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Found 6 results

  1. Swamp boogaloo: Swampgoth 5.0 The Worshippers of Laklul have been lost and stranded within the swamps and deserts without guidance. The past few Swampgoths have stranded our true task at hand, putting shadows along our paths and blocking ways of what our true purpose is, for once we will be guided too our eternal goal, and finally completing it. “I will not stand for this anymore. I, Brakaz'Lak, the tongue of Laklul, will not allow abuse against my clan's name, and drug through the dirty waters of rotten lukz. We used to have great honor within Krug, from Shreck’lak to Murdok’Lak, our Swampgoth’s were full of achievements, uruks still cannot achieve some of the feats they have done. The last Swampgoths had abandoned us and left us in the dust. I shall bring glory back to our name, we will once more strike fear into the hearts of pinkies and twiggies. The realm of Laklul will be bountiful as we strive forward with new goals and unresolved quests finally achieved by us. I stand here, as a son and a devout worshiper of Laklul, I shall take the mantle of the sacred title of Swampgoth, and I will bring forth our clan to victory, too long have we been riddled with worms and FALSE TOALAKS. Our Toalaks will grow bigger than ever, the Spirit realm will once more feel the might of the Mighty Laklul, Lord of the Swamps, if I do not hear anything in 2 weeks tik, the title is mine." LUP LAK’LUL!!!!! Signed, zon ub da zwampz agh head tayker ub twiggiez.
  2. Lak clan The Lak clan is a clan known for their devotion to the Spirit of the swamp, Laklul. The members of Clan Lak are very identifiable due to their blue skin, a trait which is very rare to be seen outside of the clan. The Laks typically favour their clan hall to be located in the swamps and marshes around Krugmar. History of the clan. The clan was founded by the well respected shaman and former Rex Shreck’Lak back in Athera after the Dom clan saw a mass of emigration due to the dishonorable actions of Rusk’Dom "the Liberator''. Once the clan arrived in Vailor, the Laks constructed their own home; Fort Duloc, at the southern part of Shreck's swamp. The fort was a massive plateau with a palisade poking out on the right flank. To get to the capital from the Fort, it would take a long and treacherous walk. The clan has dwindled in numbers since Vailor, with very few of their members being seen around the different Goi’s since then. The most notable and big event of the Lak clan since the clans gradual decrease in number occurred very recently, on the 2nd of Malins Welcome, 1770. Shreck’Lak returned to the city after not being seen for decades upon decades. He returned with a mission from Laklul, demanding an audience with the Rex. The reason for this sudden meeting was to proposition the Rex with an important task, to fight Shreck to the death as Shreck could not think of a more honorable or worthy death than at the hands of the Rex. His old age had left him weak and frail, no position an orc of renown should reach and he could no longer serve Laklul to the best of his abilities. With a decisive fight, the founder of the Lak clan was dead There have only been two Swampgoths since the passing of the ever noble Shreck’Lak. Kolaz’Lak, a Rex of Krugmar upon Arcas for a time, who ruled the clan well in the short few Cactus Weeks of his Swampgoth-hood and Rexdom, but it was not to last. Laklul visited the young uruk in a dream, calling to him to a mighty pilgrimage in the Swamp spirits name. And it was thus that Kolaz left the Rexdom and his clan, leaving the few remaining Laks in the hands of Murdok’Lak, the current Swampgoth to this day. Kolaz left Murdok with a task of great importance that he was unable to complete before Laklul called him to travel. The task being to uplift Laklul higher than ever before: a task still being strived toward. Murdok’Lak, unlike the previous Goths of the clan, is a goblin, diminutive in size, yet has managed great feats in his life. Most notably he maintained the Rexdom of Krugmar as their Rex for over three Cactus Months after the departing of Rex Ugrad’Lur. During this time Murdok’Lak led the orc people in glorious combat against the Inferi menace that plagued Arcas in its final years. With the might of an ancient relic gifted to him by foreign beings claiming to be descended from a titan named Brev, Murdok’Lak used the relic alongside the forces of the Aenguls and Decendent kind alike to strike down the traitor, Gazardiel, who had been collaborating with the Inferi demons to bring about the end of existence. With his leadership, the orcs of Krugmar managed to make it safely to the new land of Almaris, where he now rests with those few remaining of his clan, as a shaman and a guide to all orcs. Mandates of Laklul. The members of the Lak clan are expected to follow the Laklul Mandates, as they believe this is how any righteous orks should live, especially a Lak. I: Laks are expected to follow Krugs code. II: Laks are to respect swamps as they are sacred in the eyes of Laklul. III: Laks are expected to revere Laklul and hold it in high regard. However, it is encouraged to praise and follow other