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Found 5 results

  1. Catarrh

    Clan Yar

    <O> Yar: Many years ago, the great shaman Malog raised the banner of Yar for the first time in Anthos, instating a long-running clan of wisemen and those dedicated to the worship of the spirits. Symbolised by the duhnah skhelll, the great man-eating tortoises of the desert, they revere the Ancestral spirit Yar, said to be the wisest of his clan. While Yars place great emphasis on spirituality and the attainment of wisdom, they follow the basic fundamentals of orcish life and value strength and honour; they are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle. However, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting, or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. “Wisdom is born of a strong mind. It is more practical than philosophy, agh goes beyond mere knowledge. It is the ability for right living, common sense, wit, resolution of life’s problems, agh success beyond material gain. Gruk for latself, but heed the blahings of those more experienced with the respect agh consideration due them. Learn from life, agh apply latz learning in a way that means something.” -The Contemplations of Malog, V1 \o/ Culture: Seven Pillars of Honor: Strength Valor Boldness Contentment Wisdom Forthrightness Discipline Seven Pitfalls of Dishonor: Weakness Irresolution Cowardice Avarice Thoughtlessness Duplicity Complacency Branding: Upon initiation into the Yar clan, and following completion of three trials presented by one or more elders, new members are branded with the image of the duhnah skhelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal: “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!” Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings These are offerings of living creatures. Humans, elves, kharajyr, and dwarves. Livestock. Grain Offerings These are burnt offerings of wheat or any other form of produce. It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Adornment: Due to the symbolic nature of bones within the clan, it is a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle, or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. See “Important Links” at the bottom of this post for links to the Yar Clan’s more interesting traditions. <<<D Law: The giving of the law, as originally told in Anthos: Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi guidenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan: ~ In order to ensure the Yar Clan did not stray from the path of honor, ten laws were set in place for the clan to uphold. ~ Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. Do not consume the flesh of your fellow orc, for such is an abomination to Krug. Do not steal from your fellow orc, for such is an abomination to Krug. Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. Do not practice the magic of the pink skin, for such is an abomination to Krug. Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. Do not speak the language of the pink skin, for such is an abomination to Krug. Do not take the pink skin as your lifemate, for such is an abomination to Krug. Do not worship the gods of the pink skins, for such is an abomination to Krug. ~ Failure to comply by the laws of Clan Yar will result in the following: ~ Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. Heart Removal: An orc who commits a particularly heinous offence is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. >>> <<< Yar Clan Chants: Blessed of Yar Shout unto Krug, Blessed of Yar! Throughout the Uzg, Bear it far; The glorious name! Glory to Yar! His wisdom will reign! Glory to Yar! Harvest Life is toil; Life is pain. Till the soil; Wait for rain. Blood coats plow, Workers groan. Harvest now Flesh agh bone! Raise the Luzk Raise the luzk! Shout aloud! Bare latz tusks! Make Krug proud! Bodies sever From their spirits! they'll forever Dread agh fear us! Cubs’ Chant Chant to the Wargoth, leading us to glory. Chant to the Choppers, on the battlefield. Chant to the Trappers, in the burning desert. Chant to the Workers, pounding steel. We are the Yar cubs, builders of the future, Agh we the Yar cubs swear to lat; Loyal devotion! Fearless devotion! Agh to klomp until we’re flat! Chant to the faithful members of the Yar Clan. Chant to the Skhelll lethality. Chant to the Yar Clan; ever wise and mighty! Clan of wisdom agh victory! <(*)> Important Links: Shrunken Heads: Bone Trees: Bone Gavels: Bone Singing (Throat Singing): Yar Clan Runes: Yar Funerary Rites: The Horn of Yar: Story of Yar: Information on the Duhna Skhelll can be found here under “Orcish Wildlife”
