkum tu da Bradukz bruddah." is usually said by all attending. "Da Bradukz am awl bruddahz am ziztahs, iv nub bai blud, den bai hart. Ib latz behtrae latz bruddahz, latz zuwl, agh da zuwl ob awl latz kubbehz wil buhrn en da Nefah liyk da kluwf duz en latz hand." Choosing Ceremony- At the age of six, or when a recruit joins the clan, a Braduk must receive his or her Braduk rhino. A bond must be cemented, for they are as much a brother as an orc. The tradition goes as follows, the orc will enter the rhino pen where many unbonded rhinos are residing. Then, a rhino must take interest in the orc. They cannot be forced. Once a rhino has found interest in the orc, the two will engage in a klomp, a show of strength. If the orc can successfully mount the rhino, he will go on to name it. From then until their deaths, the two will be bonded. Carrying of the Golok- During the choosing ceremony, a new Braduk is thrown a short ceremonial machete with which they cut a ‘Z’ shaped mark into their rhino’s cheek - the rhino creates the same mark on the Braduk with its razor sharp horn. Thereafter the Braduk will carry the machete with them for everyday use and possibly in combat (although it would be inferior to most battle-purposed weaponry), generally worn strapped to the belt or small of the back horizontally in its sheath. Should the terrible day come where the Braduk is guilty of an incredibly severe dishonour he or she will be expected to perform the punishment of Uihnce with it, as detailed below. Giving out of the Rudis- A Rudis is a short wooden sword earned by an orc of the Braduk clan once they have achieved a great and glory filled deed. Whether it be an immense service to the clan, the slaying of a beast or taking many lives in a battle, an orc will be given this wooden sword by the Wargoth, who would have inscribed the story of as to why it has be earned, on the blade.  Bloodlines Bloodline Braduks are, in short, the phenotype of the Orc species that developed in the city state of Kenuk during the Clash of Clans War in Aegis – the great cataclysm that drove the Orcs into their current state of technological regression in ceaseless waves of savage and unending destruction. The genes of Kenuk’s founding family proved dominant and inter-breeding with other Orcish refugees from the senseless carnage consuming most of the Orc lands produced a high number of very large and dark skinned Orcs. While there is a reasonable amount of variation amongst Braduk’s descendants, a combination of many of the following is usually a good indication of Braduk blood: · Dark Swampy Green Skin – Some variation here but invariably darker skinned that most green Orcs. · Large Physical Stature – Generally ranging between 8ft to 10ft tall, with heavyweight, imposing frames. · High Birth Weight – Braduk blooded cubs are usually quite large when born, leading to a higher chance of difficult births for Braduk fe-orcs and more so for Orc women who aren’t Braduk descendants themselves. · Larger Tusks – The tusks of Braduks are, in general, larger and grow earlier. · Signature eyes – All modern Braduks bare piercing blue eyes, a calling card of the descendants of the rhino. However, it times of old in blood lines now long lost, the colours white, purple and black appeared. However, it appears the Black Moon bloodline, baring black eyes, has returned. There are countless bloodlines that have stemmed from Braduk’s offspring. As previously mentioned, they all possess similar physical traits – however these bloodlines would dictate or even prophesize certain things about the Orcs born to them. They are a unique cobweb that is spun to make up the pureblooded, having created both honourable heroes and terrible warlords. The Founding Lines The First Rhino Blood Line All Braduks descend from this bloodline, begun by the famous Braduk himself. Descendants of the First Rhino are giant creatures, fabled to be destined for great or terrible things. The Line of Goregutz Known as the father of the blessed lines of the Braduks, those of this line were once the great leaders and chieftains of the clan who valued honour and diplomacy above all. The Line of Goregutz gave way to the three famous sub-lines; Blood Talon, Howlur Durub and Black Moon. The