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Found 3 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. The Great Orcish Mindset And so, along your journey to becoming an Orc you have scoured the forums to amass a great deal of information. You understand the basic concepts of the culture, you know the differences in the races, the clans, and what the general interests of the Uzg are. Or, do you? There is far more to anything than can be expressed in a format such as this, but I will try to best to explore the Orcish Mindset you will come across as you play your character and explore our homeland. I am Smaw, the (as of writing this thread) current Rex of the War Uzg. I've been around for a while, and have implored as best I can to promote a greater sense of depth and RP within the Orcish society. It is my hope with this thread, to assist old and new players alike in understanding how our society truly works; or at least, my understanding of it. There is a common misconception around the community that the Orcs are only interested in PvP. This is understandable, as those outside of the Uzg will only usually see us across Vailor if we are raiding. We tend to stay within our homeland, where we are safe from those that Krug has taught the Orcs to mistrust. Among the current leadership, our main focus is on promoting the vast RP being an Orc can provide, and we are striving to create a balance between RP and PvP; with a focus on the former. If you are interested in joining purely for the combat aspects, or to meme, then you will not be welcome within the Uzg. We are looking for those that seek deeper Orcish RP, and can rise to the challenge of combat when such an event rears its head. With that said, let us explore what it means to be an Orc, and the mindset of those that live upon the blazing sands of the desert. The Mindset of an Orc Honour (An Orc accepting a request to single combat) Honour is THE foundation upon which the Orcs must live. It is the blessing that keeps them in check, and allows them to live in a world where they can fight against the ever-present Bloodlust that threatens to overwhelm them. There are many players that completely neglect this aspect of the RP, and will sacrifice the honour of their Orc in order to gain an advantage. It is ill advised to follow this process, as it will lead to you becoming a Whitewash. Those that take Orc RP seriously, value the honour their character has above all else. It determines your place within Orcish society, as without it, you are nothing. It is a grave mistake to lose your honour. It will cause your brothers to neglect you, and perhaps more importantly, the Spirits. I will detail below what can cause you to become Whitewash, and explain what the perspective of the War Uzg would be on each of this breaches to your internal compass. - Living outside of the Uzg This is seen as Whitewash because Orcs that leave the desert have abandoned their brothers. They have tarnished the hard work of Krug and his descendants, and have defied the age old teachings of unison and solitude from the un-trusted. While activities such as trade and conversation are fine, to live elsewhere entirely is to defy Krug's will. It is unsafe, and the Orcs outside of the Uzg are viewed as pawns to those that house them. - Killing another Orc This should be an obvious rule. Unless an Orc is Whitewash, there is no circumstance in which you are permitted to kill them. It is perfectly reasonable to fight if you wish to settle a dispute, as long as all anger is vented during combat. The aim of klomping (fighting) is to decide upon who is right, and when you are beaten, you must accept that the Spirits favour the correct Orc. - Mating with a Non-Orc The Orcs view this as a Whitewash act because the offspring will have their strong Orcish bloodline diluted with other, weaker genes. This activity causes the Orcs to decline in strength as a whole, and is frowned upon to the highest degree. The Orc in question will be liable to death or castration, in order to prevent further insult to Krug. Half-Orcs are permitted to prove their strength to the War Uzg. If they are shown to have ruling Orc genes, they are allowed to live and fight with the Orcs themselves, so that the half-Orc bloodline can be restored to its former glory. - Stealing from fellow Orcs Life in the Uzg is tremendously difficult, as the desert is sparse of any considerable resources. For this reason, to steal from an Orc is to take from his hard work, and it is seen as weak to acquire items without using your own strength to gain them. It is entirely possible to fight for an item if you are interested in it. This is an acceptable way of earning something, as you are using your power to gain it. - Worshipping Non-Spirits An instant Whitewash act. Krug himself was the greatest Shaman to ever live, and set the foundations for Spiritual worship and balance