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Found 50 results

  1. Elite_Snipes_YT

    Iron Uzg Snaga Company

    A bird would be sent out to all the Orc’s of the Nation of Krugmar. When you would get the letter it’s content’s would read... UG Bruddahs and Zistahs Mi Groggnar’Raguk Snagagoth of the Great Nation of Krugmar, Mi am creating the Uzg Snaga Company. The Company will be having the Roles of Capturing Snaga’s and Worker’s for the Peoples of Krugmar to serve the Rex wherever is needed. The Company shall also Hunt Down And Capture any White Washes and any Kind of Snaga if itz Public, Private or Clan Snaga the Company of Uzg Snaga’s Shall hunt them down to be returned to their Owner’s. The Company Shall Work Under The Order’s of the Rex Gurukk’Lak as well as the Yazgurtan Zrarly’Raguk as well as myself Groggnar’Raguk. The Company shall also do any labor required by the Yazgurtan and the Rex if needed. -Groggnar’Raguk Snagagoth of Krugmar. LONG LIVE KRUGMAR!
  2. Elite_Snipes_YT

    Iron Uzg Slavery

    Bird’s would sent out to the people’s of the Nation of Krugmar bearing a letter in their claw’s from the new Snagagoth Groggnar’Raguk. When the bird would reach you and you would read.... UG brudda’s as new Snagagoth Mi will try to make change to our great and rewarding resource Snaga’s. Mi have made a decree that there will be Private and Public Krugmar snaga’s. Private snaga’s serve the purpose of serving lat and lat household need’s such as cleaning your house and preparing grub for latz and other tasks that latz need. Public Snaga’s are NUB for serving latz private needs but for serving the crown and helping the Nation of Krugmar grow. The tasks of the Krugmar Snaga or the Public Snaga will be making Grub for Krugmar, Making Weaponz for Krugmar and Helping in Building of the Krugmar Nation as well as any other Nation tasks. Clans of Krugmar may buy Krugmar snaga’s but the price may be higher because of the value of the Snaga or the demand for more Snaga’s. If latz have any questions feel free to come to Miz. The Letter Would be Signed at the Bottom Groggnar’Raguk Snagagoth of Krugmar. I really hope I did not mess up the post, 🙄
  3. HortonHeardAWho

    For Yazgurtan

    [!] A letter arrives at Yar hall, as well as on the notice board to be displayed to all [!] To: Nurena’Yar, the standing Yazgurtan. Me have gave lat a mighty length of time, yet lat sit on lat’s arse and act like an absolute glob; lat sit there and do nothing. Lat have been the Yazgurtan since Shakul’s reign, and the only task lat has attempted is merely patching up San’Kala’s walls. Even that lat failed to do, for just a couple months ago me have seen me kin being commanded by the Targoth to reconstruct the barriers that once kept our enemies out. As such me can do no more waiting, for lat’s failure has been too much. Lat am to arrive at the arena of San’Kala in dub months in order to klomp me. Not doing so will be recognized as a forfeit, allowing me to take on the mantle of Yazgurtan. On the 11th of Amber Cold, 1888 Scribed by, Skribblr of Clan RAGUK, Zrarly’RAGUK
  4. Quintessential