  2. [ON ORCISH VIOLENCE] The violence of the orcish people has shaped their history, and the world. Many orcs would lament the violence and injustices of their people, yet recognize the pleasure many of their kin face. There are two ideologies within the orcish people, a conflicting force that guides some to honor, and many to evil. [MABAJ BOT OB ARMAUK] I HAVE A WORLD OF ENEMIES To some, violence is simply a means of communication. Orcs fight against the world, inwardly and outwardly. They have torn themselves apart with this violence, fracturing far more times than any of the other descendants. To an orc, especially one without restraint, violence would simply be a way of life, but by no means an honorable one. This blind violence is often seen as a means of expression, or proving oneself, but often withers as an orc and their mind age. Violence proves strength, and strength proves worth in the eyes of a bloodthirsty orc. In past ages, orcs simply battled each other to prove worth and status, but as their people have been culled, and enacted violence on themselves, this self-mutilating desire has faded into something more coherent. Strength is important, and the orcish people pride themselves on their straight-forward and direct action. [GRIZHAKÛRZ-DARÛK] BLOOD DRUNK FOOL Wasteful bloodlust begets more bloodlust. The damage that the orcish people have done are seen in the veins of history. Haruspex and shamans are clearly aware of how internal strife taints the grish. Many orcs pride themselves in having restraint in their bloodlust, or being able to draw from it, rather than being enslaved by it. Many clans have rituals to deal with their bloodlust, or simply find means of overcoming it. The orcish people only surmounted Iblees by rising up when the other descendants fell to their afflictions. Reverting to beastial nature, would only prove to dishonor Krug, and further taint the action and image of the orcs. Honor is gained through making correct choices, rather than simply exerting your will. The Stargush’Stroh is a place in which conflict is eternal, and fought honorably. Wasting time within the mortal realm on descendants weaker than oneself would bar entry to the afterlife. This fate would be far worse than being labeled whitewash, as the actions would stain the orc’s soul for eternity. [HOW TO ROLEPLAY BLOODLUST] Bloodlust is a curse, an affliction that taints the minds and actions of the orcish people. This leads to bouts of anger,rage, and confusion that do not aid in combat scenarios, but often hamper them. The orcish people are a martial one and lose their forethought when bloodlusted. This does not mean an orc gains strength, but instead loses skill. A warrior is better when they are trained and prepared, rather then filledwith shock and rage. Overuse, or even experiencing true, blinding bloodlust would often lead to mental illness, depression and other concerns as seen through Kotrestruu’s Visit. [WHAT SLAVERY IS] Much like violence, slavery is an ever-changing discourse that is argued over within the orcish community. Some may see it as cruel, or unjust, but without the act, there would be no Phaedrus’Yar, the Elven Rex, or the countless folk who atoned for their descendant ancestors by adopting orcish culture. Slaves serve as cogs within the orcish system, but so do orcs. To not recognize the polishing, teaching, and work that must be put into a slave would be to ignore the purpose of the practice all together. The orcish people are stronger than any of the descendants, both physically and mentally, taking slaves merely for the pleasure is something reviled and reserved to those who do not appreciate the strength good life provides. [WHY THE ORCISH PEOPLE TAKE SLAVES] When Krug stood against Iblees, he did so without the help of the other descendants. When Krug killed Horen, he did so to strengthen the human people, and to let new life flow from their dying veins. Slavery, and all the violence it brings is not a pleasurable act, or one done out of malice. The orcish people are well aware of the strength they possess, though enact it in ways that scare and threaten the placidity of descendant life. To some, slavery is an atonement for the descendant original sin. To others, it marks the rebirth into better lives. To be allowed access into the orcish people’s way of life is an honor, no matter how tough or brutal it may be. As children, orcs are often intentionally abandoned or neglected, only to make themselves stronger. The same could be said of their slaves, who grow and mature