Rexdom of Krugmar
Established following the deposition of the Rex, Kulgarok, the Warnation of Krugmar rose from the ashes of a failed confederation of the Orcish peoples. The decision to once again unify beneath the banners of Krug did not come as a difficult one to make for much of the Orcish leadership as they understood that together the Orcs could be unconquerable. After defeating the false Rex in open combat before several of his brethren, Drokon’Ugluk legitimately ascended to the throne of Rex. Following his failures as Rex, Drokon'Ugluk willingly stood down from the position in favor of the young Wargoth Orgoth'Braduk who gladly took the position. However, Orgoth in his youth and as a consequence of his lack of experience failed in his leadership of the Warnation standing down after a short tenure to be replaced by the former Rex, Rex Gurak'Yar. Gurak was popular for a time however some clans saw Gurak as weak and a poor leader, most notably Clan Raguk and Clan Braduk, after he had taken the life of the unconscious Wargoth, Chek'Lur, which some viewed as an unjust execution. Gurak decided, as his predecessor did, to step down from the mantle of Rex to be replaced by Kulgarok once more. Kulgarok's incumbency was short lived and was deposed by Hu-din'Dom and Eath'Lur both claiming that Kulgarok was tainting the Warnation with dark magic and dark shamans. Eath resolved the conflict by fighting Kulgarok for the position of Rex, successfully defeating the blue Orc and becoming Rex. Eath'Lur quickly resigned, leading to the rise of Kuntklobbera’Raguk. He resigned after a lengthy reign and went on a pilgrimage. U'la'Yar became Rex afterwards. However, soon after, the U'la'Yar was executed by elven Prince Kairn Ithelanen of the Dominion of Malin, Kuntklobbera regained the Rexdom.
Currently, Krugmar is based in Arcas' easternmost savannas, and the holder of Rex is Hargurr of Clan Gorkil.
- 1 History
- 2 Politics
- 3 Locations
- 4 Clans
- 5 Culture
- 6 References
- 7 External Links
The Warnation of Krugmar was established by Kulgarok, a former Rex, after the dissolution of the Iron Uzg at the hands of the Holy Orenian Emperor John II. His claim was quickly challenged by Drokon'Ugluk, who lost, was sent into exile, and handed the title of Rex over to Drokon.
- First half of Orc-Elf War (start, death of U'la'Yar)
- Involvement in Courland-Renatus War
- Second half of Orc-Elf War (battles, duel, fort stronk)
- Conflict and resolution with Horde of Thagurz'Grizh
- Gorkil v. Lak Clan War
- Coalition War
- Government reorganization
- Raguk banishment
- Arrival at Arcas
- Vassalization of the State of Qin
- Repaired relations with the Raguk Clan
- Involvement in Elven Union
- Participation and Victory in The War of the Two Emperors
- Burbur'Lur imprisoned, Bogrum'Lak takes over as Rex
- After several years, Bogrum'Lak leaves the Uzg, Hargurr'Gorkil becomes Rex
- Hargurr'Gorkil retires and Nazark'Gorkil becomes Rex
The leader and figurehead of the Rexdom of Krugmar, the Rex rules with the authority of Krug himself, acting as his enforcer in the current era. He will ensure that the laws of the Rexdom are upheld while holding absolute control over its internal affairs. In most diplomatic proceedings, the Rex will represent the Rexdom when conducting missions concerning foreign policy. Without a Rex, there is no Krugmar.
As ambassador and overseer of infrastructure as appointed by the Rex, the Dominus conducts diplomacy and relation-building activities. The Dominus' tasks also extend to constructing buildings, overseeing the management of the Trog, working hand-in-hand with the Yazgurtan in receiving materials for these buildings while also acting as Krugmar's steward.
Leader of the Orc Military, the Maugoth controls all things war and strategy of Krugmar. The Maugoth is responsible for managing the logistics of the military, including planning out wargames and training sessions. This position was known as Targoth in Atlas.
The workhorse of Krugmar, the Yazgurtan oversees Krugmar’s workforce and ensures that the coffers are full, the armory is stocked, and provisions are at a surplus. The Yazgurtan is the chief of Krugmar’s logistics. The Yazgurtan's assigns Orcs working roles based on what best suits them and ensure that they are providing for Krugmar.
The chief slave-master of Krugmar, Snagagrats oversee the acquiring of snagas and their use. The views and policies of Snagagrats can change differently from each one, but the Snagagrat typically control snagas owned by the nation itself, rather than individuals. They are also responsible for the organization of slaving parties. Once known as the Snagagoth in Atlas.
A position that can be traced back to Axios, previously named Foodgoth until the famous olog, Wud, took the position. The job of the Grubgoth is to supply the rest of the nation with food, and to regulate the nation's farming.