    [RECRUIT] The Braduk Clan

    ]x[ The Braduk Clan ]x[ “Ghash Nagraufom” - “The Fire Rises” Braduk; A name whose history is revelled in blood and brutality. Our legend of the Orcish race tells of giants, dark and grim. The bond of these brothers and sisters defied time and blood, and their souls were ablaze with the fire and the passion of their time. With the swiftness of their judgement, and the ephemeral of their mercy, these brothers and sisters shared a bond with the creatures of the desert. These creatures were rhinos, gigantic as well as intelligent. These desert beasts became one as steeds with their Orcish counterparts, utilizing their needle-sharp horns and their armor-thick hide, the rhinos shook the earth as they rode into battle. The Braduk clan started in Aegis by the first son of Braduk, Baderkuk. Baderkuk’s father was a hero, famed and praised for saving thousands of orcs after the Clash of Clans war. Braduk went on to found Kenuk, a city state that came to be known as one of the greatest Orcish settlements. It was during this time that they befriended and rode the rhinos of the many deserts. The calls of these rhinos intimidated lowly mortals like children midst a thunderstorm in the darkness of night. Since birth, those who are known as Braduks have gruesomely paved their way through history. From the glory days to dark days, our history contains the names of legendary Wargoths; these orcs led the clan to glory, a nation which progressed under these, Asulon’s ‘Blood Talon’ Mokrag, Anthos’s Ghazkull, and Vailor’s ‘Iron Rhino’ Kahn who once ruled as Rex. Yet now, the pure-blooded line of Braduks dance dangerously closer to extinction. As the world descends into darkness and chaos, a return beckons for the fabled and powerful giants of Braduk clan. Braduk and their rhinos rise once more. ]x[ MEMBERS ]x[ ] LEADERS [ Wargoth: Gilgamesh Han Urruk Braddukk (the1bow) Being a Wargoth means you are the overall leader of the clan, and their word is final. This position was usually reserved by the biggest and strongest orc, but due to the thinning bloodline, that cycle had been broken by a previous Wargoth, Lukra’Braduk. Clan Father: While the Clan Father is an elder, they are the leading lorekeeper, a trial keeper, and a rhino gifter of the clan. They have nearly equal say to that of the Wargoth, and a Clan Father’s advice is always heeded and taken into heavy consideration. Warmachine: The position of Warmachine means you’re the second-in-command. They are able to carry out tasks that are not deemed worthy enough for the Wargoth’s attention, as well as disciplining the other clansmen. However, a Warmachine’s first priority is to protect the Wargoth at any and all costs. Those who take this title must be sworn in by an ancient oath in the old Braduk tongue. Warboy: Upon receiving your position as Warboy, it means you’ve taken up a position of technical tinkering. The Warboy is responsible for all things ‘techie’, such as contraptions and the like. However, the Warboy is also tasked with being a secret overseer. They track and hunt down those who have wronged the clan. ] ELDERS [ The elders are orcs who have been a part of the clan for a long time. They’ve shown great knowledge and wisdom of the clan’s history. Meanwhile, they are like guides and mentors to younger orcs, and new clansmen. Elders are the only ones that can challenge the Wargoth. Kahn’Braduk ] CLANSMEN [ Bloodline: (Updateable) Gilgamesh Han Urruk Braddukk Vruk’Braduk Madak’Braduk Maugoth’Braduk Kahn’Braduk (Deceased) Jolagh’Braduk (Probably Deceased) Kotturik’Braduk (Deceased) Orgoth’Izig (Traitor/Ex-Clan, but still bloodline.) “Bloodline” Braduks are the tall, dark-green-skinned descendants of the legendary Braduk, which was mixed along with the intelligent Olog hero Kudo, who cuckolded Baderkuk. This is where their height came from, bloodline Braduks used to range up to 10 ft, but due to the generational decrease, most blood-Braduks are now 8'6 or below due to the thinning of blood throughout generations. It was thought that the only children came from Kahn’s line, but with the return of Jolagh, hope has shown that someday, other bloodline orcs may wander out of hiding, and a new generation of the Braduk cubs would be born. Normal: (Updateable) Uztrak’Braduk Forkad Burz’Braduk Rugbub’Braduk Nagrez’Braduk Duk’Braduk (Deceased) Most of the Orcs that now apply to this clan are not descended from the bloodline, since many of the Braduk bloodline have been thinned and scattered by the old-aged cycles of attrition and desertion. It has become necessary for the ranks of leadership to be more open towards the non-bloodlined Braduks. ]x[ CLANS LAWS ]x[ The clan precedes everything else, even you. Each and every Braduk clansmen is a sworn sibling to one another, brothers and sisters that are to be willing to lay down their life for the other when the time comes. Never forget those who have wronged or betrayed us. Never forget those who have aided or blessed us. If you betray, rob, or murder your brothers and sisters, you will be terminated accordingly, in the same manner. Never put your personal wealth, or own possible gain of political standing or power, or anything else, above the clan. The clan precedes all. Never disobey your superiors, and never challenge them without due/proper cause. Always remember the Iron Rhino, we are from the Iron Uzg, so always show Iron will and Iron strength. Follow the code of Krug til death and on. ]x[ PUNISHMENTS ]x[ All punishments can be issued at the discretion of the Wargoth. Blood Taloning: The offender’s ribs are individually broken through a large cut in their back, then the lungs are removed from the body and stretched along the shoulder blades in order to make makeshift wings while the victim is restrained in a ‘T’ formation while on their knees. The cause of death is suffocation. This form of punishment was the favourite method of the fabled Braduk-Wargoth, Mokrag’Braduk. Decimation: If any group or party of orcs disobey their superior(s) inc combat, or in any given task, such as the act of decimation will be carried out. The group at fault shall be lined up, and every tenth Orc is chosen. The chosen Orc is then bluntly beat to death with clubs by the other orcs. If the group or party is small, or one orc, the whole clan themselves will beat the entire group. However, this act of punishment has not been carried out for a long time since the lack of clan members. Flaying: In this method, the said offender will be flayed. Whether it is fatal or not depends on how severe the crime or offense was. Crucifixion: The said offender will be nailed through his wrists, and Achilles heels to a cross-shaped wooden structure. They are left to starve or bleed out. This causes long-term torment as they die, because the nerves in the wrist cause one to feel on fire. The position makes it hard to breathe, the Orc must push themselves up to breathe, which agitates the wounds even more. Only when the body is completely rotten, then it may be taken down. Skrote’n: This punishment is reserved for males, specifically ones who won’t bare childen. Should said male commit an act of great offense against the Braduks, said offender has their testicles removed. This is so they cannot breed and spread their treachery further. Uihnce: Reserved for the worst of the worst, for the most heinous of crimes, this punishment is one of the most ancient Braduk punishments. In front of the entire clan, the scumbag must take hold of his own Golok - an ancient weapon given to him/her upon bonding with a rhino - drive it into their stomach, slice it open, and allow their innards to fallout. Therefore, committing suicide. ] TRADITIONS [ Ponytails- A Braduk, no matter their preferred hairstyle, will usually grow out a long ponytail from the crown of their head down, braided or bound with calfskin or blue cloth. The ponytail is only to be cut off in the event of humiliating defeat. Some Braduk males may shave all of their head aside from the ponytail - however, females tend to have more variety, but the common style is having an undercut beneath the ponytail. History Keeping- Unlike most clans, whose accounts of their history are absolutely oral, the Braduks make a habit of creating long-lasting, written records of their clan legends on large, leather skins, while adorning them 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 Aegis. 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 an Elder 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 other 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, or dominant, hand and starts to say the verse. He or She 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." which 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 steed. A bond must be cemented, for they are as much a brother as an orc. This is the tradition: The orc will enter the rhino pen where many unbonded rhinos are residing. Then, a rhino must take interest in the orc. It 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 or she 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 earlier 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 been earned, on the blade. ] SPIRITUALITY [ Like many Orcs, Braduks are steadfast to their beliefs in the Spirits, and interactions they might have in the mortal realm. The most prominent is the spirit of war, blood, and murder. The name of that spirit is Enrohk. The Braduks served him faithfully for many centuries, some of their language making up the standard phrase which invokes his interest during a sacrifice. The last Chosen of Enrohk was the Iron Rhino Kahn’Braduk, the mighty Rex and previous Wargoth in Athera. His greatsword, War Maker, is with Enrohk’s blessing and remains in the possession of the clan. Braduks also engage in the worship of their ancestors, such as their namesake Braduk and his son Baderkuk, who was mentioned earlier as founding the clan. This also includes the common reverence of past Braduks in order to honour their memory, and hope to draw on their strength from the honoured Braduks in Stargush’Stroh. Stargush’Stroh is the afterlife for Orcs, and is believed to exist at the top of the spiritual plane. The Braduk clan often erect shrines in honour and depict the names of deceased Braduks. Not only is it the Braduks which were well-known for their history, but also Braduks who have recently died. When a Braduk dies, their remains are cremated on a pyre, and then scattered. However, Braduks who obtained a legendary status amongst the clan during their lifetime, usually have their burned bones placed in a large stone urns, and integrated in elaborate tombs. ] CELEBRATIONS [ ] UNDER REVIEW [ Blood Talon Celebration: This is a day to honour Mokrag’Braduk, one of the glorious and honorable, the greatest Braduk to ever have lived. He is known as the Blood Talon, and this annual festival honours his life, deeds, and ultimately honours his sacrifice. His sacrifice is the reason that Braduk clan exists today. Kenuk Feast: This day of feasting celebrates the end of the “Village Wars” between the feuding arms of Braduk’s family, as well as the start of their peace. Various competitions which test strength and dexterity will be held throughout the day, prizes range from mediocre to more vaulable. Zpidhammah Day: This celebration is named after Braduk’s weapon which he used in the Village wars. Zpidhammah Day is a a celebration of the founder of the Braduk clan; his life, and his honourable death in battle immortalized in a mostly joyous occasion. Klomps held, feasts had, and stories told to the cubs from the knowledgeable Elders. ]x[ CLAN LORE THREADS ]x[ Overview of Clan History Https://www.lordofthecraft.net/topic/112251-the-rhinos-history/ History of Wars of the Clan Https://www.lordofthecraft.net/topic/119187-war-stories-the-braduks/ Lore of the Braduk Rhinos Https://www.lordofthecraft.net/topic/91744-lore-braduk-rhinos/ Overview of Bloodline Braduks Https://lordofthecraft.net/forums/topic/14697-ooc-bloodline-braduks/ Previous Braduk Thread (Including Info on Specific Bloodlines) Https://www.lordofthecraft.net/forums/topc/128780-the-braduk-clan/ ] OTHER THREADS [ Previous Braduk Clan Post Https://www.lordofthecraft.net/forums/topic/128780-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/151150-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/159917-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/166136-recruiting-clan-braduk/ ]x[ RECRUITMENT INFORMATION ]x[ 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. 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. Please keep in mind that any orcs claiming to be bloodline Braduks must get expressed and full permission. Anybody who did not get permission will be forced to change out. To join, approach us in-game, or post here in the thread. If neither works, you may message me here on the forums.
  5. Raguk

    Report 2.

    Report 2.: Duh Bruuz. “Mi dun gruk wu’ mi ben told…” Account, as told by: Zrarly’RAGUK 11th of the Grand Harvest, 1686 At the city state of Holm We rallied in Belvitz—a wonderful city if I must say myself—when the sun was at its peak. There were a hundred of us in total, with ten being mercenaries. It was a sight to be seen, the might of KRUGMAR. Anyways, we headed South up the steep road and passed through into Holm territory without any resistance. We then reached Holm itself, the citizens scrambling for their homes. Once we actually entered, there were but a few: the visitors of the city and a kha that seemed to be of some importance. They, the visitors, quickly geared themselves but could not organize for we were already upon them. A Lak took down the Kha and a RAGUK defeated Borin. The rest? They were ignored, unworthy prisoners as they were nothing but cowards. I raided their tavern, however, stuffing my sack with booze and foods of all sorts. Holm’s drinks were quite plain, but as expected as a mishmosh of cultures. Taverns could only sell brews that they knew many would enjoy, and there were very little boozes that met that standard That is all there is to it, really, other than executing Borin with Thoak Goldhand as a spectator. A few days after the execution, Durrr’Lak and Glottgut’Raguk, the Swampgoth and Wargoth respectively, arrived at Holm followed by a small contingent of orcs. There, they caused conflict with the people within, and thus skirmished a group of Holmite defenders, who appeared to not even be of Holmite origin. The orcs and their allies initially held their ground against the defenders in the field, where they managed to bring one down and cause the others to flee. There they chased, until one looped around and managed to mortally wound an orc. From there, the enemy skirmishers were finished off. 14th of the Grand Harvest, 1686 Scribed by: Zkribblr of RAGUK Zrarly’RAGUK [!!]
  6. 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:
  7. DURBURZ-MAU-ULRAH A Raguk gladiator saluting towards the Rex in the blistering heat. SINCE THE DAWN OF ULRAH’S EXISTANCE AND THE MIGHTY ORK RESURGANCE, THE DWED OF THE COLD HAVE STOOD TRUE AND HONOURABLE. IT IS AN HONOUR TO HAVE AN ALLY SO LOYAL AND STANDFAST, YET IT IS AN HONOUR RARELY REPAID. FOR THIS, IN THE NAME BOTH OF LEYD AND THE PACT OF HAMMERS, CLAN RAGUK HEREBY SENDS OUT INVITATION TO BOTH ORK AND STOUT ALIKE TO COMPETE IN A MIGHTY TOURNEY IN SAN’KALA'S ARENA. “Ang Gund Griizh” OOC:
  8. https://www.youtube.com/watch?v=Ml8DscySDL0 You’re lost and unknowing. Your mind burns with a thousand questions; “Come, Uruk. . .” A hand through the dark beckons for you. “Come and sit by the fire.” You follow it. The smoke clears. A small fire burns in solitude. You sit by it. “You seek knowledge. . .” From the shadows comes he: ash-seeped and still. He speaks; “And so I shall grant it unto you.” Smoke plumes up from the fire. This time thick. This time invasive. “But the Spirits are hard Gods. This will be your only opportunity.” His voice, a thunderclap, rings out thence: a chant in a guttural and slanting tongue, where the words roll over one another and mesh into pure primordialism. Unhinged, unbridled; all-knowing, melodious in a wild way and percussed only by the beating of your heart, it ensnares you. You feel it in your throat, all throughout your body; in your gut, in your legs- your legs soften. Your arms too. It prys you open, your eyes widen, your ears do not only listen but they hear. You tumble, you’re falling, sinking, the earth swallows you up from all around. . . And then you wake. There's no smoke. There’s no heat. No fear. No noise. Only stillness. But sat before you is a spirit of a million eyes: “I am Lethrothrak, He of a Million Eyes, and my knowledge I wish to impart.”
  9. Ougi