into honorary orcs themselves. [SNAGA BAJ LUFUT] SLAVES MAKE WAR Not all orcs carry slaves. To some the hassle of guiding other descendants provides a headache best left to other orcs. Slaves are weak initially, and often cause more strife or complications to diplomacy and orcish society. An orc prides themselves on their own strength, and so taking a slave could be seen as belying that truth. It is necessary for an orc to find their own worth, and so leaving tasks and things to someone else, especially a non-orc, often muddles that process. [AMAL SHUFAR, AT RRUG] WHERE THERE'S A WHIP, THERE'S A WAY Slavery is good because it greases the wheels of progress. It makes life easier for orcs, and it is easy to see the strength an orc possesses when they do so atop a mountain of slaves. Why would the other descendants be blessed with foolish and pointless lives when they could so easily serve the orcish people? Their apathy towards true strength and honor is how Iblees proliferated, and so in enslaving them, they do them a justice. [HONOR AND ITS FLAVORS] The orcs are an honorable people, but what does honor mean? Does honor to a Raguk mean the same thing as honor to a Lak? Identifying the orcish people as a monoculture is a foolish assumption by descendants. The orcish people are made up of many creeds, factions and lineages, all of whom waged war against each other. To ask every orc, goblin, and olog would give a variety of answers as numerous as there are stars in the sky. Still, there are basic tenants every orc should and must live by if they wish to enter the Stargush’Stroh. Do not fight children. Do not fight those weaker than you. Do not fight with such an advantage that you trivialize combat. Generally, it is ill-advised to participate in enslavement RP if you're not a well versed Orc. It can be complicated, and difficult to work with. If you do it badly, you can leave a negative impression of the non-Orcs you come across; which extends into an OOC perception. Slave RP can be very good for Orcish RP, as it allows those that are not Orcs to experience the culture, and even, with time, become a part of it. If you plan on enslaving people, please be sure that you do so with the intent of inviting someone into the orcish community and teaching them the culture.
  3. Vourukh Translated to common from an Orcish log book. Anatomy The Vourukh (Voo-rook) would be classified as birds of prey, to those who would call them birds. ((In OOC contemporary terms, they would be described as theropod-esque as well as raptorial)). A normal venturer of Athera would mistake it for a dragon, however. Their thick, leathery skin, which very much resemble scales, are partially the cause of this misidentification. The hide is on average two centimeters thick, a quarter thicker around the underside and the talons, and a half thinner at the spot atop the head, where the skull joins to the spine. This thick skin protects the Vourukh from many perils, including the attacks of other animals. The beak is short and hooked, like many other raptors and the neck of the Vourukh is short and immensely powerful. This is beneficial as it allows the Vourukh to apply tremendous force, used for cracking and shattering bones. The beak of the Vourukh differs from other predatory birds though in that it is serrated. Towards the front end of the hooked beak, sharp and small serrations are spaced between larger, pointed ones, which are pointed back, so as to savagely tear the flesh of prey attempting to escape. These front serrations are used primarily for predation, and are frightfully effective. The serrations towards the base of the beak, however, are smaller and less pointed. Similar to mammalian molars, these back serrations are used for grinding and crushing. In the Vourukh’s case, it is the grinding and crushing of bones. On the beak are four nares, two larger ones closer to the eyes, and two smaller ones further down the beak. It is believed that the larger ones are solely for breathing while the smaller ones are solely for smelling. The eyes of the Vourukh are red, like their feathers, and the irises range from a deep amber to a golden yellow. The bones of the Vourukh are solid, very strong, and reinforced, comparable to that of sturdy mammals. This is not beneficial to the flight of the Vourukh, as it limits them from large migratory patterns. Otherwise, it allows the Vourukh to absorb heavier blows. As well, stronger and more lean muscles (compared to other birds) can develop without risk to the integrity of the bones. The Vourukh’s feet are anisodactyl, adapted to grip prey, but