Line of Goregutz is extinct. The Line of Orgrim Known as the father of the warrior lines of the Braduks, those of this line are titans amongst men. They are the largest bred Braduks and have an affliction for war and combat, revelling in the glory that becomes from it. The Line of Orgrim gave way to three famous sub-lines; Rage, Psychotic and Insanity. The current pureblooded Braduks all stem from this line. The Blessed Lines The Blood Talon The most noble and honourable of all the Braduks, those of the Blood Talon bloodline were heroes – champions of the clan and the Uzg. Known for their purple eyes, those of this line took the symbol of the horned raven. The Blood Talon line would occur every one hundred years, yet none have been born with it’s mark. It was beleived that this bloodline had gone extinct, until the current chief, Turob, was born with the mark. Howlur DurubLoyal to the death, the Howlur Durubs were utterly without fear and equally without mercy to those who would defy them and their allies. Giant Orcs baring white eyes, those of this line took a snarling wolf as their symbol. Occuring every sixty years Black Moon A disgraced bloodline of the Braduks, the Orcs of the Black Moon who have existed were unearthly cunning and completely malicious. It has been thought that they are inherently evil. Long believed to be extinct, the Black Moon bloodline made a brief return but was soon put back to rest. Those of the Black Moon took a crescent moon as their symbol. this clan is beleived to have gone extinct The Warrior Lines Rage Those of this line take to the spirit Enrohk for worship, and were touched by bloodlust moreso than any other Orcs had ever been. Breath-takingly aggressive and hot-headed, they are well an excellent combination of strength and speed. The children of Kahn’Braduk are all of this line. Psychotic Orcs of the psychotic line possess no feelings of sympathy, nor empathy, and live only to inflict pain and relish in doing so. Torturous, murderous, they are the greatest warriors in the Braduk clan and have taken to the spirit Leyd so that they may be blessed with tremendous strength and physical dominance. The children of Ghazkoth’Braduk are all of this line. Insanity Quick and agile warriors those of the insanity line strike hard and strike often, and with lethal intent. They pay no mind to the harm befallen to themselves, only to the pain they can inflict on their foes. They cannot be reasoned with, only pleaded to – even then there is no guarantees. The children of Drax’Braduk are all of this line. Consider that when making a returning or newborn braduk, even if the sign is extict, perhaps the bloodline has simply not shown its mark until your charactar. or perhaps the day the bloodline appears has fallen onto you. Spirituality Like most Orcs, the Braduks hold fast to their belief in the Spirits and their interaction in the mortal plane. Chief amongst their worship is that of Enrohk, spirit of war, blood and murder. Braduks have served him well over the centuries as well and their clan words make up the latter half of the standard phrase spoken to invoke Enrohk's interest when sacrificing in his name. The last Chosen of Enrohk was Kahn'Braduk, mighty Rex and wargoth in Athera. The greatsword of Kahn, War Maker, is blessed by Enrohk and remains in the clan's possession. It is said that the axe of Leyd is also possessed by the clan.  Moreso than most other clans the Braduks engage in ancestor worship. This is for both famed figures from their history, especially their namesake Braduk and his son Baderkuk, founder of the clan, and general reverence of past Braduks of any rank in order to honour their memory and draw on the strength of the honoured Braduks in Stargush'Stroh, the Orcish afterlife believed to exist at the zenith of the Spiritual Plane. Shrines to all Braduk ancestors are commonly erected by Braduks, as are memorial caves which depict the names of deceased Braduks remembered in their histories as well as those who have more recently joined the honoured dead.   When a Braduk dies their material remains are cremated on a pyre and scattered, although certain figures who attained legendary status amongst the clan in life have been known to have their burned bones placed in large stone urns and interred in elaborate tombs.   