    Report 1

    Report 1.: Tunnel Rats [!] The horde of orcs descending from the mountains on their way to the Confederate of Hammers [!] Glottgut rolled the head of a dwarf across the floor, their hair a blazing orange and the blood from its neck to the floor... Account by Glottgut: “Agh hozh plan.” The Lak Swampgoth nodded. “Gorruk.” Glottgut stopped sharpening his extremely dull cleaver with a whetstone, looking up at the Lak. “Wub?” “Did latz brudda Durrr agh ‘iz gobbo blah tuh lat wub wi nid tuh do?” “But ub korze.” And thus, their conversation had ended. The forces of Krugmar had arrived. Sixty uruks and twenty mercenaries, the rabble standing in front of Santegia. Even the Goj of Krugmar, Falum’Lur, had arrived to take part in the raid. Zrarly’Raguk stood alongside Glottgut, banner on his back, carrying the Krugmar standard. They all had come for a fight, and if the fight would not come to them, then they would come to it. Nestled within the valley, the great gates of the Confederation of Hammers were sculpted. It did not tower like Kaz’Ulrah, yet the orcs knew it would be just as hard, if not harder, to enter. They hid, out of sight of the gates, waiting for the gate to open for a certain passing dwed. Yet it would not come to pass. Soon, one of the dwarves of the Confederation had seen them, and only opened the front gate as bait. But later the gates would be open, and without hesitation the orcs rushed in, forward, deeper into the caverns… The rest of the city had been restricted, a metal gate stopping them. The horde knew what would happen, yet it was too late, for behind them another gate slammed down. They were trapped, and soon the orcs would be packed and sweating from the lava flowing throughout the cavern. Orcs may be considered dumb by the other races, but they were not stupid. It was quickly noted that small holes and slits were cut into the sides of the cavern, enough for a dwarf to swing his sword or fire his crossbow. Yet already they could have already seen the dwarves through them, hiding and sweating in their holes as much as the orcs did on the outside. But twenty allies of the orcs were left outside of the shut gates, but in the dwarf’s panic they had broken the door to the gatehouse, and those that were left outside soon made their way into the tunnels. “Dey trap uz! Dat meanz azh fing: AGH KLOMP! WAAAAAAAAAAAAAAAAGH!” The calm before the storm soon twirled into a hurricane of battle and arrow shots when one of the dwarves shot their crossbow through a slit. Prepared for this the orc had moved out of the way, and all took their positions. It was a constant back and forth as the dwarves popped in and out of their spots, firing from all around the orcs. But the orcs, with their heavy shield, held out, even firing through the dwarf’s own slits and wounding and killing some. The twenty allies that were left trapped outside, made of human and sugarfoot mercenaries, finally found their way through the tunnels. They cleaned them out, steel clashing steel within the tight space. But the sounds of battle had stopped. It was over, and the dwarves had routed. And from the tunnels, the gates would be opened from the inside. The body of a certain dwarf was noted, and his head was taken. The dwarf they had sent to open the gates from the inside for them. But now, his body was a trophy. And so it was decided, the dwarf’s head would be kept. For safekeeping, of course. The orcs poured through the dwarven hold, searching for the escaping. They searched every nook and cranny they thought possible, but to no avail. In his rage, Glottgut’Raguk took a flint and steel that Zrarly carried, and set fire to the dwarfs’ library. These dwarves, cowards who ran from a fight, would know the might of the kin of Krug. The Warnation had come. Report 13th of Snow’s Maiden, 1685 Upon the 11th of Snow’s Maiden a warhorn had been heard at San’kala, a day later another was heard. The horn signalled a raid incoming, with goblin criers telling that they were to head to Presa de Madera. There, in Presa de Madera, a warband totaling sixty orcs and fifteen pinkies had rallied. They then, by nightfall, began their march to the Confederation of Hammers. From there they began their assault quietly, finding only peasants outside of the hold. After several scouts reported such, the warband headed for the hold. The hold of Hammers had their gates closed. We waited outside, having a stout infiltrate the keep and open the gates from the inside. Sadly not only had the dwed turned traitor, but the lookouts sighted us before we even had a chance. The gates then opened, though none came out to brawl. It was assumed that it was a bait, and so for a few hours the uruks waited; the sun rose at this time. Finally, after growing impatient, we charged through the gates and became trapped within the dwed’s tunnels. This began the two skirmishes. The two pinkies ran into the gate house to secure an exit, and the uruks ran forward. There they were met with missiles from small holes within the rocks. After a great battle both groups proved victorious, rejoining before separating when they went further into the hold. No other conflict was made, except for the burning of the library. Not a single uruk was felled and sixty dwed were done in. They had heard the shouting of a dwarf, but the location of its origin was locked off by a gate. Content with their victory, and most of the horde already leaving, the remaining parties of Glottgut’Raguk, Gorruk’Lak, Falum’Lur, and Bapzapz’Lak left the city. Prestige Gained 16th of Snow’s Maiden, 1686 By Zkribblr Zrarly’RAGUK of Clan RAGUK Credit to: HortonHeardAWho for formatting along with writing report section, and Inferno_Ougi for writing the story portion and providing images and video. [!!]
  10. Humanistic