are also similar to basal theropods in structure in that the base of the feet are lifted from the ground, allowing for limited walking and running. The talons are unique in the fast rate that they grow. If left alone, the talons would grow too large and become cumbersome to the Vourukh. Because of this, the Vourukh whittle their talons down on rocks, which sharpens the talons as well. When outstretched, the wingspan of the Vourukh averages around five meters. The wings are very large and muscular, to keep the heavy body of the beasts afloat. To power these wings, the Vourukh have pectoral muscles comparable to that of an Uruk or an Olog. The wings themselves are separated into two parts that can fold in and downwards slightly. This allows the Vourukh to catch currents in the air with more ease and more efficiently ride them. As well, there are two long and curled talons near the first joint of the wings. These talons can bend in, and allow very limited grasping, and aid in walking on land. The Vourukh have nearly all of their body covered by feathers, except for their feet and their wing-talons. The plumage of the top of their wings tends to be dark colored, with white to gray intermediating in streaks, whileas the plumage of their bodies are white. It is exceptionally rare to find a white Vourukh though, as they stain themselves red in the blood of their prey. From below, the wings are near to invisible, while the body stands out. The tail feathers of the Vourukh are long, outspread, and rounded. Differences between make and female are few. The furcula of the female protrudes further and is thicker than the male's, and the female's tail feathers are narrower and more pointed. Behavior Vourukh, surprisingly, are social creatures. They arrange themselves into strict hierarchical groups--similar to a wolf pack--called flocks. The flocks are generally associated with locations, and are very territorial collectively and individually. A flock associated to a location is called the Vouruk’hai of that location. Within each flock, there are ranks, with the top being the Taasav (meaning warrior-father). The Taasav is usually an older Vourukh, and grows to become fairly larger than the rest in the flock. The Taasav is distinguishable by it’s darker-red to maroon feathers, and a thick black comb that grows upon its head. When the Taasav becomes old and frail, or even when it is strong and powerful, the most prominent Vourukh of the rank below, the Tumarz, can challenge it to a battle, which always results in the death of one of the Vourukh. Below the Taasav are the Tumarz, which grow larger than the normal Vourukh, and begin to sprout a black comb smaller than the Taasav’s. The Tumarz’ numbers are dependent on the size of the flock and the area the flock encompasses. Below the Tumarz, rank in the flock is based on the age of the Vourukh, with the fledglings being the lowest. The Vourukh, being predatory animals and scavengers, require large amounts of land. Because of this, they often separate into different camps. The leader of each camp is the Tumarz. These camps often have Vourukh of the same bloodline, and are similar to clans among the descendant races. Variations between different camps of Vourukh are minor, consisting of small variations in wing feather patterns. Despite having camps, the Vourukh have a main nest, which is where the Taasav resides. Vourukh often visit the nest individually to bring bones as tribute, and as a camp when they are called on. Every three years, before the hottest of the hot season occurs, the camps all return to the nest to breed. The eggs are laid and hatched by the peak of the hot season, and by the time the cold season begins to set in, the fledglings are able to fly the distance to their camps. If they fail to make the journey, they are left to die. This is generally detrimental to the population as a whole, since each mate produces no more than two eggs per three-year cycle, but it ensures the population is strong. Conflict does occur between Vourukh, often caused by food or space within a camp. These conflicts normally do not result in death or serious maiming, and when they do, the Tumarz will often punish the offender. Vourukh form mating pairs for life, and mates are often seen together constantly. Therefore, when conflict caused by transgression of a mate-bond occurs, it almost always results in the death of the offender with no intervention by the Tumarz. Conflict also occurs between camps, though rarely. When it does it is because of issues regarding land. If the issue is not resolved by a non-fatal