Celebrations Blood Talon Celebration- A day to honour the glorious and honourable Mokrag'Braduk, known as the Blood Talon, the greatest Braduk to ever have lived. His life, his deeds and ultimately his sacrifice is the reason why the Braduk clan exists to this day, and he is honoured in an annual festival. ((First weekend (fri/sat/sun) of the IRL month)).   Kenuk Feast- A day of feasting and drink, celebrating the end of the “Village Wars” between feuding arms of Braduk’s family and the start of peace. Various competitions testing strength and dexterity will be held throughout the day, prizes varying from the mediocre to the more valuable.  Zpidhammah Day- Named after the weapon Braduk used in the Village Wars, Zpidhammah day is a celebration of the founder of the Braduk clan; his life, and his death in battle immortalized in the somewhat joyous occasion. On this day, klomps will be held, feasts will be had, and many stories of times long past will be shared to the cubs from the knowledgeable Elders. Punishments All punishments can be issued at the discretion of the Chieftan Blood Taloning, Blood Eagling: Named for the favoured execution method of the acclaimed Braduk Chieftan Mokrag’Braduk, the offender will be placed on their knees with their arms restrained in a stretched out 'T' position. Their back will then be sliced open, created a large wound. The offenders ribs will individually be broken, before the lungs removed from the body, being strapped to the shoulder blades to form makeshift wings. The cause of death-suffocation. Decimation: If any given party of orcs disobeys their superiors in combat or in a given task, the ancient act of decimation will be carried out. The group of orcs will be lined up, and usually every tenth orc will be chosen, and beaten to death with clubs by the other orcs. However, if the number is too few or simply one orc, the clan as a whole will engage in the killing. Due to the low numbers of the clan it has been well over a century since this act has been carried out. Flaying: As the title suggests, the offender will be flayed either lethally or non-lethally depending on the severity of the offence. Crucifixion: The offending offender will be nailed through his wrist arteries and Achilles heels to planks of wood in the shape of a cross, and left to starve or bleed out. Only when the body has completely rotted may it be taken down. Skrote'n: A punishment reserved for males who bare no children, should they commit a great offence against the Braduks, they will have their testicles cut off so that they subsequently cannot breed. Uihnce: An ancient Braduk punishment, given out for only the most heinous of crimes. The orc, in full view of the clan must take an ancient Braduk weapon, a machete type blade known as a Golok, drive it into his stomach and slice it open, allowing his innards to spill out, therefore committing suicide. Clan Lore Threads Overview of the clan history: https://www.lordofthecraft.net/topic/112251-the-rhinos-history/ Sagas of the Braduk clan: https://www.lordofthecraft.net/topic/119187-war-stories-the-braduks/ Lore of the Braduk Rhinos: https://www.lordofth...-braduk-rhinos/ Overview of pureblooded Braduks: https://www.lordofthecraft.net/forums/topic/146917-ooc-bloodline-braduks/ Previous Braduk thread including information on specific bloodlines: https://www.lordofthecraft.net/forums/topic/128780-the-braduk-clan/ Recruitment Information: Considering joining the clan? You can join in one of three ways: Approach the clan on your current character and ask to join. You will be tested, and if found worthy will be inducted into the ranks. Create a new character that is a returning Braduk (either pure or normal). You can either have your character be a Braduk who was previously in the clan, or the (possibly adult) child of one or two of them born outside the clan. After testing for traits of cowardice and divergent behaviour, your character will be re-inducted. Be born into the clan. Start from childhood and work your way up. To join, approach us in game or post here. Alternatively, message me here on the forums. Credits to Samoblivion for contributing to much of the clan post.