    A Spirit of Fire

    alum'Lur followed by his servant walked upon the sands of the desert as they traveled toward the small lump of dirt in the sandy dunes. They braced themselves as they covered their eyes from getting irritated and pushed onto the lift that slowly sunk into the tombs of the ancients where Falum keeps to his shaman duties. They continued on climbing the steep path deeper descending into the crypts and tunnels where they eventually met their destination. It was very dusty and claimed by a habitat of spiders with their nests, but one section in particular was filled with offerings, grains, and gems. As they stepped closer into the crypts and observed at the offerings Falum nods his head towards the tombstones and remains of several Orcish brothers that had passed onto Stargush'Stroh. The Orc stands near the few tombstones and raises his arms towards his servant "Which do lat choose to Spirit Walk with?" he grunts as he looks towards the display of memoirs and speaks of their individual spirits and their efforts in life. Asariel stands near the tombstones and examines the memoirs for a moment until she walks back to Falum wielding a large War-Axe that once belonged to a brave and noble orcess by the name of Lukra'Braduk. "Ah Lukra..." he'd say dragging his words out as he draws upon his memories of his old war mother "Then we will begin shortly" Falum withdraws a loaded blunt of cactus green and lights it with the torch he carried with him and the air filled with smoke and relaxed their thoughts. As they sat idle for moments, Falum held the axe close to him and dragged his hand over the detail of it as he began to chant words creating the tether to the Ancestral Plane. Asariel would watch Falum as he speaks very foreign words to her tongue and was slowly dazzled as the tombs and tunnels began to materialize into a vast plains with crimson and golden skies. The duo rose from the plains and spotted a Braduk rhino in the distance grazing upon the lands. They broke out into a sprint and began a pursuit of the rhino who turned tail and fled from the foreign spirits. As the terrain materializes into different biomes through the chase, the rhino halts before a large desert palace surrounded by fields of cactus. "That's not fair!" Asariel says with disappointment as she watches the rhino dematerialize before her eyes "This is where it led us to the beast wus not the prize, the Spirit lies ahead" Falum says as he examines the Realm and the sandstone palace "This almost peeps like that old Doomfort". The travelers continue on as the sand palace looms grandly above them and their forms enter the darkened halls of the structure. As they lingered closer to the grand doors of the palace they hesitated and looked to each other for a moment. A voice booms from the other side of the wall almost as if there were nothing blocking the sound "Wub mortals have stepped foot into my realm of the Stargush'Stroh reveal lat selves before me", Asariel would be the first to take a shove at the large door firmly pressing it forward as Falum follows closely behind her. The Orc and Elf step forward into the palace room as Lukra'Braduk raises from her ancestral throne "Throm'ka Lukra, it's been many ages since I last peeped lats face" says Falum as Lukra raises her voice with great enthusiasm. She chuckles heartily finding her old war companion before her "Falum! It peeps that lat am still as ugly as ever, even with all that tusk polishing!" the orcess cackles with great humor as she notices the elf and turns toward her "And lat are?". Asariel steps forward and peered up softly to the great Spirit of Lukra as her eyes widen "Oh miss Lukra, you are even more strong and beautiful than I had anticipated..." she spoke in awe, as she lifts herself up and dusts her dress "I am Asariel". Lukra's Spirit looms brightly over Asariel and raises her heavy orcish head "It peeps that we are well met then if lat arrives here alongside Falum" Lukra looks between them with a tusky grin "So wub is it that brings lat to my Realm". Asariel grows a wide grin upon her feature as she looked over Lukra and asks Falum "Sir - How can I get teeth like yours and hers?" and his laughs heartily in response as he remembers an old halfling "Well.. there was an old honorary named Bobo'Lur and he lahed that some Orcs punched him in the jaw until it fit right" Asariel laughs nervously at the thought sways her head back to Lukra. She looks upon the great spirit and brought her qualms before Lukra "I wish to learn to klomp! I want to be as strong as you one day!" Asariel ties up her dress in a loose and combative knot "I learned to do this and I like to think I have a spirit of your kind". The large braduk laughs at her display of spirit "So be it then, My days of klomp yielded me my own realm here in the Stargush'Stroh. Unlike the mortal world, mi could flat both of you where lat stands". Shortly after Lukra spoke Asariel would collapse through the plains as she was overwhelmed by the great limits of the Spirit Realm and was left unconscious in the Mortal Realm. They'd watch as the girl fainted and vanish from the Realm causing Falum to turn towards Lukra as the tether only lasted so long "It has been long, Lukra. Mi wishes dat I could have done more during lats life. I wish I could have stopped Drokon when he flatted lat" he displays a frown as he looks upon the large spirit. Lukra draws her eyes deep into his as she places a heavy palm upon his shoulder "Do nub be conflicted, Zlash. Time has passed and you still be walkin but it would seem Drokon also met his fate since I have seen him here in the Stargush'Stroh klomping alongside the Ugluks". Falum nods his head as relief drains from him accepting her fate "Everything you blahed to me was true. Kulgarok was doing dark things with the Spirits and in the end he led Drokon to his flat". The Orc presses his weight upon his materialized staff "He came to San'Torr in those days and challenged me, for he was banished for his dark use of the Spirits. We klomped and the ancestors looked upon mi that day, but the dark shaman was nub seen since". Lukra nods her head in an understanding motion as she thinks back on her mortal life "If I did not make the effort to relay the information to lat it is likely that lat could nub have avenged me like lat did, lats has mi bubhosh respect Falum". As the moments passed for what seemed like years, Falum and Lukra continue to hold conversation with one another with Lukra asking "So wub is it that goes on within the goi now? How dus Krugmar stand these days?" Falum's eyes grow displeased with the question as he lowers his head with a bit of shame "The Wagh Nation is nub wub it used to be. The whitewash Horde was accepted into Krugmar by Shakul'Gorkil and now wish to make changes as they see fit! They have begun reclaiming the name of the Iron Uzg, but many clans oppose the actions of Shakul". The Spirit's demeanor grows with rage and displeasure as she offers a heated growl "What is made of the Braduks, how do my kin hold during this chaos?" Falum then raises his head with an even deeper wretch in his eyes "The Braduks are led by an Orcess like you, but she fights for the Iron Uzg and flats her own Braduk brothers. I have held my tongue during these chaotic times, but it only can hold so long until it slips". Lukra edges closer to Falum as she embraces her Spirit against his "So you will join the klomp then, brother?" she'd ask him and with a glow of his tinted red eyes he would respond "Yub, but mi is conflicted.. These Orcs used to once be my brothers, and now I must make a choice of klomping against Clans that once used to be an ally". As Lukra pulls away and slowly begins to fade due to the Tether running low on mana she leaves him with the best words of guidance she could provide him before he fell unconcious entirely "Falum, you must decide. You have always grukked wub lat will do and who and when lat will klomp. It is lat decisiun that am to make things right again." The thoughts run at amazing speeds through Falum's head as he grew dizzy and fatigued and passed out. After time passed and he and his servant rose from their slumber Falum reaches for Lukra's War-Axe and growls with ferocity as he clenches his teeth and tusks "The Lurs will not stand idly by and peep our brothers bleed on the soils of San'Kala for nothing! We will hunt those that wish to destroy the honor of our civilization and cleanse the Clans of weakness." Falum returns to the Clan Hall where many of the Den Keepers and Huntsmen reside as they tend to their wolves and trophies of the Hunt. He stands upon the feast table and announces to each of the Lurs nearby "My blood, my kin, we shall klomp alongside the War Alliance of Krugmar! The Horde will not do as they please as long as the War Nation Orcs still stand! We bring them Wagh!"
  11. Quintessential

    [BRADUK] BOYS IN BLACK AND BLUE

    Declaration -- of -- War ☋☊☋☊☋☊☋☊☋☊☋☊☋ Kotturik and others rally upon assuming their Almighty Rex missing. ☋☊☋☊☋☊☋☊☋☊☋☊☋ Kotturik’Braduk had seen things, dishonourable things. Uruks shouldn’t worry, but now she was pissed. This had gone on too far. This was a clan war! Not a murdering **** festival! She was willing to overlook the klomp which led to her forced kneeling; however, she would never overlook a kidnapping of her beloved Rex. She retreated to her hall, letting out a primal, bellowing roar that startled even the most steadfast of rhinos. Kotturik’Braduk flipped over her bed, running to her allies to find start a search party for her Rex. When she came back, it appears her attempts were not in vain in the end; but now she had a decision to make. Kotturik’Braduk did not want to punish Duk’Braduk but he had gone too far; however, on her own, she was too weak from the earlier shitshow of a tavern brawl. So she played her cards, she rolled the dice, and she waited. When Duk’Braduk came when summoned, she laid down the Braduk law. Duk’Braduk was shown mercy at the end, when Kotturik’Braduk chose to give him a swift and painless death. She will remember the Purple Punisher of Braduk. “Diz am nu luunger an hunurable klan war.” She grunted, before looking over at the sack of carrots. Oh right, earlier today. The simplest friendship began when a potato was traded for a carrot. It Was Time For WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
  12. On the edge of The Barrow Downs, two large figures sit by a fire. It crackles and pops, the two uruks sitting across from each other not as strangers, but as brothers. Brothers who have fought through thick and thin together, as cubs and into adulthood. Now, the drums of war can be heard in the Raguk War-Camp, and as the camp vibrates with orcs preparing for battle, Grubgobbla, the Raguk Wargoth, stands. He reaches his arms out, holding a dagger coming from one of the past Wargoths, the famous Leyd’Luk himself. Rognor, the Swampgoth, holds his hand out as well, and with a swift stroke Grubgobbla cut through his thick orcish hide, wincing through the pain. Rognor followed his actions, and the two pressed their bleeding wounds together. The blood pact had been made. They had become blood brothers. The terms sworn: Raguks and Laks will aid each other in internal struggles within the Iron Uzg They will provide equipment for both clans as necessary This will last until either Grubgobbla’Raguk or Rognor’Lak dies, or either’s clan has been dissolved All klomps will be good and of the highest caliber -Grubgobbla’RAGUK -Rognor’LAK
  13. Humanistic

    Falum'Lur

    Basic Statistics Past History Physical Characteristics Family Spiritual Characteristics
  14. 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)
  15. NotEvilAtAll

    Dunshire's Peace-Warriors (Guild)

    [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  16. SLAVE FOR SALE [\_|_/] RP: ZNAGA FOR SALE! FEMALE HUMAN CHILD, LOOKS ABLE TO WORK. KONTAKT GRUBGOBBLA’RAGUK FOR SALE. WRYT ON DA POZT PLEEZ ZTARTING BID: 500 ZHINIEZ OOC: PLAYER NAME: Builderslave SELLER NAME: MinionBoyXD “ANG GUND GRIISH.” POZT LAT BID UN THA FORUMZ
  17. Quintessential

    Seeking a Player to Play Orcish Child!