fight between the Tumarz, or it is not mediated by the Taasav of the flock, it may escalate into a war. A camp war has only been recorded once before, and it escalated large enough to envelope the surrounding camps and the nest in a civil war. It ended with the deaths of a substantial portion of the flock, the abandonment of two camps, and the ascension of a new Taasav. Conflict between different flocks is common as well. If the flocks are located near each other, war will more than likely occur. If not near to each other, a camp from one flock may still be called upon by the Taasav to fly onto the other flocks camps, in a sort of raid. Abandoned nests and camps, and substantial differences in wing markings within a flock suggests that as a consequence of flock war, the defeated flock assimilates with the victor. The nest of the defeated flock is dismantled and is used to build upon the victor’s nest. Conflict with other races is yet to be recorded. Most flocks have not been in direct contact with a descendant race. From the understanding of Vourukh territorial behavior, it is assumed that conflict would occur if they felt threatened. On occasion, solitary and nomadic Vourukh are seen flying outside of flock territory. Physiologically they are smaller and none grow a comb. These Vourukh generally have no distinguishable wing markings. They fly in mate-pairs, and occasionally with the young. It is believed that they breed on a two-year cycle, and that the young are given more substantial care. It is common to find a nomadic Vourukh in conflict with a flock, and almost always the flock Vourukh will kill the nomadic one. Occasionally, a nomadic Vourukh may join a flock by proving itself in battle. These foundling Vourukh are easy to spot as they have no wing markings while their adopted flock-kin do. During the hunt, the Vourukh may assault creatures as large and larger than it with little fear of self-harm. On larger prey, they descend quickly upon it and beat it with their massive wings to disorient the creature, then they plunge their talons into it to bleed it before they return to the sky and follow the quarry. When the prey is sufficiently weakened, the Vourukh dives down once more and finishes the creature by biting out its eyes, its jugular, or breaking its neck with its powerful beak. If the corpse is too large to fly back to the camp, then the Vourukh will peel away the flesh and return to the camp with only the ribs, leaving the rest of the body to be brought back over the next few days. If hunting prey slightly smaller than it, the Vourukh will swoop in and grab the creature from the legs, while beating it with its wings to disorient it. It will then lift it in the air to a substantial height then drop it to its death, before flying the corpse back to the nest to salvage. Small prey, such as rats or Kha kittens, are usually left alone unless the Vourukh eats it as a snack while en route to a destination. Combat between two Vourukh is a sight to be seen. If non-fatal, the Vourukh lock on to each other mid-air and beat the other with their wings to fatigue them as they spiral towards the ground. This continues until one can no longer fight, or until one plummets into the ground. Fatal combat between two is much more glorious. They lock onto the other with their wing-talons, and bite and claw with their beak and feet. They often aim for the neck to bleed the opponent, or for the wing to cripple them and drop them to the ground. These skirmishes occur for hours often between flocks, with the Vourukh disengaging and re-engaging in waves. Rarely does one side retreat, unless their Tumarz is killed. The dead are left to decompose, and are only reclaimed when they become skeletons. The diet of the Vourukh is almost entirely bone marrow. The bones are ground up with the flat serrations of the beak or sometimes consumed as shards. The meat is rarely eaten by adult Vourukh, and instead it is reserved for the fledglings that cannot crush the bones yet. The mother Vourukh may crush up the bones and swallow to regurgitate the bone and the vile for the fledglings to consume. This vile possesses the qualities of fire, or a strong acid, in that it burns and melts, and can disfigure. The fledglings and the Vourukh are immune to the vile though. The same vile may be produced and sprayed by a Vourukh upon an assailant, causing grievous bodily harm. The call of the Vourukh is a rare one, as they seem to be silent creatures while prowling the sky. While communicating among themselves, the Vourukh produce many different sounding guttural chirps. Before and