across the Uzg. Those that look to other Deities directly neglect Krug and his teachings, and appease weaker entities in their arrogance. Strength (As life threatens to crush you beneath its weight, time will strengthen your bones) In Orcish society, strength (in all forms) means everything. It is what has kept the people of the War Uzg alive to this day, and has been their saving grace in a number of situations. The great power they have at their disposal allows them to shape the world around them, and create living spaces they can feel comfortable in. Their combat prowess has given them a fearful reputation, and is what keeps the other descendants at bay. To an Orc, to have strength is to live a life as close to Krug as possible, for he is the embodiment of strength in its many forms; physical, mental and spiritual. Honour and Strength coincide, and so you must uphold both in order to flourish in Orcish society. It is not necessarily dishonourable to lose a fight, but it is dishonourable to refuse one. This is because cowards cause trouble for the Uzg. They take from resources and offer little to no benefit in return. It is also frowned upon because self-belief is taught at a young age. The world will fight against you at every opportunity, and you must believe in your own capabilities if you wish to defy the odds. It is however, acceptable to refuse to fight someone that is considerably weaker than yourself. If you perceive someone to be incapable of defeating you, it is more honourable to spare them than to beat them to within an inch of their life. Allow them to prove themselves among those of a similar stature, and perhaps with time, their strength will match your own. This concept, however, does not apply to those that actively seek to cause grievance to you. Destroy them. Now, progression is a key aspect of Orcish society, and it is to be promoted at all times. For this reason, you must always strive to achieve more. To hunt more, to earn titles, and even to fight for greater homes. The more you have, and the more you can show to prove your strength, and the more respect you will earn among your peers. Solitude (A warning set in the borders of the Uzg, to those not of the Orcish bloodline) Krug, the father of all Orc-kind, was the first to fight with the demon, Iblees. For this, he and his bloodline were cursed with the Bloodlust you are likely aware of at this point. Such an affliction caused the other descendant races to be wary of the Orcs, and for this reason we have been secluded from the world, forced to live in near in-hospitable lands, and attacked frequently in an attempt to control our populations. Naturally, this kind of treatment has left a deep resentment within the Orcish people. They have developed a great mistrust for those outside of the Uzg, especially as they do not have the inherent code of honour that all Orcs must live by. For this reason, they usually remain in the vast Uzg, where they are free to live among their own kin and thrive. The desert is scattered with warning signs to those that would dare enter the land. If you are seen, you will most likely be attacked. This is not because Orcs are interested in your loot, or in causing general grievances. It is a defense mechanism; a means of preventing those they love from coming into immediate danger from the outside world. If a Non-Orc wishes to come into the land, they must first send a message to those of higher stead within Orcish society, whereby they may request entrance to the Uzg. This is usually agreed upon, as long as a "tribute" is paid. A tribute can be any offering of goods, and along with this, weaponry and armour is forfeit as standard. Nowhere is Honour more sacred than within the lands of the Uzg, and for this reason, Orcs are not permitted to kill any living entities that do not have the means to defend themselves. If a trespasser is found upon the land, they are to be guided to the exit; albeit with a mild form of punishment. The Orcs have learnt, over time, that pain is the best method of teaching. This is why raiding parties are often formed. The world must know that the Orcs are strong, so that they will not dare to venture too close to the abode of Krug's children. Orc Role-Play Now that we have established the general mindset of the Orcs, and what you can and cannot do, let us explore the vast and varied world of Orcish RP, and indeed, the different types of RP that can be available to you. So, what exactly can you do as an Orc? The short answer? Everything. You are only limited by your own imagination when it comes to Orc RP. There is a vast and open plot of land surrounding San'Thraka (the Orcish capital) and it can be used so long as the ideas you present are reasonable within the limitations of the lore. I will detail below several avenues of possibility your Orc can venture into. Generally, it is more about RP'ing the Orcish Mindset