    Hi! I'm looking for a player to play my new daughter, please read her details below to see if you are interested! Description of Character A yellow-ish brown female Orc, firstborn of the red Rex Shakul'Gorkil and of the green Wargoth Kotturik'Braduk(bloodline). This new kub has green eyes and black hair. She is going to belong to the Gorkil clan. The kub is very likely to grow tall, as she is a mix of 8'2 and 8'7. Character Name Zralah’Gorkil You will receive skin upon due time and acceptance. Application What’s your MC Name? How long have you been a part of this server? Have you played an Orc before? Have you ever been interested in playing an Orc? How much do you know about Orcish culture? Would you feel comfortable on your own? Please post the application in the comments!
  18. With all of the Assassin drama and 2 man banditing in Dunshire, I've been unable to get the normal peaceful RP that I play a halfling for. Without that roleplay, I really have no reason to be playing LOTC right now, seeing as I play LOTC solely for said quiet and silly halfling RP. I'm finding myself in need of a break again, this time a much longer one. So goodbye everyone! I had fun being in Dunshire, I had fun playing Daisy and Madeline Applefoot, but for now, don't expect to see me in Dunshire anymore, or on LOTC anymore. I hereby request to be banned on my username jumperhand3, and to have my forum account suspended so I don't just return to LOTC immediately like the addictive drug it is. I'll leave all my LOTC discords and try to enjoy the real world for a time (Maybe try to read some books, etc.). I wish all you Dunshire halflings the best of luck in running Dunshire without me. Now that you guys have a villain and a decent population of good roleplayers, you should be fine. Anyways, here are my final words to you guys Note to the Halflings: Keep up being awesome! You've always been my favorite community on LOTC, and thus I send you all my wishes and all my hope. Now that you guys are friendly with the Orcs, hopefully you can put yourselves out of this mess before everyone else gets pessimistic and grumpy and quits like I'm doing right now. Note to the Orcs: You guys have always been my second favorite community on LOTC. I've tried joining you guys once before (Although I got bored and went back to my halfling), but from what I've seen you guys are OOCly very nice and always have the least-toxic banditing and villainy RP there is. For that, I respect you guys. You may have a few issues here and there, but for the most part, you guys are great! Keep up the amazing work dudes, hopefully you can make the Orcs great again. Note to @_SuitAndTie_: How the heck are you able to play on LOTC so much without getting burned out? You should make a guide on how to do that, because clearly I am not capable of such things. I also send you my best wishes, since you are an old friend of mine, and I have many fond memories roleplaying with you. Keep on being awesome, and doing all the good things. Your events have always been my favorite, and you really deserve a spot in the LOTC hall of fame! Note to @Reznc 2.0 @Reznc (Which one is it?): You are also an old friend of mine, and I still recall fondly the time our characters discussed halfling philosophy while on the walls of the Westlands. You made for a good Sheriff too, even if you wore boots and used a sword! I'm not sure if you even still play LOTC, but if you do, I send you my regards as well. Note to Micbox: I've managed to loose that one song you sent me to use for the Irish Wake we were planning to hold for Gerald, can you send it to me again? Also, I'm sure you'd love to know that the ol' Goblet of Infinite Booze that killed your character was used as the premise for yet another eventline in Dunshire run by Dalek. You were also a great player in my eyes, and you did a fine job running the Pendlemere festivals and participating in the Mellsburrian festivals as well. For that, you'll always have a place in my heart Note to @Dalek348: Maybe try running for the Event Team? You'd make a fine addition to that team, and I'd love to see you do a bajillion events with the Ents you've made in Old Dunshire Forest. You have the best screenshots and the best storytelling abilities, and thanks to you I now have Aegis, Asulon, and Anthos as singleplayer worlds on my computer. Just like you, I also love the more ancient halfling building style. It's a real shame that Dunshire was constructed by everyone else before you were able to do it all, since I would've loved seeing Dunshire look like the Old Dunshire you had in the Whispering Crossroads.... Anyways, I send you my best wishes, and all of my hopes and dreams Note to @dkink14: Why haven't you tried to shove bees up anyone's nose yet? That would be comedy gold! We really ought to do the old plan we had in Pendlemere (The one where we'd put beehives everywhere so the druids would have a neverending supply of bees to shove up noses). I hope you have fun playing on LOTC still! Note to lilsmolbean: I don't think you play on LOTC anymore, but if you do, then I'm here to tell you that your old character in Pendlemere was literally the cutest thing ever. Note to @Kaiser: Maybe you should fulfill your dreams of having halfling pirates one day. The closest we ever got to that was in the transition island from Axios to Atlas, where we briefly pretended that we were a pirate ship. I don't know if the GMs will teleport around boats anymore, but if they do, then I suppose we could easily have a halfling piracy crew... Note to @Hobbits: You are hands down the best sheriff I've ever seen. While you may not do all that many sheriff duties, you are great at roleplaying and have run some fun events in the past. Keep up the great work, and may Dunshire never grow silent while you still inhabit it!
  19. NotEvilAtAll

    The Great Assassin Hunt of Dunshire!

    The Great Assassin Hunt of Dunshire! It all began when a masked Assassin entered the burrow of Soliel and held her hostage when the other halflings of Dunshire came to her rescue. A standoff began between the halfling rescuers and the Assassin, with the Assassin eventually fleeing the burrow through Dunshire's secret tunnels, sending all the halflings scrambling to find him. Thankfully, the Assassin decided to set Soliel free, letting all the folks of Dunshire relax once more. Everybody cheered as they saw her leave the Tavern unscathed, yet a foul taste still lingered in the air, and a sense of dread still lingered in everyone's hearts, for the Assassin was still at large in Dunshire... All the halflings gathered in the Ale Garden, discussing what was to be done next. There they decided to split up into two groups, with one group searching the tunnels, and the other group searching the perimeter. Both groups found nothing. Then, all of the burrows were searched, only for naught to be found once again. As the search progressed, things became more and more dire. Halflings would venture out alone to check inside a burrow or behind a tree only to come back some time later bearing grievous wounds, and stories of a masked face, a blade in the dark, and a sudden gush of blood. Sometimes halflings would split up from the main groups and get lost, causing even more distress. Eventually, the search was as much about finding lost halflings as it was about finding the Assassin, and every halfling who struck it out alone was in danger of coming back injured, or not at all. Some Orcs came to the aid of the Dunshire halflings, having heard about the terror the Assassin was causing. With the united might of Orcs and Hobbits, the search went on. They searched the woods when claims of the Assassin being there were heard from injured halflings, and he was very nearly caught a number of times. Alas, no matter how hard the Orcs and Halflings tried, they could not sniff out the Assassin and corner him. All the search accomplished was an unending stream of injuries. Healers in the Boo-Boo Tent worked tirelessly throughout the night, trying to heal as many halflings as they could. Thankfully, due to the wonderful bravery of the healers and the protection of the Orcs, there were no fatalities despite the many injuries. But while no fatalities have occurred thus far, things do not look very bright for the halflings. The Assassin remains at large, and from their experience trying to sniff him out, the Halflings and Orcs know that this is a capable Assassin indeed. Capable of evading thorough searches without being cornered, capable of striking where it is least expected, and capable of causing mass-disruption and terror. Will the Assassin ever be brought to justice? Only time will tell...
  20. Dragonslayerelf