spirits, keeping Laklul as the priority, an example of a second spirit often praised by Lak is Anrkus, the spirit of the Sea and marine life. IV: Laks are expected to remain loyal to the clan until their death. V: Laks must respect fellow Laks and their property. VII: An offense to a Lak or the Swampgoth is an offense to Laklul himself. IX: If a Toalak dies while under the care of an orc, they will get beaten and have purple dots painted onto their face for one cactus week. The punishments possible for breaking these codes are: Luk - No Lak respects these orcs, and are encouraged to beat them. Branding - For some of the lesser offences, they are branded and are treated with much less respect. Beatings - Either individually or by a group, it has been decided that this person must bear their responsibility by being beaten. Being left to die - As simple as it sounds, this person will be brought to the brink of death (often with broken knees, and large cuts littering the entirety of the body) before being abandoned and left to die. Culture and traditions. Trials: Any possible Lak clan recruit must prove their dedication to both the Swampgoth and Laklul through a series of three trials: The recruit must find a suitable sacrifice to Laklul, and under the Swampgoth or an elders supervision, you must sacrifice them under a shrine to Laklul. Educate one non-orc of any Immortal Spirit, or even convince them to build a spirit shrine in their home. You must record their name and bring suitable proof of teaching them to an elder or the Swampgoth. Swear your allegiance to Laklul and the clan under the shrine of Laklul. There is one overlaying trial with both born Laks, and those who are initiated into the clan: You must travel into the nearest swamp and retrieve something which you believe you could both make a weapon and a piece of clothing out of. For example: wood for a club or seaweed for a necklace. However, for those born into the clan there is a very different set of trials: You must choose your Toalak from a tadpole, rather than a juvenile. Build a small totem or shrine to Laklul. Clan Hierarchy: Swampgoth. The Wargoth and head of the clan. Chieftain. Second in command of the clan, and will fill in if the Swampgoth is absent. They are personally chosen by the Swampgoth. Berzerker. Warriors who have proven their dedication to the clan, proven themselves to be competent in leading raids and battles should they need to. Zealot. Slightly above Devoted, the higher ups of the main force. Devoted. The main force of the clan, the generic and base rank. Initiate. Those who show interest in joining the clan, or have only just done so. Traditions: The Wargoth of the Lak clan is referred to as the Swampgoth, rather than Wargoth, to stress the importance of Laklul within the clan. The Swampgoth is only the leader of the clan because the Spirit of the Swamp deems it so. Laklul was pleased at the Lak clan’s devotion to him, and his cause; it is not known whether he created the Toalaks in his image, or he took on the image of a Toalak. Regardless, Toalaks are giant colossal toad-like creatures which are a staple of the Lak clan and are used commonly as mounts within the swamps. Laks are given a juvenile Toalak upon entering the clan. They are expected to raise the Toalak until it’s an adult, which they can use as a messenger or even a mount if it’s big enough. Clan born Laks however do not receive a grown Toalak, instead an infant Lak is expected to venture into the blessed swamps and find a Toalak tadpole to claim as their own. Once named a tadpole is the sole responsibility of the Lak kub to raise and protect. Should the tadpole die on the watch of the cub the cub is to be punished harshly for they have not only failed the clan but failed Laklul himself as Toalak’s share the appearance of the great Laklul. The punishment fitting this failure is branding, specifically a Toalak will be branded onto the back of the hand to not only make the neglect of their duty obvious to all but to also serve as a constant reminder of what that tadpole should have become. Laks favour the swamp to any other environment, if one is close enough to Krugmar they’ll often choose to live there rather than in the main city. If they choose to live in the main city, they may choose to live underground and choose to decorate their houses in a fashion which would resemble the swamp. Laks are encouraged to travel about and preach about Laklul to both orcs and non-orcs. While they are mainly encouraged to preach of Laklul, they are also meant to preach about other respectable spirits. While Laklul must always remain as a Laks favoured spirit, they are encouraged to also praise Akathro, Greater Elemental Spirit of Water, and Bregthar, Greater Elemental Spirit of Earth. Laks who choose to take the path of shamanism are encouraged to do so by learning elementalism, specifically water and earth. Activities: Swamp based games, e.g. mud wrestling, spear fishing, crocodile hunting and anything else which could bring enjoyment. While hunting is not a big focus for the clan, they typically hunt lizards and other swamp predators for fear that their toads may get eaten. Festivals in the name and in dedication of