  19. What You Need, Where You Need It Our Mission, brought to you by our Chairman, G. Grokefeller The West Krugmarian Mercantile Company has only one wish: to fulfill the needs and fuel the potential of our guests. That means making the WKMC your preferred shopping destination in all channels by delivering outstanding value, continuous innovation and exceptional experiences—consistently fulfilling our Expect More, Pay More® brand promise. Success is making ourselves useful in the world, valuable to society, helping in lifting in the level of our enlightened society, so conducting ourselves that when we go the world will be somewhat better of our having lived the brief span of our lives. We care about the young and impoverished Orcish communities we support, and we give back by ensuring there is always a way forward: employment and industry! Our Services The WKMC has specialists in a variety of topics and trades: Our Local, Family-Friendly Mom and Pop Ork Shoppes that sell any conventional desire you want. From metals with which you can make clubs to crack some Elf skulls, to wholesale non-magically modified wheat and a variety of delectable Orcish cuisines [try our Halfling stew], we’ll always be there to help you find what you need. Find our chain locations below! The Personnel Management division ensures that YOU can have someone to take care of everything you could possibly need. For low prices, our specialists are capable of recovering anything from specialized services like “The Elf of Your Dreams, Today!” or the “Gods, I wish I had a Maid!” package! Contact your local Personnel Management representative today for more information! (GGTeixeira, key_of_solomon) The Multifaceted Protection Contractors offer adaptive and intelligent threat management. Contact the Chairman for more information. Our Board Chairman, G. Grokefeller - Primary Liaison, founder Executive Director, Rex B. Lurstein - Primary Shareholder Executive Material Officer, M. O. Groka - Head of Operations Hiring Procedure Submit all declarations of interest to the recruitment officers P.O box at our offices in San’Jezal. WKMC hosts a wide range of bonuses and salary options to help generate exceptional productivity in all it’s field agents and mercantile officers. Include with the aforementioned declaration a list of past experiences pertinent to your preferred tradecraft. (DM amateur rope salesmen [hunter]#6957 and i’ll get back to you eventually.) Chain Locations Central Guild Office located in San’Jezal. Primary branch office now located in Adria This message was brought to you by our sponsors!
  20. The Jade Riders The Jade Riders are a broad group of rangers and adventurers alike who oppose threats to the natural world and help others survive in dangerous environments. A Rider might help a small village prepare for a brutal winter, or aid a Kingdom in a deadly war. Riders may protect a town from an onslaught of malicious foes or simply aid in the construction of a new settlement. Members of the Jade Riders know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Riders are spread far and wide, generally in isolation or small cadres. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Beliefs: The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance. Goals: The Jade Riders goals are to restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness. Creed: Allies: Aragrad (Yves Aragon) Ranks: Ranger Division General Rider: Myriil Thuridan Rider Captain: (N/A) Rider Of The Mark: (N/A) Senior Rider: (N/A) Rider Of The Wild: (N/A) Junior Rider: (N/A) Scout: (N/A) --------- Every Rank From Here Up Is A Rider --------- Trainee: (N/A) Diplomatic Division Party President: (N/A) Elder: (N/A) Scholar: (N/A) Diplomat: (N/A) Envoy: (N/A) Emmisary: (N/A) ----- All Ranks From Here Up Are Diplomats ---- Junior Trainee: (N/A) Dress Code: Ranger Division The Jade Riders - Ranger Uniform Each colored cloak varies depending on the rangers environment (White for snow, Green for forest or plains, Yellow/Beige for desert, Orange for red desert or mesa, Blue for water etc.) The color of your belt/undershirt varies depending on rank (The solid white spaces on the skin are for your skin [skin, eyes, hair etc.]) Belt Ranks: General Rider: Green Rider Captain: Black Rider Of The Mark: Gold Senior Rider: Purple Rider Of The Wild: Red Junior Rider: Blue Scout: Brown Initiate : White Diplomat Division: Diplomat’s have no set dress code at this time Out Of Character Rules Don’t be a jerk to ANYONE, be they a Rider or not. Don’t purposely or through inactivity provoke someone. Being active is not mandatory but it would be appreciated. Dress code in not mandatory but appreciated