    [Clan] Gorkil Clan

    Clan Gorkil "Ang Gijak-Ishi" - Iron in Blood ------------------------------------------------------------------------------------ "To Enrohk for bloodlust, to Vulka for leadership, to Gentharuz for our weapons. These are the spirits who we pray to to grow closer to Gorkil and his kubs." ~Shakul'Gorkil, Warchief of Clan Gorkil Clan Gorkil is a clan that, above all, prizes military might. In the militant nation of Krugmar, where raiding, fighting, and blood is held above all else, Clan Gorkil stands out as the clan that strives to have the best fighters, the best tacticians, and the best orcs. Their role model is Gorkil, second son of Krug and great strategist of his time, their founder his son, Angbad. Brutal and cunning, yet wise and contemplative, Gorkils live to be the prime military tacticians and soldiers. Their clan has taken many twists and turns in the past, they have always stayed their course, and always strove to be as honorable, as capable, as faithful, and as loyal as they could possibly be. Their history is long and storied Ancient History Gorkil the Orc was a the son of Grahla and Krug, the weaker brother of Rax and the 2nd son of Krug. He was consistently overshadowed by his older brother, who, the moment he learned to fight, consistently demonstrated the fact that Rax's strength far supassed his own, and as a result was forced to live in the shadow of a stronger orc. This shaped who he later became, a shrewd tactician and intellectual who was capable of backing his strength with strategy. Gorkil himself had several children, the notable of whom were Angbad, who exemplified Vulka's sphere and followed after his father as an equally apt tactician, the second of whom was Azog, the underdog of Gorkil's children who eventually proved to be one of the greatest smiths of his time, and the third of whom was Ugluk, a renowned for his skill as a warrior. These virtues of the children of Gorkil are what the Gorkils of Krugmar draw from when praising their three most idolized spirits, Vulka, Gentharuz, and Enrohk. The clan itself was founded by Angbad, first son of Gorkil, who modeled the clan after his own tactical prowess. During the clan wars between clan Rax and Dom, the Gorkil Clan aimed to hold true to the bonds that Gorkil felt with his sister, Dom, and thus sided with the Dom clan during the conflict. During the reigning Wargoth's campaign, he annexed many of the minor clans that followed Clan Rax. The forces of the various clans eventually closed in, and the Battle of Nomad Plains had begun. Through the combined effort of the Gorkil and Dom clan's efforts, and the Gorkils had came out of the battle with minimal casualties. However, it was found out that the leader of clan Dom had become one of the first dark shamans and he, along with his clan's shamans, had enslaved spirits to give themselves powers beyond that any shaman has seen before. Thus, their trust in their allies betrayed, Clan Gorkil withdrew from the war. After the war, clan Rax was victorious. Clan Dom was banished, and Tythus, son of the prior wargoth of clan Rax, became the first Rex and formed the Warnation of Krugmar. The Laws of the Gorkils The Gorkils have been guided by a set of laws created by a prominent figure, Vagud'Gorkil, in more recent times. These laws, set in writing, are as follows: If a Gorkil finds a person who is injured or starving, be they Uruk, human, kha, or any other race, and this person has done nothing to harm them or another Uruk, it is a Gorkil’s obligation to assist them by tending for their wounds, bringing them to a doctor or healer, or feeding them and offering them shelter. If the Wargoth demands something, a Gorkil should comply without question. A disagreement between two brothers must first be sorted out by talking with each other and trying to reach an understanding. If they fail to come to an understanding, they will have an honor klomp. Never betray your Clan: Betray it not by acting. Betray it not by failing to act. Betray it not by deed. Betray it not by word, sign or inscription. Do not perform dark or white magic. All orcs must abide by the code of Mauogh. The punishments, devised by later Wargoth Othmgahk'Gorkil, are as follows: For leaving an injured or starving person, you will be forced to fast for one week. If you repeat this offense, you will be cast up into a freezing mountain and forced to fend for yourself for two weeks. If you repeat this a third time, you will be killed by lacerations to the neck. If you back down from a fight or cower, you will have your fingernails torn off. If you do this again, you will be branded with the word ‘coward’ on your forehead. If this is done again, you will be cast out from the clan and made a whitewash. For not following the Wargoth’s orders, you will have your right hand crushed with a hammer. If this offense is repeated, you will be branded with the word ‘disgrace’ and cast out from the clan. For betraying your brother, you will have your neck lacerated with a rusty dagger. With later additions by Warchief Shakul'Gorkil as follows: For the possession of any sort of non-shamanic magic, you will be cast out of the clan. For Dark Shamanism, you will be cast out of the clan and branded a whitewash. Thereafter, hunting parties will seek you out and prospective Gorkils can bring your head to the Wargoth for advancement. For failing a task, Orcs will have dung attached to parchment and have that parchment stuck upon their head until that time when it falls off of its own accord. Removing this parchment will cause the orc to have their back subject to the Trail of 100 Knives, where their backs are slowly flayed cut by agonizing cut, with the flayer intentionally doing so at a slow pace. The pattern flayed on will read "Failure." down the orc's back. In the most serious of cases, a “Blood Eagle” would be performed on one’s persona. Your back would be slit open, and ribs hacked away from your spine. This would cause it to spring apart to resemble an eagle’s wings. The executioner would then draw the lungs out of your back and draping them over your shoulders, leaving you to die. The Traditions of the Gorkils There are many traditions that the Gorkils adhere to, one of the more prominent and well known ones being that Gorkils cut into themselves with long knife marks. A Gorkil who has seen many battles typically has a dense concentration of scar tissue on their arms, where they run the knives along. These cuts not only are used to prove the Clan's resilience, but also inspire the 'Blood Rage', a frenzylike state that allows Gorkils to use their ancestral curse to their benefit and enter a berserk-esque state. Traditionally, Gorkils have frowned upon the worship of Immortal Spirits due to their association with Shamanism and the overall distrust Gorkils have had of Shamanism from the time when Dom turned their backs on the clan, but the worship of Immortal Spirits has become far more common, even endorsed by the current Wargoth, who designed his scriptures and methods around them. While many older Gorkils feel that the Spirits, who sided with Dom, betrayed them along with the clan itself, it is also thought that it was the Shamans themselves who betrayed them, not the spirits, and that they should still be praised. Regardless, Ancestral worship is generally more common among the Gorkils than that of the Immortal Spirits. It is also common for Gorkils to own Warboars, large desert boars that run with exceptional speed and are capable of withstanding the desert's harsh conditions, or ride scaddernaks raised from their birth as eggs, large lizardlike beasts that also reside in the desert sands. The Ranks of the Gorkils The Gorkils are divided into a collection of ranks to show both seniority and superiority in the clan heirarchy. A helpful guide was made by Wargoth Shakul'Gorkil to explain what these ranks are and how to rise through them, entitled 'Rizin Dah Rankz', and is made publicly available to those who wish to join the clan, with the Gorkil scribe goblins copying the pamphlet many times over. https://docs.google.com/document/d/1ioApQnfgOQN4F8lTJEO-8N68O76Rjr_ZZ4uBnPQPGOw/edit?usp=sharing However, Gorkils are divided up into ranks thusly: Wargoth At the top of the hierarchy sits the Wargoth, the current leader of the Gorkils, who can be challenged only by Elders of his clan. Exceptions can be made for other valid claimants. Elder Just below the Wargoth or Warchief sits the clans many Elders, wise, typically older orcs who have been known to have enough worldly knowledge to suffice as advisers to the Wargoth/Warchief whilst simultaneously acting as officers to the Gorkils. They are to be obeyed as if they were the Wargoth himself if the Wargoth is not present, but anything they do can be over-ridden by the sitting Wargoth. Blud Below the Elders sit the Bluds, mature orcs who have completed all the trials available and who have not yet embarked and completed some sort of grand task in dedication to one of the Spirits, but who have shown themselves to be capable enough to act as lieutenants to the Elders and Wargoths. Bluds are also to be obeyed by Kindred orcs and Thralls, but are not given the same precedence as an Elder or Wargoth. Anything they do can be overridden by either and they cannot advance another orc in their trials, only an Elder or Wargoth can do that. Kindred Kindred orcs are afforded all the rights and perks that come with being a Gorkil, with armor and weapons provided to them by the clan's armory and custom weapons and armor being afforded to them by the clan's smiths, should they provide the materials with which to make them, as well as having the right to own property in the form of housing and raise families, rights that the Thralls beneath them do not have. They, however, are the rank-and-file of the Gorkils, and most Gorkils are expected to reach at least the rank of Kindred in their lifetime. Thralls Thralls are the new recruits of the clan, and do not possess the ability to own property aside from the small hovels in the muddy regions of the Clan Hall, intended mostly for the use of the slaves to the clan. They do not have the right to have a family or independently own property, and for as long as they're a Thrall, what's theirs is the Clan's. Note: Instructions on how to join the clan are on the "Rizin dah Rankz" doc.
  21. idiot