Frumgrats are spiritual advisors, they help out the Rex with spiritual affairs and can also offer advice to shamans and non-shamans alike. Their position originates from the position of High-Shaman, which was dissolved during Atlas.
Succession of the Rex
A new Rex is crowned by, and only by, succeeding in a klomp. In the past, it was only the Dominus who could directly challenge the Rex for the title. However, due to the abolition of that position, the ability to challenge the Rex to a klomp has been opened up to anyone that holds or has held the title of Wargoth, Maugoth, or Yazgurtan, and have never been considered a whitewash.
Should an Orc who meets these criteria want to issue a challenge for Rexdom, a council will be convened consisting of the Wargoths, the Maugoth, the Yazgurtan, and the High Shaman. They will discuss the claim and discern the character of the Orc and whether they believe he or she would be apt for the title. Due to the fact that their claim is being assessed by fellow members of Orcish society, it is important for the Orc to be held in high regard if he or she wants to get the klomp approved. A claim is considered approved when, after at least an hour of discussion, at least three-fourths of those in the council have agreed to approve the request. Anyone who would be in these councils but vies for Rexdom will sit out from the council regarding their own challenge.
It is within the power of the Rex, for whatever reason, to nominate an Orc for a klomp who does not meet the requirements listed. However, an Orc that receives the nomination is not required to challenge the Rex. Orcs who do challenge the Rex through this method still need to be approved by the council. The Rex is forbidden from klomping his nominee, and instead, a champion will be elected by the council to fight in the Rex’s place.
Shamans will face a much higher amount of scrutiny than most other Orcs. The council must decide whether or not they will be able to rule properly, or if their devotion to the Spirits will interfere with their judgment, as a Rex’s focus should be first and foremost on the nation and its people.
If the Rex dies or abdicates, all who wish to claim the title and have been approved by the council will fight each other in a series of klomps until they have all fought each other, with the Orc winning the most klomps earning the title. In the case of a tie between two of the claimants, the victor of the klomp between them will succeed as Rex. If there is only one claimant to the throne, a champion will be elected.
Appointment of Advisors
The Maugoth and Yazgurtan will be appointed directly by the Rex and should they step down or die in office, the Rex will appoint their replacements.
This city, situated on a mountain on the northern part of Atlas, north of Cloud Temple and directly south of the desert, served as the Warnation's capital for the majority of Atlas. The large city contained clan halls, housing, a shaman den, large farms, a klomp pit, and an unfinished palace. It was first lost to the Dominion when the Rex, Gurruk'Lak, lost in a duel to Kairn Ithalanean during the peak of the Orc-Elf war. It would later be the subject of the September Prince's first attack, and many descendants would defend the city, yet it would face heavy beatings, to which the defenders eventually were evacuated by the Vael Order. The city would then be sold off to the rival Horde of Thagurz'Grizh that was backed by the Dominion, but this group would merge with Krugmar, effectively returning the city. Later on, during the Last Coalition War of Atlas, it was sieged after Nordengrad had fallen. With defences constructed by Gurruk'Lak and the Targoth & Dominus, Glottgut'Raguk, the city was able to hold for one day before falling to the Empire of Man and its allies.
Initially located in the Dominion-controlled forests, it served as a staging and defensive point for Krugmar and its allies during the orc-elf war. It would later be moved off the shores of San'Kala, directly south of the city. The fort is infamous for the many battles that took place around it, yet was never sieged. It was also a popular destination for slavers, as slavery was legal within Krugmar, and many elven slaves would be caught on the road to the Dominion.
In the Northern desert of Atlas, San'Khatun was built and established by the Horde of Thagurz'Grizh, a formally whitewash faction of Orcs, ran by Skaatchnak. After San'Kala was lost in the Orc-Elf war, Shakul'Gorkil confederated the Thagurz'Grizh back into Krugmar, allowing all who moved there to be welcomed back and its clans to be legitimized. When the Orcs lost their city in the Last Coalition War of Atlas, Gurruk'Lak abdicated the title of Rex, and Murak'Gorkil assumed the title, a two time whitewash and former inhabitant of San'Khatun with the Thagurz'Grizh, after duelling Rognor'Lak for the title and succeeding. Parting the duel with no bad blood for the orc, or his Clan, Murak'Gorkil declared San'Khatun as the new Capital of Krugmar. During this time, a group of dark elves moved into San'Khatun, living with the orcs as a close ally and friend. Murak also formed a bloodpact between Clans Gorkil, Lur and Yar in order to banish Clan Raguk and formally whitewash Leydluk'Raguk, Krukleyd'Raguk and Wurst'Raguk from the nation. During this time, Clan Shrogo arrived on Atlas and established itself inside San'Khatun and Krugmar.
