Difference between revisions of "Horde of Thagurz'Grish"

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File:Izig Clan.png|The Izig Clan banner
File:Izig Clan.png|The Izig Clan banner
File|Axan Clan.png|The Axan Clan banner
File:Axan Clan.png|The Axan Clan banner
File:Maukta Clan.png|The Maukta Clan banner
File:Maukta Clan.png|The Maukta Clan banner

Latest revision as of 02:45, 19 July 2018

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Horde of Thagurz'Grish
Standard of Thagurz'Grish
Capital: San'Khatun
Languages: Blah
Old Blah
Religion: Krug Worship
Government: Horde
Ruler None

The Horde of Thagurz'Grish is a nation that is composed mostly of Orcs from the far eastern islands of Atlas. They hail from four of the children of Krug; Azgal the Titan, Dlimbok the Wise, and Saranak the Silent, and Balzug the Brave.


brief description of how long the nation has been around


Each of the clans within Thagurz'Grish hail from different lands.


The Taushauarz(The Forest of Silence)- A mass gravesite patroled by Axan as well as ancient ancestrals, and powerful immortals who had cursed the lands to silence, and enwreathed it in fog. As such, they revere the dead, and seek to create Holy Sites for orcs to revere their ancestors and spirits.


The Gazigratum(The Valley of Warfare)- A deep valley in which orcs constantly fought and battled between eachother, until the children of Azghal the Titan surmounted the other orcs, and took the lands for themselves. They believe their victory came from the knowledge of the haruspexes, seers who study scars and corpses.


The Mornarash(The Black Nothing)- A cold desert, filled with beasts that prey upon the warm-blooded and foolish. Maukta have been born to recognize and identify such, leading them to be quiet observers of the world around them.


The Horde does not have a central ruler. Rather, its citizens regard each other as equal in terms of political power.



The heart of a warrior is unyielding and marred with scars. An Izig prides itself in bearing wounds, as they are lessons and memories, skin marked with pride.


The Izig clan was born from adversity and strife. The valley in which they called home was staked with conflict, as the land was rich and ripe with resources. Orcs from all clans and nations sought to sink their tusks into the land, and so bloodshed and war were rampant. The rivers cried orcish blood, and the wildlife was stained in gore and entrails. Those of Azgal the Titan poured forth into the land, seeking to make their mark upon this world, and as they conquered, the valley became theirs.


Izigs vary in size, generally lighter shades of the varying hues of orcs; yellow, gray, light green and so on. They are almost always donned in some form of heavy armor and brandishing their weapons.


The Izig are a proud people, whose culture is deeply rooted in their history and conquests. An Izig is happy when they sit atop a throne of conquests, and their mantle is lined with the trophies of battles. Izigs are bloodthirsty, though refine and steel themselves by studying the martial arts, and gleaning wisdom from the wars they wage. They are realists and see the world through black and white. Izig’s rarely worship spirits, as they do not seek intercessions from beings beyond, as they lack the mortality to understand the fruits of life.

Those that do may revere Krathol, Gazigash, or Lethrothak, seeking to offer these spirits their might in order to surmount them, or to glean insight from their twisted ways. Instead, their faith and beliefs and come from the real and genuine.

To an Izig, pain is the truest sensation one can feel. They do not worship it as sadists or masochists, but recognize that suffering and death are a part of life, a coin of fate that affects their favor.

Many seek fame and power, becoming pitfighters or generals, seeking to show off their marital prowess. An Izig prides themselves in their history, for it is all that remains when they are dead, and all that will remain for their children to learn from. Izigs hold onto the weapons and trophies of their ancestors, believing them to still hold a part of their ancestors within them. As such, Izigs craft ornate and stylish weapons in hopes to accentuate their personality and legacy.

At an early age, Izigs are made strong by trials through combat. As children, they train within the harsh sun, gaining basic martial skill in a variety of weapons until they find one that calls to them. Much like students discover professions, Izigs are taught in basic smithing until they either forge, or are given a weapon they desire, bonding with it for the rest of their lives. Much like a scar holds significance for an Izig, the wounds marked upon a blade or weapon hold the same meaning.

Adulthood comes for an Izig when their weapons and flesh are marred with one thousand scars. The Izig then sits before the elders, discussing their tales and conquests of how they received their wounds, in hopes to brag to their chieftains, and show their worth within this world, and within the annals of history.