in every occasion, than in limiting yourself to only those activities you would imagine Orcs to partake in; such as fighting and spirit worship. In truth, there is a great deal of culture to be explored, and laws are much more relaxed out in the Uzg. For instance, you can sit around a fire with some Orcs, smoking cactus green and having extremely dim-witted conversations about the "purple sheep" you can see walking around you. You can hunt with your peers, and prove your strength among one another. You can build and forge, and promote the general progression of the War Uzg. Or, you can watch as several Ologs climb on one another as they reach for a piece of bread, suspended in the air by a rather mischievous Goblin. The list goes on. An indeed, it will. Below. Blarg (Home) RP Ah! Blarg RP, an unexplored realm within the Uzg. Just as with life, your home is where you collect items that remind you of life experiences, or to show to visitors what you have accomplished throughout your lifespan. This is where you will mount your trophies; the heads of your fallen enemies, prized possessions of other cultures, and the relics and unusual items you have come across along your travels. It is well promoted within the Uzg to show off what you are capable of, as it will improve your standing greatly. If you have a home, and your collection has grown, venture out and boast about it. There is nothing more progressive to your character than proving your worth, and this is one exceptional way of doing it. This will attract mates to you, and earn you a great deal of respect among your peers as you display the remains of some of the Uzg's most ferocious creatures. Additionally, if you are shown a Blarg by another Orc and it takes your fancy, you can fight him for it. It is perfectly acceptable within the world of the Orcs to fight for what you want. Mates, homes and even which chair you get to sit on at the dinner table. Really, the Bloodlust can cause some messy family gatherings. Hunting RP (A pair of Uruk, hunting in the Kharajyrian Jungles) So you just beat the living snot out of Tawdnug'Lak and have claimed his Blarg in the city. It's nice, yeah, but it feels empty. Tawdnug took all of his trophies with him and sulked back to the swamp. He's gone back to live with his Evil Popo, who tries to ruin his life at every opportunity. But you? You've been left with very little. So what are you going to do about it? Well, go out and get money trophies to fill the empty space. Generally, pelts, claws and heads are among the most prized of possessions. There are extremely dangerous and rare beasts scattered around the Uzg, but even more impressive are those outside of the desert. When you have amassed a collection of items, there is a place where they can be shown which may help in gaining you the title of Huntsgoth; the most esteemed hunter in the Uzg. The Tavern, the place where drunken oafs go to celebrate the fighting and worship of the day. This is where you can set down your belongings, and gather a crowd to revel in your capabilities. The one with the most trophies may work toward achieving the title of Huntsgoth. When you have enough items to rival the current Huntsgoth, you may challenge him to combat to earn his title. Tavern RP Who says Orcs don't enjoy the occasional drink? In-fact, they partake in heavy consumption of both alcohol and drugs. After a long day in the searing heat, many enjoy the revelry that comes with it. The Tavern is the place to go, where you can enjoy conversation with your brothers, and discuss the days activities. It is here that you may discuss fighting strategies, which Spirit deserves the most worship, which constellation you are born under, and a host of others things. It is also the perfect spot for a band of Orcs to discuss which area will become their next raiding target, for this is the ultimate means of testing their strength against the outside world. Raid RP Is raid RP truly possible? It can be. Generally, raids devolve into PvP-fests because one side will resort to meta-gaming a squad of people that will take every attempt to disrupt a chance at RP. There have been many examples of successful raiding RP in the past. For a time, I used to lead a group of Orcs toward the High Elven settlement. We would break our way inside, and cut one hand from each Elf we captured. This was to pass on a message, and to attempt to generate further RP between the two races. It worked for a time, and we would fashion trophies out of the limbs that we acquired along the way. Similar events can be created by the Orcish community, as long as the environment allows for it. It is a rare thing, but when it is achieved, it can be a good experience for everyone. For instance, you may hunt those that worship different deities, wrangle the group together, and burn their texts before them. You may recite a long speech about how you will not tolerate