Laklul. These are hosted somewhat infrequently, but when they do, the Laks put a lot of effort into it and try to make it a big spectacle. Spiritual Crusaders: While not a core component of the clan, there were those within the clan who decided to take their dedication a step further than all others. These are Laks who wish to fight to prove their dedication to the spirits and Laklul. To some they could be viewed as the enforcers for the shamans, using their might and strength against those who do not believe in the spirits. They are handpicked by the Swampgoth and directly overseen by them. These are individuals with extensive knowledge of the spirits, and have devoted their lives to them and the task of spreading spiritualism. They spread the belief to those outside of the goi, resorting to force if they believe necessary. In their eyes, people who follow other religions like canonism and aspectism are heathens, especially those of aspectist belief, as the aspects stole the power that Laklul deserves. The spiritual crusaders often walk around in very light armour, carrying a club which they use to beat the belief into non-believers, and a small scripture with lists of spirits’ names and their domains alongside prayers for them. ((Lak clan’s now looking for new members, and looking to grow back to what it once was. Add me on discord or respond if you’re interested, Frog Father#0877))
  3. Urrûrz’Rukh (Repulsive Horror) Habitat: The Urrûrz’Rukh lives primarily in swamps and jungles, preferring hot, wet, humid climates. The creature tends to stay close to water bodies. It seems to especially favor stagnant bodies in which movements in the water are more easily detected, or murky waters, allowing it to more easily remain unseen. It will, however, commonly leave the water for varying reasons. Description and Behavior: The Urrûrz’Rukh, a name meaning Repulsive Horror in the Old Tongue of the orcs, is so named due to its absolutely grotesque appearance, smell, and general behavior. Other names include Skunk-Gator, Murk Lurker, and Muck Stalker. It is, in nearly every way, a total offense to the senses. The creature measures 16-18 feet (4.9-5.5 meters) in length from head to tail and 4-6 feet (1.2-1.8 meters) tall at the shoulder. The Urrûrz’Rukh possesses armored skin made up of scales on the upper side. These scales are composed of bony deposits and make their skin almost impossible to penetrate. The hard skin of this nightmarish monster can easily withstand swords, spears, arrows, and most conventional means. The underbelly is easier to penetrate, however striking at said underbelly requires one to somehow topple the sturdy beast, or for one to be stupid enough to crawl beneath it. The Urrûrz’Rukh stands upon four thick, powerful legs armed with black claws. Its tail makes up a considerable portion of its body length, and can propel it through the water at frightening speeds, sometimes reaching as fast as 25 mph (11.176 m/s). It has in some cases even been known to use its powerful tail to launch itself from the water at unsuspecting prey wandering too close to the banks of the rivers, lakes, and ponds in which they commonly stalk. Needless to say, the tail serves as a formidable danger in combat. On land, the Urrûrz’Rukh can charge up to 45 yards (41.15 meters) in 3 seconds, in similar fashion to the charge of a bear, which by comparison can run as fast as 50 yards (45.7 meters) in the same amount of time. Unlike a bear, however, it is completely incapable of climbing trees, which is a far wiser escape strategy than trying to outrun the beast. The Urrûrz’Rukh commonly attempts to maim and cripple prey which try to run away by using the superior reach of its long neck to bite at the legs of fleeing victims, usually resulting in broken ankles or mangled thighs for the one foolish enough to think he could outrun the monster. It is also known, upon overtaking prey, to stomp the limbs of its victims underfoot, or crush bones between its jaws to prevent escape. The powerful jaws of the Urrûrz’Rukh are capable of biting down at 3,700 pounds per square inch (1678.292 kg) of bite force. By contrast, the average human male can generate a bite force of approximately 265 lbs (120 kg). Their bites, in addition to being capable of crushing force, are also known to cause dangerous and potentially lethal infections, though anyone unfortunate enough to be bitten by this monster will likely be eaten before infection even becomes an issue. Behind the eyes and near the top of the head of the Urrûrz’Rukh is a pair of vulnerable openings, which secrete a rancid-smelling musk used to mark territory near water. This musk contributes to the already horrendous stench that lingers about the creature and its territory. These openings are one of the beast’s only vulnerable areas, however they’re known to contract and narrow considerably in addition to spewing forth copious amounts of fetid liquid when the Urrûrz’Rukh finds itself threatened. While a recommended target, they are not an easy target, and the smell of the fluid secreted can approach the unbearable. Telltale sounds to listen for when hunting, or simply hoping not to encounter an Urrûrz’Rukh when travelling through