    Anadude's skins

    I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  22. Humanistic

    Clan Lur

    “We are the hunters. Our enemy is the prey” The Lurs are not footmen, they are hunters. The hunt is the most important thing for a Lur and to prove themselves in the hunt is what all young Lurs wish to do. The Lurs have a bond to The Great Lur wolves. The Great Lur wolves are huge beast that only obey the Lur clan. When Lurs ride wolfs they are almost unbeatable in mounted combat. Lurs are most of the time quiet and stoic, from the moment they wake, they devote themselves to the perfection of whatever they pursue. Every Lur strives to perfect the hunt and the rise. They have a strict code of conduct and believe in honour above all. Lurs don't like to deal with politics for they think that staying in an office and discussing politics is extremely boring and would much rather enjoy the thrill of the hunt. But when they need to discuss politics and papers they will do it but not happily. Even so, in polities they believe it is better to be the wolf than the sheep. Lurs are usually smaller than other Orcs but they are much quicker and much more agile. The weapon of choice varies from bloodline to bloodline but all Lurs are masters of the spear. Government: The Lur clan is ruled by a Wargoth who is chosen by either a klomp or unanimously elected by the elders of the Lur. The Wargoth must always listen to the advice that the Clan father will give, the clan father is usually the oldest and most wisest Orc in the clan. Current Wargoth: Falum'Lur {Shamanistic} Current Clanfather: Eath'Lur {Sandk1ng} Current Packmaster (Person who takes care of Lur wolf pups and Lur wolves in general, normally being the Wargoth): Anak'Lur Elders, an elder of the Lur clan represent the bloodline of one of the heroes of the age of heroes. The current elders are: Eath'Lur {Sandk1ng} [Axe] Jukha'Lur (Slothtastic) [Fist] Timeline: History of Clan Lur Lore and myths: Lur and the Wolf The Trickster of Lur The Great Hunt, Origin of the Lur clan The festival of “Da Gajutar's Dahamab” (The Hunter's Fang) begins. This festival is based on celebrating the beginning of the Great Hunt of Lur. Lurs from all parts of the Lur lands flock to the city of San’lur. It is said that more than 75% of the Lur population was at the city during the festival. The Clan Wars https://wikia.lordofthecraft.net/index.php?title=Lur Bloodlines Bloodlines: Each of the Heroes from the ages formed their own bloodline, they act as a family and as political group in the Lur clan. Bloodlines are many times mixed with each other and with the bloodline of Lur himself. That is why all Lurs usually refer themselves as cousins. The leader of a Bloodline is an elder of the Lur clan and can fight for Wargoth of the Lur clan. The bloodlines and its leaders are: The Fist Bloodline: The fist are usually the most calm and cold of the Lur bloodlines, they think that physical strength is the purest weapon that a warrior can use. They descend from Tor the fist of Lur. The sons of Tor will go to extreme measures to get stronger and stronger. The bloodline is led by Jukha'Lur. The Trickster Bloodline: The trickster descend from the Trickster of Lur. They are the most diplomatic and the best at convincing others to do what they want, The Tricksters sons are many times goblins for their founder was goblin. They are often considered to be some of the smartest Orcs arounds.Their leader is gone. The Wolf Bloodline: The most savage and wild of bloodlines but also the most loyal and trustworthy. The wolves descend from Kurak the wolf of Lur.They are the biggest of the Lurs and their preferred weapons are metal claws that let them act as savage as they want. They also have a closer bond to their wolfs than other Lurs. The bloodline is lead by Falum'Lur. The Axe Bloodline. Primarily known as the most stubborn and rash of all Lurs, they are strong and powerful and put honour above all other things. They think of themselves as an always improving warrior. They descend from Bralkor the Axe of Lur. The bloodline is lead by Eath'Lur. The Sword of Lur. This bloodline is the most agile of all Lurs and some of the quickest as well, they enjoy riding as fast as they can and they descend from Jarkan the Sword of Lur. Their leader is missing/gone. Cults of the Lur Khor cult: “We are the wild, the unbound” The Khor are the most wild and savage of Orcs, they descend directly from Kurak the Wolf of Lur.They believe that Lurs should not live in the cities for being in the cities makes them weak. The main Khor tradition is to leave their cubs to be raised in the wilds with Lur wolfs, thus making them more savage and wild. Gob cult “We are the guardians” The Gob unlike others of the Axe family branch are focused on being calm calculative and they know when to use their rage. They created the Gob cult to become the guardians of San’Lur. When they need to protect their homeland they use the anger that their ancestors taught them as a weapon. The Gob went into a kamikaze rampage when they failed their task to protect San’Lur. They became depressed and lost interest in all things that didn't have the final goal of revenge. Dash cult “Ours is the speed” The Dash focus on speed, they are the fastest Orcs in the whole desert and descend from the Sword of Lur.They are agile, quick and ruthless. They host yearly tournaments to see who is quickest of them. They breed their wolfs not to be warrior wolves but to be as fast as possible. The Dash are many times messengers of the Lur. Traditions Birth and Young age. Lur cubs are taken to the lair of the wolves, where all Lur wolves have taken as their lair. If the wolves accept the cub then he is truly a Lur. If not the cub is not of Lur blood the wolves will destroy him. Coming of age: When Lur cubs reach the age of 9 years they are introduced to a Lur wolf cub. The Lur and its wolf are sent to the wilds to survive while 2 Lur wolves hunt them down. This is to prove that the time of weakness is over, they are no longer prey, it is time to be strong, to be the hunter. The wolf cub and the Lur are bound together not only as rider and mount but as brothers, elder Lurs have grown so close to their wolves they can hear each other thoughts. A Lur will have one wolf in his entire life, if the wolf dies, it is common for the Lur to kill himself, their loss is so great. The Hunt of the Betrayed: In honour of those who died during the Clan Wars the Lur go on a great hunt where the Lurs use black spears and arrows. The beast that are killed in the hunt are put in a great bonfire where they are sacrificed to the spirits ones who were murdered in the Clan wars. The Festival of “Da Gajutars Dahamab”: A dead festival, the last one was done before the Clan Wars. In that festival was where 75% of the Lurs were killed. This festival is based on celebrating the beginning of the Great Hunt of Lur. Lurs from all parts of the Lur lands used to flock to the city of San’Lur. Death of a Lur or his wolf: When a Lur or his Wolf are killed in the hunt or in battle their bodies are brought to their ancestral lands and then burnt. Their ashes go to the wind and will always ride in the wind. The Lur believe that when they die they go to a great plains of the spirit realm where they will hunt with Lur for all eternity. Oath to Lur: Lurs promise to always serve Lur, the clan and Krug. They make their oaths on the great Spear of Lur.They believe that their spirits are bound to the spear and the Lur that owns the spear can call upon all Lurs who have made the vow. The Vow:I swear that I will ride like the wind, hunt like the wolf and kill like my ancestors before me. My weapon belongs to Lur, my body belongs to Lur, my life belongs to Lur. I am loyal above all to Lur, I will die for Lur. I forsake land, wealth and glory, all that is mine belongs to my clan. Code of the Hunt, Laws of Lur When time was still young and Lur still walked in this land, hunting with his sons and brothers, he created a set of rules for the hunters. It was called the Code of the Hunt. The Laws are as follows: Only when in great need will a Lur hunt the weak. For there is no honour in hunting and killing something that presents no challenge to hunt and kill. A Lur will always seek strong prey, as the prize is greater and he becomes stronger in doing so. Never to hurt or kill another Lur outside of an honour duel. Obey the leader of the hunt (Wargoth of the Lur clan) with no hesitation. He was chosen by the elders and by Lur himself. Never try to take the position of another Lur for your own personal gain. The Clan always comes first. Clan Members: Active: Eath’Lur {Sandk1ng} Falum'Lur {Marijuanaology} Xem'Lur {LifeInVelvet} Anak'Lur {Gressy} Tajo'Lur {LordOfTheCraft} Gat'Lur {Adym} Inactive Members: Buubztik'Lur {Hellfiazz} Umrah'Lur (Radlad_) Erza'Ox'Lur {AWildMel} Yotul'Lur {Lizellan} Yertub'Lur {ZBigCheese} Burbur'Lur (KBR) Rap’Lur {Tasty_Cheesecake} Jukha'Lur {_Slothtastic_} Kurdon'Lur {knghtAtorias} Kramosh'Lur {Lothric} Mograk'Lur {IrishPerson} Yertub'Lur {ZBigCheese} Grom Snag'Lur {Billy5691} Ulok'Lur {Deckion} Rilug'Lur {Bubby_64} Borba'Lur {TenesseeGuy_} Grommok'Lur {Sea_Of_Daedra} Grokal'Lur {Epicethan4} Moksha'Lur {u000893} Urak'Lur {xray32} Bralkor'Lur {Vekaro} Lex'Lur {Lexperiments} Gooms'Lur {TheCleaningCrew} Jaur'Lur {aokavery} Tor'Lur {meanking} Venator'Lur {SomethingObscene} Akisha'Lur {Moryna} Nak’Lur {CTapNEWS} Dawk’Lur {MonstaaMunch} Milok’Lur {Leland22} Shorat’Lur {Cyndikate} Tibzlug’Lur {JackABeano} Nworblug’Lur {The_Brownster} Iga’Lur {SabrinaSchultz} Nel'Thok'Lur {Carnivore91} Craotor'Lur {Craotor} Wulgehn’Lur {mingpow321} Zogtar'Lur {georgebg} Nrubb’Lur {NoobCrafter14} Gonk'Lur {NiceGuyNorman} Goonk'lur {SirSnowMan} Glonkk'lur {Lionkopa} Grunk'lur {NoobCrafter14} Krul'lur{ zanesim123} Krurg'lur {radferrari} Morakk'lur {RossssM] Grak’Lur {Darksalvo} Tor’Lur {meanking} Oracle’Lur {Overlord2305} Jaget’Lur {Madezz_} Gordib’Lur {Agith} Deceased: Voltug'lur Bein'Lur {TheImpulseHQ} Relakor'Lur {u000893} Jarroc'Lur {jzillifro} (Presumed) Tikk'Lur {Vekaro} Jarkarll'Lur {Denboy444} Jutra'Lur {Opiedoodle} Bajare'Lur {Tentoa} Brool'Lur {empirerebel} (Traitor/Presumed)* Durp'Lur {anorexichippo} * Jutran'Lur {monkeymii} * Jarkan'Lur {anorexichippo}* Nuguth'Lur {zobekat13} * Zara'Lur {Randomness710} * Craotor'Lur {Craotor} Zhol’Lur {_Kraal_} Gronkk'Lur{_Aislin_} Beastiary: Lurgoi - Scaddernak (Lur) Dash - Falum's Lur Wolf (Shamanistic) Zaturn - Eath's Lur Wolf (Sandk1ng) Vortivazk - Xem's Lur Wolf (LifeInVelvet) Toto - Tajo's Dire Wolf (LordoftheCraft) Vuk'im - Anak's Lur Wolf ((OOC and FAQ:)) How to join? To join the Lur clan you must be either born into the clan or you must be a Lur whose parents or grandparents got lost in the clan wars and only now discovered that you are a Lur. Either way you would need to talk to an elder about joining. If you are an active Lur and not currently on the list please comment down below.
  23. The Ferdinand Act for Free Housing Issued and confirmed by Ferdinand of the House Stafyr, Mayor of Senntisten, 5th of the Grand Harvest, 1661. To all the peoples of Senntisten Henceforth, the Ferdinand Act for Free Housing is considered law. By this act, all HUMANS of Renatian loyalties are eligible to a FREE house in Senntisten under these conditions: -They are a member of the Legion. -NON-HUMANS serving in the Legion is also eligible for free housing. -They are merchants and owners of an active stall or other place of business within Senntisten. -They are specialists with a job that will contribute to the advancement of mankind and Renatus. Should you fulfill one of these conditions, you may contact a steward, or apply upon this noticeboard for free housing within the city. Those who make use of this act first will receive the best houses currently available. The Stewards Catherina Johanna (marinaemily) Michael Dingleberry (Corpean) Sophia Halcourt (CloudsInSpace) Warwick Rothesay Jr. (Nalatac) The Form IC Name: Condition you fill: Race: OOC Mcname:
  24. RalphGiezer