These rules are subject to change in the future Rider Code Of Conduct All people of any race, gender or sexuality are welcome in the Jade Riders. Discrimination will not be tolerated. You must renounce fealty to any organization or national order if the laws of said order conflict with those of the Riders Comitting acts of violence against nations to aid another nation is strictly prohibtied unless the Riders have voted to help Riders who reveal sensitive information or align themselves with a specific nation against another nation will be banished from the ranks without prior warning All Riders must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Riders, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, imprisonment, and banishment, in order of number of offenses. These rules are not to be bent in any way shape or form These rules are subject to change in the future **(To apply, copy and paste this form into a reply below. Being accepted on this forum DOES NOT mean you are a Rider, you must first pass the Initiate Training Process)** Application For The Jade Riders Ooc Information Minecraft Gamertag (Required*): Real-Life Age (Required*): Nickname (Optional*): Prefered Pronoun(s) (Required*): (He/Him, She/Her, They/Them etc.) Roleplay Sample (Required*): Ic Information Characters Full Name (Required*): Current And/Or Former Titles Held (Required*): Race (Required*): Sub-Race (Optional*): Sex And Gender (Required*): Training Known (Optional*): Training Wanted/Needed (Required*): *“By signing this document, you agree to the above laws and any the General, Captain and Senior Rider see fit of adding. You agree to renounce any title that conflicts with the goals/code and will uphold peace and balance between the natural world and society”*
  21. Dâr ob Griish [ ! – A Poster that Would be Found Throughout the Uzg. Translated to Common. ] Morug and Krukleyd, both of the glorious Raguk clan, Speakers of Gazigash, do hereby declare the official reformation of the Dâr ob Griish. Until the end of our days as those of Krugs blood we shall ensure that Gazigash be praised and weapons created in her honor. We who are blessed by her shall ultimately server no higher power when it does come to the creation of her blessed steel. No Rex, Wargoth or Elder shall demand, and then receive, even a shard of bloodsteel. Only those recognized by the Dâr ob Griish, and admitted as a devotee, shall be capable of creating steel worthy of Gazigash. We do hereby reject all smiths who do not adhere to the ways of the Dâr ob Griish, and deem their works inferior in every way. OOC Information Special Appearance: Aside from the typical appearance of the Raguk, the smiths of the Dâr ob Griish use tattoos and jewelry to represent the other aspect of Gazigash; that of bone. They will often mask themselves in white paints, representing the symbol of the Raguk clan, the open hand. Additionally, they will trace their bones with paint, so as to further represent the skeletal domain of their Spirit. Aside from this there is no stark contrast between a Raguk of the Dâr ob Griish, and one who has not been inducted into the group. The process by which one may join, and how to utilise Gazigash in the Smithing process remains a mystery, lost in time to only those within the clan. Group Structure: While truly no member of the Dâr ob Griish other than the Speakers is above any other, seniority is key. Additionally, various members may serve in different capacities and their usefulness may earn them more respect in the forges of the Dâr ob Griish. The following are the broad categories most members of the Dâr ob Griish find themselves in. - Speakers – These Uruks are the final voice in the blood halls. Their word is law and seek to fulfill Gazigash’s wishes with their every breath. - Shamans – These Uruks have devoted most of their life to aiding new members in communing with Gazigash to receive her blessings. - Smiths – Rather self explanatory, these are the Uruks who forge the blessed metal into weapons of war. - Glotters – These are the Uruks who are chosen by their fellow smiths to forge the glott currency. This is often seen as a position of honor, typically held by an older Uruk. - Crafters – Again, rather self explanatory, these are the Uruks who forge the blessed metal into whatever does not fit in the other two smithing categories, typically tools and everyday items. - Wrangler – These are members of the Dâr ob Griish whom have not yet communed with Gazigash and are in a trial period. They are tasked with finding sacrifices for the enlightened members. ((More will be added soon. This post should have been up weeks ago but RL can be distracting.))