a swamp or jungle, include hissing, grunting, huffing, and a blood-curdling roar described by one traveler as “something between the bellowing of a bull and the squeal of an enraged boar.” The low grunting is typically only heard during mating season, when the beast attempts to attract mates and is even more dangerous and aggressive than usual. To the human ear, this sound is difficult to pick up. A good rule of thumb is that if you can hear the grunt of this temperamental reptile, you’re too close. Their huffing is really nothing more than the sound they make as they blow water and mud from their nostrils. The beast hisses when it feels threatened. Anyone who doesn’t want a nasty experience should heed the warning; it’s never given twice. Should one hear their hellish roar, it’s time to either escape or get ready for a thoroughly unpleasant fight. The roar of the Urrûrz’Rukh is used to intimidate other Rukhu (the plural of Rukh), or any other people or animals that fail to flee the creature’s territory after it hisses at them. Usually these monsters are solitary, due to their extremely territorial nature. The exception to this rule is during mating season, which occurs during mid-summer throughout the hottest and most humid months of the year. During this period, the male Urrûrz’Rukh will attract a female and pair up with her until just days prior to the eggs hatching. At this point, the female must force the male to leave by means of violence (which invariably leaves the female brutally battered) and by secreting a fluid specific to the female of the species, not to be confused with the musk secreted for territorial purposes or the liquid all Rukhu produce when threatened. This substance is particularly foul-smelling to the male, and even more so to anyone or anything else. Even by the standards of this already putrid animal, this secretion is truly abhorrent. Any whiff of this smell should tip travelers off to the presence of a frightfully protective mother in the area. Should the female fail to evict the male from the nest, he will cannibalize his own young. For this reason, it is crucial that the mother force the male to leave by whatever means necessary. Until then, however, the two will stay by each other constantly, and will be even more territorial and aggressive than usual. Extreme caution is advised when travelling jungles and swamps during mid-summer. The female lays 35-50 eggs at one time in a nest measuring around 8 feet (2.4 meters) in diameter and 3.5 feet (1.07) in height. The eggs incubate for approximately 120 days with vegetation covering them for protection and warmth; the eggs tend to require high heat and humidity. Days before hatching, the eggs will begin to quiver in place as the unhatched offspring move inside. This is usually the queue for the mother to evacuate her mate from the nest. Shortly after hatching, roughly 80% of the hatchings typically die due to other predatory animals or males who happen to catch them away from their mothers. Within just one month, the young are on their own, and ready to fend for themselves. ((You cannot tame/ride them. They’re aggressive, dangerous, nasty, and unpleasant in every way. Anyone who could tolerate their smell long enough to spend extended periods of time around them would find they’re far too vicious to tame or really be close to at all without getting hurt. They cannot be used as companions of any sort. Capturing them is obviously possible as with most creatures, but they remain violent, feral, and impossible to domesticate.))
  4. The Order of the Willowsguard History The order of the Willowsguard can trace their origins to the barony of Nessvelt (Formerly Krawyn) during the lordship of Rodric Crast shortly after John Horens ascension to the throne. When the Crasts were soon usurped by house Roke the Order soon fell into dormancy with very little numbers that remained to protect the remnants of house Crast. Over the remaining years upon the isles of Vailor the Crasts were eventually able to recover from the loss of their homeland and fell into the vassals of the Duchy of Savoie where Wilmot Crast (Second born son to Rodric) quickly grew favor due to his charismatic and passionate nature. As house Crast embarked towards the isle of Axios house Crast was eventually granted lands and the Barony of Mor’ton amongst the Blackwald of Savoy Duty The order of the Willowsguard dedicate themselves to the Lord Marshal of the order who ultimately owes allegiance to the Duchy of Savoy and their vassals, more often than not the Lord Marshal is a full blooded member of house Crast Conclusively, it is the order of the Willowsguards duty to defend the swamplands of Savoy and rid it of all forms of evil be it creature or man with all might and fervour while still holding true to the principles of justice and honour so that its people and its holdings may prosper in peace and tranquility. Ranks Untrained: Recruit - A basic soldier, unspecialized and often young they make up a small section of the levy and often do not fight upon the field until adequately trained, Recruits are not bound by oath to the order and do not require permission to leave until they are properly enlisted. Enlisted: Pikeman - The first of the two types of soldier, these fully oathed soldiers make up the bulk of the fighting force and are trained with long weapons as the name suggests, they may also carry a smaller sidearm for close combat situations. (See weapons) Crossbowman - The second of the two soldiers, these soldiers specialise in use of long-ranged archery weapons such as Crossbows and less commonly longbows, like Pikemen they can carry a small sidearm, they do not hold any authority over the Pikemen and vice versa. (Enlisted soldiers can also choose between which rank they would like to specialise in though in some situations this may be chosen by a higher authority) Command: Sergeant - Once a Pikeman has strived through trials and tribulations they will become a Sergeant, this allows them to lead small campaigns among the swamplands and the Barony of Mor’ton with permission, they may also run training exercises. More often than not Sergeants are equipped and trained with a more prestigious sidearm. Sharpshooter - Identical in concept to the Sergeant Pikeman though trained with the prior weapons mentioned the Sergeant Crossbowman again is equipped and trained with a more prestigious sidearm. Knight Sergeant - The Knight Sergeant is the combatant figurehead of the Willowsguard, they are highly respected veterans that hold all of the perks of Sergeants and Sharpshooters alike. Men go through extensive training in order to achieve such prestige and consequently are trained with both ranged and melee weaponry. The melee weaponry that Knight Sergeants may choose to train with is much more prestigious than that of the regular Pikemen (see weaponry) and they are permitted to use both types of ranged weaponry mentioned. Lord Marshal - Held always by a Lord or Knight the Lord Marshal is responsible for maintaining the Order of the Willowsguard. They do not lead as such despite their responsibility though they do have authority over the lower ranks, they owe utter allegiance to the current Duke of Savoy and have the power to disband the Order at any time with appropriate permission from said Duke. Weaponry & Armour Primary Weapons: Pike - Simplicity is the best weapon. The Pike is the most common weapon seen of the field and consists of a long shaft ranging from six to eight feet long and a steel point used for thrusting and taking down opponents, such a weapon is given to Pikemen as it is incredibly effective and requires little to no training to use. Halberd - A less common poled weapon reminiscent of a Battleaxe though typically longer with a shorter head, the weapon is ideal for light infantry units for taking down horses and men in a brutal yet elegant fashion. Crossbow - An impressive ranged weapon that can be used to penetrate most armour with relative ease, the Crossbow is effective and effortless to use and makes for a very effective ranged weapon and is used by Crossbowmen and Sergeants alike. Longbow - A huge bow crafted from the wood of a yew tree, it is simple yet devastatingly effective. The Longbow is a less common alternative to the Crossbow and is often turned down in place of the Crossbow as it requires a lot of strength to use properly and significantly more training though it is arguably the superior ranged weapon. Greatsword - A greatsword is a magnificent work of art that is of very high prestige and only the most notable of Knight Sergeants are trained to use it, It is a two handed sword that can span to around 5ft long and when used by a properly trained individual it is arguably the best melee weapon to date due to its efficiency in warfare. Sidearms: Flanged Mace - A one handed weapon that is made entirely of steel and consists of a heavy flanged head, it requires little training to use and is an effective weapon against plate and chain armour in close quarters combat. Arming Sword - A smaller variant of the Greatsword the Arming Sword is a one handed Sword that can be used by Sergeants to make quick work of opponents within close combat situations. Rondel Dagger - A sharp pointed dagger that can be used as a sidearm for all soldiers, it is often used in a time of desperation when all else has failed though it can be a vital tool to saving ones life. Gear: Tower Shield - The Tower Shield is a tall rectangular shield that protects the entire body, though heavy it can be used very effectively to form shield walls and it can be used in conjunction with weapons such as the Pike to make up for the lack of heavy plate armour. It is often decorated in the colours of house Crast. Crossbowman/Sharpshooter uniform - The crossbowman uniform is very similar to that of the Pikemen with the either a bascinet or a kettle helm, the armour itself is made up entirely of a thick linen based gambeson and coif which forms an effective light-archer armour set perfect for the agility required for Willowsguard Crossbowmen. Pikeman uniform - The pikeman uniform consists of either a Bascinet or a Kettle helm with a gambeson and a chain hauberk that covers the upper arms and chest to form an effective light-infantry armour set. Sergeant & Knight Sergeant uniform - The Sergeant uniform consists of the helmets previously mentioned with two full faced variants. The armour is slightly more armoured with a surcoat covering a coat of plates and a set of plate gauntlets and plate boots. Recruitment Application OOC: MC name - Timezone - Skype (Optional) - Do you have teamspeak? - IC: Name - Race - Age - Motives for joining -