the worship, before leaving and returning to the Uzg. The general rule of thumb is not to kill everyone at every opportunity. When you kill a character, they lose all memory of any moments leading up to their death. You earn very little reputation for your Orc among the other races, and they receive no character progression from the experience. The idea here is to spread RP to all parties involved, and create a balanced and in-depth scenario. Speaking of depth, let us discuss perhaps the most prominent aspect of Orcish Culture. One that all can partake in, regardless of ability. Spirit Worship (A sacrifice being prepared for Ehnrok, the Spirit of Bloodlust and War) Spirit worship is not as complex as many imagine, and it is not as one-dimensional as sacrificing Humans to every Spirit that happens to exist. In terms of worshiping a Spirit, you must do something that revolves around the domain they control. In the instance of Ehnrok, it is appropriate to provide a healthy sacrifice, as this is what pleases him. However, if you were to try the same thing with Gentharuz, the Spirit of Smithing and Forging, you would make no progress. A more relevant offering would be blades of high quality, adorning a shrine with them. These simple acts can go a long way to benefit an Orcs life within the Uzg, as the Spirits begin to work in your favour. The Orcs worship the Spirits because they have dominance over the realm, and as such embody a significant representation of strength. They uphold balance in the world, and can assist the Orcs of the War Uzg in their endeavours; if they are pleased enough. It is for this reason that Orcs are encouraged to go out and provide offerings for a wide variety of Spirits. In the Orcish culture, there is quite literally a Spirit for everything. You can pick one at random and go on a quest to find a means of appeasing them. If it is the spirit of Artwork, create a display somewhere in the Uzg. If it is the Spirit of Hunting, bring trophies to the shrine. These simple processes can provide unending opportunities for RP with your character, and can eventually lead to you adopting a position as a Shaman. Shaman RP The wisest of Orcs, the Shamans represent restraint and control within the Uzg. They work with the Spirits to maintain balance in nature, and attempt to appease the Spirits so that they may assist the Orcs in their plight with Bloodlust. There are several types of Shamans, each of which have their own unique ways of approaching the subject. Some use the abilities of the Spirits to cause harm to their enemies, while overs try to communicate with them to achieve enlightenment. Whatever the case may be, they are powerful figures within Orcish society, and are often sought in times of tribulation. They have the ability to shape the land mass around them, and protect the Uzg to a greater degree. They are held in a tremendously high esteem, and to become a Shaman is to have an unmatched honour bestowed upon you. Look to them for wisdom and inspiration, for they are among the most learned of Orcs. Exploration RP There is a vast amount of land out there to explore. As long as you remain loyal to the Uzg, you are free to explore all of Vailor and learn from the world, so that you may benefit the Orcs. You can scout potential raiding areas, find out who is worshiping deities outside of the Spirits, learn of Whitewash Orcs, explore ruins, discover new ways of smithing items, etc. The possibilities are endless, really. You can spread the word of Spirit worship, and implore others to partake in it. It is down to your own imagination; as with Spirit worship. The Orcs are allowed to venture outside of the Uzg, they just have to be aware that doing so can be dangerous. It is NOT Whitewash to trade and talk with other races, only to live with them wholly and completely and ignore the land you hail from. Speaking of exploring the land, I will now move onto something of a controversial subject among the community. An aspect of Orcish RP that needs work to become something promising. Znagah (Slave) RP 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. You can take slaves from anywhere, but they must be able to defend themselves fairly before they are captured. The Orcs do not enslave children, nor the crippled. Remember, Honour is a prevalent part of Orcish society; besides, they would be useless anyway. The intention behind slaves is to have them work for the Uzg and build, or to dedicate shrines to the Spirit of Slavery, which has the potential to become a rather large event-arch within itself. (Hint) Honourary RP Being an Orc is a mindset, just as much as it is a physical thing. For this reason, the Orcs are willing to accept other races into their lands if they can prove themselves through a series of intense trials. They generally include a large number of combat and agility exercises, in order to determine if the prospective