  22. Votar’s Shaati Mission Statement Votar’s Shati, founded on the 20th of The Grand Harvest, 1699, by Burbur’Lur, Farseer and Huntzgrat of the Iron Uzg, exists as a way to honor the Spirits (primarily Votar), to rid the Uzg and lands surrounding it of threats, and to extend the values of the Lur clan to Uruks of all calibers and creeds. Conduct About brotherhood, looting, taming, spiritual stuff, some other stuff. OOC emphasis on the clauses below Brotherhood: The Hunters of Votar’s Shaati above all, are brothers. During hunts conflict must be put aside, fighting with your fellow hunters during hunts will be punished. The life of your fellow hunters will be put above all, should a fellow hunter die in a hunt, any spoils collected will be sacrificed in his name, to aid him in the Stargush. Brothers should wish their brother to become the best he can be, whether it means reporting his crimes, or teaching him something he could do better. By joining and going on hunts with the Votar Shaati you agree to adhere to the conduct set forth and accept any punishments that may come as a result of breaking this conduct. ((Aka punishment clause, by joining this guild and going on hunts you understand that breaking rules will result in IC punishment, the worst penalty being Whitewashed.)) Spiritual Sacrifice: Honoring the Spirit of The Hunt should come above all, therefore loot from every hunt should be sacrificed in the name of 1. Votar 2. Lur and 3. Other Spirits. The members of Votar’s Shaati should strive to honor these spirits, and not be greedy with the amount they take, as it was Votar who allowed them to partake in such a grand hunt. Taming: This guild is not one made for would be druids. Taming wild animals, while they may be used to hunt in the future, or even be made into companions, will never be the objective of a hunt. Nor will hunters of the guild go out of their way to kill any mother of cubs, or any mother carrying cubs, as it is up to these animals to grow up, and reproduce, so that we may continue to hunt. On the off chance that there is a cub left behind, that has little chance of survival on its own in the wild, or a cub of an extremely rare animal that we have the capability of preserving in captivity, caring for the animal, until its eventual adulthood, will be tolerated. Maiming and Death: Scars to many hunters are trophies, proof of their living to tell the tale of their hunt, above the rank of Piil you will see many decorated with these previous wounds. Dying in a hunt, as rare as it may be, to many members is one of the most honorable deaths they may achieve, akin to a warriors wish for a death in battle. Should a hunter die on a hunt, all loot gathered will be sacrificed in his name, to aid him in Stargush. This is not to say you should let your fellow hunters die, if you are able to save them, then it is not yet their time to go, and are not destined to die on this hunt. Should you leave your brother to die when you were able to help him, you will be hunted by all those of the guild. (Above Kasaak maim perms are enforced, above Piil, death perms are enforced. This will be gone over before every hunt to make sure everyone is aware. It is believed by these members of the guild that if a fellow hunter dies, and mysteriously returns to life, that it is the work of Buurzmojo. Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events.) Looting: Loot distribution will be agreed upon by the party beforehand, the types a party can choose are laid out below. Only one spoil from the creature may be taken, and the rest is sacrificed. Leader’s Pick: The leader of the hunting party decides, this has the potential to be an unfair system if the leader is not fair with the distribution of the loot. When under the leadership of a hunter who is known to be unbiased and trustworthy, this is a good system. Vote: The party will vote to determine he who showed the most prowess in the hunt and they will have the pick of one spoil from the creature. Killing Blow - He/She who strikes the killing blow on the beast gets to decide how loot is distributed. The person must be of Zult or higher, otherwise it defaults to leader’s pick. Distribution must be relatively fair or they will be punished, demoted or simply kicked from the guild. If someone waits to strike, in order to steal the killing blow, they will be punished accordingly, if someone is injured or killed because of this mistake, they will be whitewashed from the Uzg, and known as a Kinslayer. Hierarchy The Huntzgrat A title generally assigned by The Rex of The Uzg, this hunter, most of the time a Lur, is tasked with overseeing all of the hunters within the Uzg. His duties include give the go ahead on bounties, recruiting new members, and attending and leading hunts regularly. To this orc, it is a great honor to die on a good hunt, moving on to live with the hunters in the Stargush. | PK Clause The Skrizg | The right hand man of the Huntzgrat, this hunter serves as a second leader of the guild, able to recruit and promote those of the lowest three ranks, as well as demote. This second leader may also give the go ahead on bounties.