Rather than practicing shamanism, they employ haruspex, seers who study scars and corpses and derive insight from them. Krug speaks through pain, in different body parts. A shooting pain in the leg is an omen for cowardice. A dull ache between the shoulderblades foretells the betrayal of a close friend. After a battle, you can see the orcish haruspices moving through the battlefield, reading the future in spilled claret. They crawl through the grass on all fours, like dogs, their faces pressed to the ground, nostrils flaring. Every scar tells a story, information that can be derived from both the victim , and the one who inflicted it.

A warrior who leaves deep cuts seeks to show their pride to the world, and may be cursed with a form of arrogance.

An orc marred by infectious wounds may have a deeper strife lying within them, and thus must be let free via bloodletting.

A thin wound is a sign of wisdom and intelligence within battle, while large gaping wounds highlight adversity and strength.

A haruspex may take anything from an injury, as it varies from battle to battle, and their mind is rich with the scent of blood and entrails.

Mabaj Bot Armauk

I have a world of enemies


—Ancient Izig Proverb

Molded by the pride and strength of Krug, Izigs sit themselves atop their conquests, smiling over the horizon, seeking the next adversary and opponent.



Early life as a Maukta shapes many of them into aloof and cautious orcs who seek little to do with those outside their clansmates. Maukta see stupidity as a great dishonor. Their narrow-minded view shapes the way they interact with the world. In their mind, ignorance and death as the same entity. A fool invites death into his home, and the ignorant are punished with great failure.

Children are taught to be observers, scouts, and huntsmen, knowledgeable in the cycles of the world, of seasons and of beasts that plague the desert. When Maukta are just old enough to hold a weapon, they are exiled from the clan to wander the cold,dry wastes alone with only a blade. It is in this coming of age that shapes them, as those not intelligent enough are devoured by beasts, and those not strong enough are left as frozen statues. When they inevitably return to their clans (a journey that often takes years), they are offered a mask and a home in which they are offered dwelling and protection for as long as they wish to stay, for the itching, unnerving flame of Balzug stirs them into nomadiscism, and wandering the lands.

The homes of the Maukta exist within the hearts and masks of their people. Rather than tents or settlements, their homes are often carried upon the backs of the beasts they ride, or wedged between abandoned caves and holes within the earth. These dwellings are never rested in, made authentic by the cobwebs and dust of time itself. Maukta hold little interest in material wealth or extravagance, and so these homes are passed around and used by roving clans, made usable by the past generation, and repaired for the generation to come.

Maukta are cartographers, merchants and peddlers. There is thrill in discovery for Maukta, and it stirs their cold, thick-skinned hearts to travel and interact with others. They possess little in material things, seeking to live off the land, and remain humble. Maukta pride themselves for their ability to learn and memorize, and do not construct libraries or places of learning. Instead, their skills of communication and passing stories told. A world of information hides beneath their strange masks.

The masks serve as a window to the world. Maukta loathe open expression of emotion, for it shows foolishness and vanity. The beasts of the Mornarsh prey on those without clear heads, and so by wearing a mask, they protect themselves from the cold, and unsavory folk.

From this, comes wizened orcs, aged beyond their years. Grizzled and experienced by the cold winds of Mornarash, the Maukta sought to leave their frigid wastes, as the thousands of years traversing and charting the deserts had left them to stagnate. Atlas offered them a world of magic and intrigue, of people and places never thought possible by a cold and venerable clan.


The Orcs of the Horde live in Krug's shadow, striving to be as similar to him as they can. They shun the Spirits and instead work to bring themselves closer to him through their practice known as khatûn.To the orcs of Thagurz'Grish,every Orc is born of Krug. Regardless of their breed, clan or profession, all are born with grishhûn. A mind and heart that bleeds the will of their Ancestors. Founded through orcs of various creeds, brought together by a steadfast will, the Thagurz’Grish seek a land in which Krug’s will is law, followed not only by his children, but by the lesser races who seek enlightenment.


Shunning the blind worship of many of their kin, orcish spiritualism has evolved into something greater. Rather than simply seeking the aspects, the orcs seek self-actualization in growing closer to Krug, in hopes to be as great as him. This practice is known as khatûn, and is composed of focusing on the orcish spirit, which is divided and sectioned into many parts, changing and tearing as the individual grows. There is a great focus on the ancestors, studying the way they lived their lives, and modeling their own lives as such. Each clan may have members that choose to worship spirits, but each seek Krug in their own unique way, performing unique tasks and rituals based on their clan.


Despite their large focus on worship of Krug, there are still Shamans in the the Horde. Unlike in the War Nation, however, Shamans are not a central part of the culture and they are not regarded as highly.

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