honourary can keep up with the Orcs. It is an extremely high honour to be bestowed the title of honourary, and if you meet one across your travels, you must show an adequate level of respect. Acknowledge that they have gone through some trying times to get to that position, and that they must hold a deep love and connection to the Orcs in order to pass the tests. They are your brothers and sisters, and will fight alongside you when the rest of the world turns its back. Generally, you can distinguish an honourary through a numbers of physical signs. They are always adorned in several tattoos and markings, to make it immediately obvious that they are honourary. Additionally, they are taught, and use the Blah in order to fit in more with the Orcish society. Ilzhonal RP The Ilzhonal; essentially students of the night sky. They study the constellations above, and believe that being born beneath a specific constellation greatly contributes to the path your life will take. They believe that the Spirits dominate their own constellations, and so to be born beneath one is to have a greater affinity to that Spirit. If you are having trouble creating a personality for your Orc, look to this untapped resource as a means of inspiration. Take note of the month your character is created upon, and use the month on the chart below as a foundation from which to grow your character. https://www.lordofthecraft.net/forums/topic/142093-ilzpaak-the-orcish-zodiac/ As well as following this pattern of thought, you can indeed become one of these masters yourself. Create an area within the Uzg, and watch as Orcs come to you in search of guidance. You can instruct them on how to raise their kubs, based on their birth chart, and can offer general advice to your brothers and sisters. For those that wish to partake in Shamanism, this may be a good first step in showing what you are capable of. With progress, those of the Shaman community may take notice in your advanced RP and offer to teach you more complex aspects of Orcish Culture. Clan RP Of course, it goes without saying that clan RP is among some of the most influential in all of the Uzg. A clan is a group of Orcs with similar goals or features, who work together as a family to survive in the harsh environment of the Uzg. Generally, each has has its own specialisation. Below, I will list the current clans and their niches: Raguk - Mining, Industry and Forging. Braduk - Characterised by larger, stronger frames. Gorkil - Those that acknowledge Bloodlust more as a tool, embracing it almost religiously. Yar - One of the Shaman clans of the Uzg, responsible for a great focus on the Spirits and their worship. Lur - Among the greatest hunters of the War Uzg. Tuk - A predominantly Goblin clan. Fud - A predominantly Olog clan. Each clan is based on an Ancestral Spirit of Legend, a once living Orc that was well known for being the best in their chosen specialisation. For this reason, the clans work in homage to their Ancestor, working to continuously hone their crafts both for themselves and for the united force of the Uzg. There are many titles within a clan, and you can work throughout your Orcs career to make it to the top. When you become the leader of a clan (A Wargoth) you can even challenge the Rex in order to take his position. The potential for RP within a clan is unending, and it is extremely important that you find one as soon as possible, as this is your main way of progressing in society. It is also a way to get a home, more respect, and a means by which to develop a name for yourself. Once you join a clan, you cannot leave. It is a life bond, and must not be broken under any circumstances. You owe everything to your family, and you should risk your life to protect them. A Final Note on Orcish RP and the Mindset You are guided by your internal sense of honour, and it is what allows the community to accept you both IC and OOC. Remember to follow this conduct if you wish to truly delve deeper into Orcish RP, and recognise the importance it has at all times. Acknowledge that there is more to Orc RP than simply fighting. Go out into the world and explore, learn new things and craft your own stories. There are even more resources than those listed above, you just have to take some initiative. Orc RP can be a wonderful thing, and I implore anyone that hasn't already tried, to give it a real go and not become swayed by the occasional memer or PvP head.