| PK Clause Shaati (Means Spear) | Veteran hunters of the guild, given permission to lead Votars on the most difficult of prey. These hunters often serve as role models for the lower ranks of the guild, and should strive to set good examples. At any time if the Huntzgrat or Skrizg believes them to not be showing said good examples, they may lose this privilege. | PK Clause Zult | The swords of Votar, these hunters have proven themselves on many previous Votars, and at this point are capable of putting together hunting parties to tackle more dangerous beasts. Often invited to hunt with the Shaati, they are at this point given more specific tasks on the hunt, based on what they have accomplished in past hunts. | These hunters would show off previous wounds with pride, every scar obtained from a hunt, a trophy. (Maim clause will be enforced here, if you for example, lose a finger on a hunt, the monks will not magically regrow it, if you wish to fix it, you must find a way to do so in rp, whether it is having a farseer reattach it with Akezo, a witchdoctor regrowing it as a deformed limb, etc… But no, poof, its back.) (No one will be forced to promote past Piil) Votar’s Piils (Arrows) | Once a Kasaak has been recommended for promotion by another hunter of the guild, they become a Piil, or Arrow of Votar, these are the guild’s halfway members, who have begun to work more with the guild, but have not become full on hunters. | No Clauses will be enforced at this rank Kasaak | True to their name, these are the newbies of the guild. Those of higher ranks have been known to ask those of this rank to go on hunts, only to use them as bait in order to lure the beast out of hiding. Snagas and visitors in most cases, will be stuck at this rank. | This rank has no enforced clauses Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events. Hunting & Bounties Hunts, or Votars are the main focus of the guild, but the Votar’s Shaati have been known to take up bounties from those outside of the guild, and sometimes even outside of the Orcish race. The guidelines to hunts and bounties are laid out below. Random Hunts. Random hunts are able to be lead by anyone above the rank of Kasaak, in which they will go out into the wilderness, and see what they can find. It is advised if they find something out of their parties capabilities of hunting, that they return to the guild in order to make a bounty. Specific Hunts. Specific hunts blur the line between random hunts and bounties, where the party seeks out specific prey, these hunts may often times take longer, and may be discouraging as some animals are not so easy to find. Should a party wish to go on a specific hunt, it is advised they seek the approval of the Skrizg or Huntzgrat, for if they do not, and they go missing, there is little that can be done to help. Bounties: These can range from something as simple as a wolf terrorizing a villages livestock, to a Murûk'Thaguzg that has torn down an entire desert villages with his bare (heh) hands. Bounties may be picked up by teams with the permission of the Skrizg or Huntzgrat, or they may have a team assigned to them. If you wish for something more /specific/ to be hunted, it is recommended that you directly contact the Huntzgrat. To submit a bounty to the Votar’s Shaanti, please use this application. Name: Creature being hunted: Danger Level 1-5 stars: Why should we help?: Location: Enrollment Enrollment in the Votar’s Shaati will be limited to, Uruks, Honorary Uruks, and our spirit worshipping Dark Elf allies. Snagas will be permitted to attend hunts should their master wish to bring them along. Visitors will be permitted to attend hunts should they have an invitation extended to them, as well as the person inviting them providing a valid reason, why they cannot instead bring a member along. To join please fill out this application. You will then be contacted and asked to come to the guild base of operations in order to be interviewed. Application: Name: Race: Age: Discord#:
  23. KBR

    A New Moon.