during a battle, the Vourukh let loose shrill and terrifying screeches to disorient the enemy. These same screeches may be used to do the same to prey. Many of the Vourukh are capable of voicing a screech so offensive that an Orc would be brought to its knees in pain. While skirting the edge of their territory, one may hear the differing caws of the Vourukh. The reason for these caws are not entirely known. The recorded flocks occur solely in the margins of the natural world, where adversity reigns. Deserts, mountainous areas, the canyon, and open plains tend to be where flocks occur. Forested areas are home only to pairs of nomadic Vourukh. Nests tend to occur at high elevations for both flocks and nomads, and are littered with bone shards and decorated with bones and the feathers of previous Vourukh. A nest can be identified from a distance by the putrid smell of decay. TL;DR/OOC Giant vulture/therapod-like predatory birds. Like bearded vulture. Strict, advanced hierarchical flock systems as well as solitary nomad-pairs. Sharp talons, beak, and wing-talons. Strong wings. Spit very erosive acid. Paint themselves red with blood. Very territorial and combative. Carry corpses as big as themselves, can kill bigger. Rarely found alone. Mate for life. Tough for hatchlings to survive. Breed every 3 years for flock, 2 years for nomad Flock=bigger nomad=smaller Flocks occasionally war, camps within flocks may have civil war. Advanced inter-species communication with chirps. Loud and shrill screech can disorient and cause pain to whatever hears. Live in camps, mate at nest. Many camps per flock, one nest. Names are in Orcish because they were discovered and documented by an orc, other races can have different names :) Cannot be ridden. Enjoy the hunt and combat. Cannot be made subservient, only befriended, by proving oneself worthy of friendship Can be communicated with by Druids. These are NOT a playable race or creature. The only exception to this is ET played for roleplay and events.
  4. Reyna'Dom (Dead) -=Dead=-
  5. *You are to find some Uruk propaganda, speaking of a non-profit organization dedicated to Elven Population Control* (Also, I have posted the same thread in blah in the Orc RP subforum) *The poster was translated by an elven slave.* Yes, my brothers, the time has come! There are too many Elves! For a race with a reproduction curse, they don't act like it! There are more Elves than there are Orcs! Krug is disappointed! What's the point in having low fertility if you're still the largest race in Anthos? Iblees didn't curse them at all! 'Tis why I, Tuzlug'Gorkil, son of Burz'Gorkil, am making the end of the Elves come ever closer to us! We must control the population of the Elves! We must eradicate the Elves! One subrace at a time. . . Elves think they're better than us. Than all of us! Orcs and Humans and Dwarves alike! They believe they're prettier, smarter, and even stronger than us! Skah! Skah I say! It's not true! Orcs are the prettiest! Orcs are the smartest! Orcs are the strongest! Orcs are supreme! Join me, Tuzlug'Gorkil, in the true fight for supremacy! Join the new group, known as the Uruk Poliz! Enroll today!!! RANKS: - Leydah - Tuzlug'Gorkil is the leader of the Uruk Poliz. - Zekuhnd Leydah - Murzol is the second in command. He is in charge of the initiations, and will be the next leader should Tuzlug fall. - Kempahz - There will be many Kempahz. They're in charge of making prisons known as Twiggeh Kempz. This is where the Elves will be held as slaves, and forced into labor. - Zleyvahz - They are the ones who will enslave/kidnap Elves, and send them to Kempahz. - Poliz - Standard rank for a joining Orc. - Pynkeh - The non-Orc who joins the Poliz in the fight against the Elves. They're somewhat praised for being as brave as an Orc. - Znaga Twiggehz - Elven slaves who are forced to work in the Kempz, or fight against their brethren on the battlefield. ((In short, any race can join, except for free Elves.)) MEMBERS: Leydah Tuzlug'Gorkil Zekuhnd Leydah Murzol Poliz Vakgu "Autismo" Azog Poliz Urx Da Hurde Muzdur ((And a warning to all members. Don't take this camp thing too far. It must be like a rehabilitation, in which we take enemies and make them allies. I want nothing to do with the Holocaust, as it is a serious subject and should not be embarked upon lightly. We are simply trying to bring good RP to victims and attackers alike. Thank you.* *A fill-out sheet is before you.* YOUR NAME: YOUR RACE: YOUR AGE: YOUR CLAN? (OPTIONAL): WILLING TO KILL ELVES?: FIGHTING EXPERIENCE?:
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