    CLAN YAR [RE-RECRUITMENT]

    =THE YAR CLAN= As the orcs of the War Nation go about their usual business of the day, Malog’Yar ascends the plateau of San’Vitar, carrying the black and white flag of his clan. Most would likely pay no heed to this until the mighty blast of the Horn of Yar resounds from atop the hill. Once Malog has the attention of the city, he makes his announcement, “Bruddahz agh ziztahz! Mi annownze diz dey dat da Yar Klan am rekruutin agen! Aneh bruddahz whu am intrezt’d en joynin, ur juzt wunt tu helb mi rebuld diz klan, kom blah tu mi ur Thurak! Zpirutz bi wif latz awl, bruddahz! Glureh tu Yar! Glureh tu da War Uzg! Glureh tu Krug!” The Yar Clan was founded in late Anthos by the shaman, Malog, in honor of his great great great grandfather, Yar. The duhnah skhelll, a giant man-eating desert tortoise, is their symbol, and is used by this clan to represent wisdom and lethality. It waits patiently under the sands for its prey to approach, and devastates it with powerful jaws. While still valuing strength as all orcish clans, the Yar Clan has always placed a special emphasis on wisdom and spirituality. Yar himself was regarded as the wisest in his village, and was their spiritual leader and guide throughout his life. A member of the Yar Clan is expected to seek a firm understanding of life. He must strive to be as Yar was: a source of wisdom for his people. Mind you, this is not to say that Yars aren’t expected to fight. They are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle; however, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. Clan Founding in Anthos Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi gydenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan. Law and Punishments In order to ensure the Yar Clan did not stray from the path of honor, Malog wrote ten laws for the clan to uphold. ((Written in Common here for convenience)) Law Code: 1.) Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. 2.) Do not consume the flesh of your fellow orc, for such is an abomination to Krug. 3.) Do not steal from your fellow orc, for such is an abomination to Krug. 4.) Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. 5.) Do not practice the magic of the pink skin, for such is an abomination to Krug. 6.) Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. 7.) Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. 8.) Do not speak the language of the pink skin, for such is an abomination to Krug. 9.) Do not take the pink skin as your lifemate, for such is an abomination to Krug. 10.) Do not worship the gods of the pink skins, for such is an abomination to Krug. Punishment Code 1.) Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. 2.) Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. 3.) Heart Removal: An orc who commits a particularly heinous offense is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. 4.) Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. Customs and Culture Branding: Upon initiation into the Yar clan, members are branded with the image of the duhnah shkelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal. “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” ((Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!”)) Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings: These are offerings of living creatures. 1.) Humans, elves, kharajyr and dwarves. 2.) Livestock. Grain Offerings: These are burnt offerings of wheat or any other form of produce. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Burning of herbs: It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. Adornment: Due to the symbolic nature of bones within the clan, it has recently become a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Clan Runes: The Yar Clan has its own set of runes for communicating certain ideas between its members. See Important Yar Links below for more information on runes. Current Members And Ranks Warchieftain: Chieftain of the Yar clan Nurena'Yar Elders: Members that have been part of the clan for a long time, and established a reputation worthy of being considered clan elder. ((Rank can be given by Chieftain)) Elphaba'Yar Skhell’Gondul: Members that have shown great bravery, strength and other grand feats that thus deserve to be part of the Skhell’Gondul: the Yars elite fighting force. They also are honored with a Skhellaazg: a great shield made from a turtle's shell. Part of becoming a Skhell’Gondul is to complete the task of hunting down one of these great creatures and killing them on their own. Using these shields they have a very unique form of combat that is mostly aimed towards defensive formations. ((Rank can be given by Chieftain or Elder)) Members: Zoba'Yar Azag'Yar Zhag'Yar Tedyn'Yar Khargol'Yar Deceased Members: U'la'Yar (deceased) Phaedrus'Yar (deceased) Vorgo'Yar (deceased) Shunned: Gurak'Yar (outcast)
  25. Olog backpack boi hello I have a base skin for my olog who called 'Rango the Dog' he's in need of a large orcish styled backpack and some armor for his arms and chest area to be built on at this moment nothing to like compact as that'd can be to op just simple armor made for an orcish styled rugged armor and knapsack and side pouch for him. Willing to pay 1,000 minas for this if worth anything still at the moment The people that want to try do this just let me know and I'll give you the bare skin I've been using for the olog
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