  5. Yankee

    [Race] Ogre

    The Ogre This is the lore for a race which live alongside Uruks and Ologs called Ogres. Habitat Ogres reside in swampy areas of the realm and care for their surroundings by treating the earth they were raised upon with respect. They tend to dig into the ground or mountains to make their place of rest and are not organised when it comes to storing things, hordes are often found with a Ogre’s cave. Ogres thrive in swamp and and will struggle to find a successful life elsewhere, ogres living away from a swamp tend to have shorter life expectancy and deformities. History Ogres struggled when they inhabited swamps alone. Ogres littered the lands and were often seen in either couples or alone. Many of these beasts either died through illness or simple starvation. The ones that survived were lost and confused to where to go until they finally stumbled across Duloc, a large Orcish fort situated in the swampland. As they approached the gate, monstrous blue Orks gathered atop the battlements. They looked down on the Ogres, only a small group of three had migrated together, after a friendly conversation they were welcomed in. After a few days of seeking refuge within the swamp, the mighty Swampgoth Shreck'Lak ordered a summit between the Lak clan. After a long and detailed discussion the decision was made to allow the ogres to become branded as apart of the Lak clan. Other than that it is unknown if Ogres live elsewhere, or if there is even any remaining beside the now Lak ogres. Appearance Ogres, living in swampy conditions, are very dirty and unhygienic beings. They embrace the land around them and often smear it onto their bodies. All ogres are born with tusks that protrude from their mouths in a regimented way. An ogre can vary in stature from 7-9 ft and are seen with two different body builds: The first of these two builds is the much larger and heavier of the two. This type of ogre is deemed as obese and consumes much more food to its alter ego. The average weight for this type of Ogre varies between 450-600 lbs. They do not spend time training in combat or klomping but instead embrace the spirit. They tend to be the more relaxed of the two and are the much more easy to reason with. These larger beings, are not necessarily stronger then Uruks. Despite, being much larger their body composition is a higher percent of fat to muscle. Then there is the second of the two. These ogres seem to be more aggressive and prone to anger. They are seen as the warriors among the ogres, they, unlike their other, train and are built for war. These war mongering maniacs often weigh between 400-500 lbs. This is the smaller of the two and tend to be similar to an Uruks strength, more muscle is seen on this variant and they have a lust for blood. Intellectual ability An ogre is considered smarter than Ologs and have the ability to outwit an opponent and plan a sensible cause of action. Ogres are also able to connect with spirits making them able to learn Shamanism - Laklul being the main belief for these creatures. This being said, not all ogres are as intelligent as stated, some are seen to be very stupid and dumb witted. Clan / Culture Known ogres belong to the Lak clan after Shreck accepted them under his wisdom and guidance. They follow similar if not the same traditions as the Laks and also believe in the same gods. Side note - if this is implemented, ogres would have the same buffs as orcs but the race will be renamed. Thanks for reading.
  6. Tun'Lak Basic Information Age: 22 Gender: Male Race: Olog Description Height: 12'6" Weight: 1,387 lbs Eyes: Black Skin: Deep Red Personality: Generally simplistic and friendly Life Style Alignment: Chaotic Neutral Deity: Laklul Religion: Heiling Laklul Alliance/Nation/Home: The Swamp Job/Class: Olog Title(s): Weaponry Fighting Style: Smashing things. Alternatively, picking things up, and then smashing them. Favored Weapon: A large battleaxe. Biography Parents: Wun'Lur and Wan'Lak Extended Family: Cousin once-removed Kryllal'Kog'Vanir History Tun was born in a small, innocent orcish farming village, away from his parents, not knowing his family. His life was ruined when he was naught but a lad of six, when the peaceful village was attacked by a horde of Halfling bandits. The village was slaughtered; Tun found himself to be the sole survivor. Tun struck out and wandered until eventually, he happened upon the Trog, and met Shreck. Shreck took him in to his clan, clan Lak, and introduced him to the wonders of the swamp and Laklul. Tun eventually met Wun'Lur, who was determined to be his father via similar appearances advanced orcish genetic testing. Tun went on to have numerous incredible and episodic adventures, such as when he met Laklul, or the other time he met Laklul, or any of the multitude of other adventures that he totally had that just don't spring to mind at the moment. Artwork
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