  3. "Your Kub will provide great wealth for the Uzg, for he shall be born beneath Durnorksru." When the sun rests beneath the sands of the Uzg, a blanket of darkness, bejeweled with innumerable stars envelops the land. To the untrained eye it would appear as a series of scattered lights, but to the Ilzhonal, those that study the Ilzpaak (Constellations), there is much to be said about the formations found within the celestial sky. It is often said by students of this Zodiac that the constellations were created by the Immortal Spirits, and those born under specific Ilzpaak are attuned with the energy of the spirit that created it. Ilzhonal Ilzhonal, the great Star Watchers, those that dedicate a vast majority of their time to studying the grand constellations that adorn the night sky. They believe that the time of birth for a kub is extremely important, and the energy of the Spirit beneath which they are born will have a great influence on their personalities and life path. They often exclude themselves from Laz'Dur so that they may study in peace, and for a pregnant Orc to consult one of these masters is something of a pilgrimage. It is considered a great importance to know your kub's spirit alignment. Pregnancy: When a Fe-Uruk is nearing the time to give birth (or just as she has given birth) she will venture to the Ilzhonal to receive a blessing and details of what her offspring will be like. The Ilzhonal live in dainty, cramped tents scattered within a far region of the Uzg. Their homes are typically rife with smells of incense and herbs, and are adorned in all directions by fetishes and paintings. Their shelves are often chock to the brim with old, dusty tomes and great vials of red and yellow sands. Parents will take a great note on the teachings of the Ilzhonal, for they will use his warnings to prevent their offspring from becoming victim to the unhealthy aspects of their alignments. The Importance of Sand: When a kub is born, the time of their birth is just as important as the constellations above them. There are two periods in which an Uruk can be born, and each period will have a varying effect upon the spiritual energy they receive from the Ilzpaak they are born beneath; they are categorized by the presence of the larger bodies in the sky. When the Sun is up, Uruk are born of the yellow sand. When they are born of the Moon, they are of the red sand. When the Ilzhonal determines this, they cover the kub in the sand specific to them, partaking in a great ritiual of blessing. Yellow Sand: Those born during the Yellow sand are alert individuals, those with a keen awareness for their environment and the factors within it. However, they focus so intensely on the outside world that they often forget to take note of themselves and how they are feeling. For this reason, they are more prone to emotional stimuli, and can be easily influenced into anger, or happiness in many situations. Uruk of the yellow sand are more inclined to action, and have a greater energy toward all things physical, such as fighting, building and dancing. Those assigned to the path of the Yellow sand are often destined for greatness in factors of war and building. They make up among the greatest fighters and builders the Uzg has seen, and are also more noted for their dynamic personalities. Red Sand: The Uruk born of the Red sand are more relaxed in their approach to life, having a more reticent view of the world. They only speak on matters of importance when they have a great passion for it. They are more inward focusing than outward, and can often fall into lapses of self-pity or greed. However, their perspective of introversion allows them to be less precarious than their counterparts, and they can become keen learners and intellectuals with the right guidance. Those assigned to the path of the Red sand are typically more inclined to become great teachers and sources of Wisdom for those of the Uzg. They are especially good at inventing new technologies and ways of living. Both: If an Uruk is born when the Sun rises, they are adorned in a mixture of both sands, but will be more inclined toward the traits of the Yellow Sand. Likewise, when the sun sets, those born are more inclined to the Red sand. It is said that it is optimum to be born with a meshing of the two sands, and that those born within these periods will lead lives of greatness. The Rising Sun Uruks are said to be great leaders, with many having the opportunity to claim Rexdom. Those of Sunset are destined for great paths of Shamanism and heightened connections to the Spirits. Ilzpaak and their assigned Spirits: As every month comes around, so too does a constellation assigned to that period. Those born within these times will be greatly influenced by the Spirits that created the Ilzpaak, and combined with their Sand Path, will follow the destiny written for them amidst the stars. Snow's Maiden - Daumanlob Spirit: Urin - The Immortal Spirit of Weather, Seasons and Climate. This constellation appears as the claw of a Raven. An Uruk born beneath Urin is subject to great inner turmoil. At any moment, they can change from great happiness to destructive rage. As those born within Daumanlob age, they will learn to hone their inner energy to draw on their heightened emotional states when they are needed the most. For this reason, they can go on to become great performers, warriors