    Burbur’Lur sat in his blargh, contemplating the decisions he had made, if bringing the Shrogos to see Luara was truly the right idea. When a feminine voice whispered to him from the darkness behind his chair, in the old, almost forgotten language of the Old Blah “Farseer, you ask yourself the wrong questions, what ulterior motives could I have other than strengthening myself, as well as Aztran’s strength?” the shaman did not reply to her voice, knowing she had come here for something, as most spirits did, why else would they come to him? “You perplex me Burbur’Lur, adopted son of Fizzldank’Jakka, student of Phaedrus’Yar. But yes, I wish for the Shrogos to be given another test of devotion. Outside of this cave, in the Valley of Enrohk, you will find the most perfect of stones, imbue it with enough of my power to last a day. So long as the dedicated of Clan Shrogo make the trek to provide the ‘moon’ with the energy it needs to shine another day, it will live on, and grow more powerful. Tell them that one day it will grow into a moon, perhaps as big as a boulder that even an olog would struggle to lift.” Burbur sighed, daring to utter the words “And what will we, the Uruk, receive in return for this obvious ploy for power?” to which she replied “That the light of my moon shall shine upon you, whenever you wish, for as long as that moon survives.” and with that, wind whipped throughout the moon, putting out the sole torch that lit the dank cave. Burbur rose off of his throne, grumbling to himself as he collected his cane, the Staff of Votar, adorned with the trophies of many hunts, capped off with the head of a mighty wolf, before heading outside into the cool air of the desert at night. Below him in the valley where a legendary battle was fought, hundreds of orcs buried below the sands, sat a perfectly round white rock, with only a few dents in the side resembling craters, it practically reflected the light of the moon back at Burbur’s glistening eyes. He moved down, collecting the rock and moving off towards Luara’s shrine within the borders of the Orcish Goi. It was there where he called out to Luara, acting as a bridge between the spiritual, and mortal realms, bestowing the gift of Luara onto the rock, with the terms Luara had requested of him. Curiously the rock did not only begin to glow, but stay floating wherever it was left, though it functioned as little more than a lamp, the shaman smiled, knowing that it would make the Shrogo clan happy, and give them a test of their dedication. With that in mind he headed back to his little hole in the wall with a yawn, going to get some rest, the sun already rising over the seemingly endless expanses of the desert, as Aztran’s light took over once more.
  24. Hey I'm putting all my LotC videos as unlisted and wanted to make this post so that the links could be found without asking me. These videos start in 2013 when I joined and the last one I uploaded was last year in 2017. Green = Better quality / recommended videos. Red = Boring videos that I put in just for the record. Harbinger Fight (Anthos, 2013) Battle of the Nation's Crossing (Thorin's War, Anthos 2013) Battle of Shadowcastle (Pre-Trench War, Anthos 2013) Fall of the Cloud Temple (Anthos, 2013) Deeproads Breach (Ondnarch, Anthos, 2013) Battle of Thoringrad (Trench War, Anthos, 2014) Battle of Indagolaf End (Trench War, Anthos, 2014) Dwarves Help the Conclave (Anthos, 2014) Battle for Kal'Azgoth (Ondnarch, Anthos 2014) The Last Ice Morph (Ondnarch, Anthos 2014) Battle of the Dreadfort (Anthos, 2014) Welcome to the Fringe (Anthos - Fringe, 2014) Skirmish in Kaldonia (The Fringe, 2014) The Battle of Kal'Agnar (Athera, 2014) Battle of Hiebenhall (Athera, 2015) Battle of the Withering Woods Battle of the Melting Frost (1st Frostbeard Rebellion, Vailor, 2015) Dwarf vs Orc Wargames (Vailor, 2015) Battle of Khro'Nagaak (Vailor, 2015) Battle of Kal'Ordholm (Vailor, 2016) Battle of the Gorge (Dwarves & Courland vs Oren War, Axios, 2017) Battle of Goldfield (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish of Johannesburg (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish by Curon (Courland-Haense War, Axios, 2017) Mordring Attacks Bastion (Axios, 2017) Skirmish Outside the Krag (Dwarves vs Norland War, Axios, 2017) Battle in the Cultist's Lair (Axios, 2017)
  25. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
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