and inventors. Yellow: Those of Urin, with the path of the Yellow sand will become extremely precarious individuals. Their lives will consist of great struggle as they attempt to balance themselves in all things. They are also prone to extremes in all things, whether it be gambling or competition. Those of Yellow are more inclined to become great warriors and story tellers, relying on their ability to over-exaggerate everything. Red: Those of Urin, with the path of the Red sand will have less of a struggle with their inner machinations, but will still be liable to an inner conflict. They will have a great many idea for projects, but will struggle to settle upon a final design. They are essentially perfectionists, who will very rarely find satisfaction in their endeavors. Krug's Welcome - Krugbroshan Spirit: Akezo - The Immortal Spirit of Health, Vitality and Healing. This constellation appears as a wing. Uruk born beneath Akezo are very energetic individuals, with a great ability to heal internally from great emotional trauma. They are not easily angered by outside influence, and they are quite capable of flowing through life without much inner-turmoil, but can also lose sight of what is important. Uruk born within Krugbroshan are well known for their ressilience, and can become wise and great teachers of life. They also make exceptional healers and potion brewers. Yellow: Those of Akezo, with the path of the Yellow sand will have a profound influence on the future of the Uzg, for it is within them to provide kubs of great strength. It is highly recommended for those of Yellow to pursue lives of hunting and War, for they have a great capability to withstand the harshness and solitude that comes with it. However, they can also become too familiar with being alone, and can segregate themselves from the rest of the Uzg as they recline into a life of self-sufficiency. Red: Those of Akezo, with the path of the Red sand will also provide healthy kubs. Additionally, those of this path are more prone to extending their healing capabilities into others. It is for this reason that they pursue professions of healing. This desire to help others extends into all aspects of life, and they can be rather naive in assisting people. Those of the Red sand assume an inner-good in all creatures, and put themselves at great risk. First Seed - Ashblûg Spirit: Ublulhar - The Immortal Spirit of Hope and New Beginnings. This constellation appears in the shape of a seed. When you are born in alignment with Ublulhar, you will have an unquenchable desire to accumulate new skills. Many of the Uruk born within Ashblûg are destined to become a Jacks of all trades, but master of none. They will spend some times involved within a certain pursuit, and will them drop it for something else. For this reason, they are bad leaders and parents. However, they will continue to have a great birth of knowledge, which will at many points in their live become useful to them. Yellow: Those of Ublulhar, with the path of the Yellow sand are less dedicated to the many interests in their lives. They will go on to have a great number of mates and hobbies, and this can lead to them being viewed rather negatively by other Uruk. Despite this, they are quick to take on news tasks and with their heightened energy, can finish them before they run the risk of losing interest. They can become very influencing in the Uzg, typically among the more productive members of society. Red: Those of Ublulhar, with the path of the Red sand are inclined to hold onto their interests for greater lengths of time. They have a propensity, given the right environment, to become masters of the fields they are interested in. However, they can become so obsessed with their interests that they can often grow without families or friends, and if they are not careful, may live in relative solitude. Grand Harvest - Durnorksru Spirit: Arwa - The Immortal Spirit of Fertility, Harvesting and Farming. This constellation appears as a womb. Interestingly, Uruk born within Durnorksru are more often born twins than the other Uruk of the War Uzg, and at the very least will have extremely large families. They place a great importance on child rearing and working as a team, and can find their place within many crowds and professions. However, Uruk of Arwa can lose sight of their own inner power as they rely too heavily on group efforts. These Uruk are also inclined to over-eating, and can become particularly gluttonous. Yellow: Those of Arwa, with the path of the Yellow sand are keen farmers, working the fields with little to no complaint as they provide for their family, the Uzg. They are happy to work in any way that can better the society in which they live, and they can also become great parents, rearing many offspring. Due to their reliance on a team effort, they can struggle in their personal lives to follow pursuits that require their own abilities. As great a parents as many can become, they can also fall into the trap of not having the self-confidence to pursue mates. Red: Those of Arwa, with the path of the Red sand are in great risk of becoming obese. Due to their relative introversion, they tend to become gluttonous as they focus intently on food. Many of those born uner Durnorksru pursue carreers of food preparing, whether to provide for others or to sate their own hunger is a factor of much debate. Sun's smile - Aanzrii Spirit: Paxahru - The Immortal Spirit of Arrogance and Stupidity. This constellation appears as a grin. It is often said that arrogance and stupidity are usually twinned together, and the Uruk born under Paxahru are perfect examples of this. They typically over-estimate their abilities, and this blind confidence can often lead to many tribulations within their life. However, this arrogance allows them to bully other Uruk into helping them achieve their goals. Yellow: Those of Paxahru, with the path of the Yellow sand are very outwardly confident, waltzing across the Uzg with a keen awareness of how great they are. They expect others to perceive this as well, and will often spark fights when they are met with resistance. Those of the Yellow path often succumb to irreparable damage as they strive to single-handedly slay beasts or jump great distances. Red: Those of Paxahru, with the path of the Red sand are far more cranial than their counterparts, often sparking discussions among other Uruk to mock them. They believe that their views are unequivocally true and this almost invariably leads to them being beaten into submission. Nevertheless, the debates that they spark can have an ability to provoke life-changing thought as the Uruk of the War Uzg discuss their lives. Amber cold - Agongraz Spirit: Ghorza - The Immortal Spirit of Spirit, Travel, Movement and Fortune both Bad and Good. This constellation appears as a walking cane. When you are born in alignment with the Spirit of Travel, you are helpless to resist the wanderlust that guides your life. The Uruk born in Agongraz are no happier than when they are exploring the world. Whether it be with peaceful or villainous means, those of Ghorza are rarely seen within the sands of the Uzg. They are so encapsulated with movement that they are rarely comfortable in themselves. They are consistently faced with tribulation, and their levels of luck seem to vary in great extremes. Yellow: Those of Ghorza, with the path of the Yellow sand take a great interest in exploring the world, and will often do this through the opportunities that raiding and War provide. For this reason, when they are of age, they are usually the first to sign up for the Krug-hai and raiding parties. Due to this, they do not often live to an old age, and will often be slain in their travels as in their keenness, they under prepare for the world outside of the Uzg. Red: Those of Ghorza, with the path of the Red sand are interested in map charting and sea faring, and will often take to great vessels in search of new land. It is usually the dream of those of the Red path to be famed for their great adventures and charms that they can return to the Uzg. They are usually more cautious than their counterparts, and will take the time to prepare. Some can take longer than others, and this can come at a great cost as they feel as though they have not explored as much as they would have wished. Deep cold - Bûrzgraz Spirit: Ixli - The Immortal Spirit of Truth and Judgement and Forbidden Knowledge. This constellation appears as an eye. Perhaps the most controversial of all Ilzpaak, those born in alignment with Ixli are viewed with great suspicion. They are generally good hearted individuals, but can be misguided by their own thirsts for knowledge. It is said that an Uruk born under Ixli will sacrifice his own mental well-being in the pursuit of understanding. These Uruk are typically judgemental of others, and this can be their greatest downfall. Yellow: Those of Ixli, with the path of the Yellow sand seek to understand their environment in more physical ways. They will often take on apprenticeships in building and exploration in order to gain the vast knowledge they strive to gather. Those of the Yellow path are said to be less sane than their counterparts, often appearing out of place among their brothers. Red: Those of Ixli, with the path of the Red sand are great conjurers of conspiracy, and search far and wide for the hidden knowledge they believe is lost to them for a sinister purpose. They will often sacrifice their inner-peace to discover what they can about their suspicons, and are very mistrusting of those they come into contact with. They are known to sacrifice their honour in some instances, as they become so wracked in exposing the "truth", whatever that may be for them.
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