Situated ontop of the southern portion of the mountain range of Garrond's Vale, it stood directly south of Kal'Tarak, the capital of Kaz'Ulrah. This land was given to Krugmar after Krugmar had lost San'Kala in the Orc-Elf war. It was primarily made of wood, and had towering walls. Spikes jutted out, and large, wooden skulls hung from its walls. The building effort would by spearheaded by Shakul'Gorkil, and Glottgut'Raguk. It would never be finished however, as during its building, San'Kala had been reacquired. When San'Kala fell in the Coalition War, it would once again serve as the capital of Krugmar. It wouldn't be sieged during Krugmar's tenure in Atlas, but was still lost when Kal'Tarak fell in the Coalition War.
After the Orc-Elf war, many of the Raguk orcs turned their attention southward, seeking a new purpose after having lost their city. Established by Leydluk'Raguk in the Shrieking Drake Isles, it served as the staging ground for constant raids against Sutica. Here, Raguks and other interested orcs would bandit the roads from Sutica to Haense. It was largely abandoned, however, during the Last Coalition War of Atlas. It would be an especially popular location of the slave trade, due to the relocation of Fort'Stronk.
A fort situated within the Atlasian desert, created by Falum'Lur for the Lur clan. Created where Falum'Lur's previous cactus green plantation was.
Located within the northwestern savannah of Arcas, it is the first city established by the Rexdom on Arcas. A fort constructed of wood and stone, this large encampment encircles a towering fort, closely hugging the continent's eastern coast. Underneath the ground, a Goblin city is carved into the depths, and the Hou-Zi fishing town behind the city doubles as a port for both Orcish and Hou-Zi ships.
Stronghold of the horse clan, Clan Gurmazg, and is open to those that respect the teachings of Krug and Shamanism. Located within the Arcasian Mesa.
Clans are a cohort of Orcs whom have taken a particular ancestor, spirit or ideology as their namesake, to represent themselves as a collective. There are many great clans within the Uzg, Clans of Legend- Gorkil, Yar, Lur- all reputed clans that have been recorded in antiquity innumerably. Clans of which great leaders have stemmed. Some clans have different titles for their leader, such as the Lak's 'Swampgoth' and Braduk's 'Irongoth', symbolizing their past and values.
Wargoth clans are the most fabled and prestigious clans who have become staple in the nation. They are active and contribute not only manpower but resources and intelligence as well. To be a Wargoth clan, the respective clan must be well established, well known, have high numbers and contribute to the Uzg's efforts as a whole. A Wargoth is an Orc to be respected for they have gone through grueling trials and tribulations to have their clan achieve that rank. However, the title of Wargoth is not permanent, and it can be removed should the clan fall out of favor and cease to contribute or fall too low on numbers.
The Lurs are not footmen, they are hunters. The hunt is the most important thing for a Lur and to prove themselves in the hunt is what all young lurs wish to do. The Lurs have a bond to the great Lur wolves. The great Lur wolves are huge beast that only obey the Lur clan.
A Clan founded on the name of Gorkil, Krug's second born son and greatest military strategist to have lived. The Gorkils fully embody what it means to be an Orc, called the 'prime Orc' by many. Gorkil, being only bested by Rax and Krug in physical dominance, also boasted a ruthlessly cunning mind, enhancing his physical abilities with intelligence and training, managing to best his stronger brother Rax, and years later his own Clan destroying Clan Rax. The most ancient Clan in the world, the Gorkil Warboars are just as ancient. the fastest mount to be tamed and capable of shearing an Olog in half at full charge, these behemoths of boars stand at 6ft tall and higher.
Founded by the elder shaman and Ex-Rex known as Shreck, Lak was formed after clan dom saw a mass of emigration due to the dishonorable actions of Rusk'Dom the Liberator. Though initially seen with disdain, the brutish, savage clan has since contributed greatly and is viewed with respect in their endless service to Laklul. Lak serves Laklul through a variety of ways such as sacrifice or the raising of totems and destruction of rivals', garnering support in favour of Laklul in the spiritual realm.
Warlord clans are those considered "lesser" than those of wargoth clans. They do not contribute enough to Krugmar, whether in resources or in numbers, and are thus designated as Warlord clans. This is not to say that they are not without respect, as even the oldest and most important clans in the past can be warlord clans in the present.
The Shrogo Clan is a clan of goblins that was re-formed in Arcas when the pale green descendants from the isle of Shroglund came together to praise Luara as a group once more. They eat mushrooms and are loyal to the spirit Luara, who they sometimes refer to as "the bad moon." They are easily identified by their short stature and clan robes.
The Yar clan was founded in late Anthos by the shaman, Malog, in honor of his great great great grandfather, Yar. The Duhnah Skhelll, a giant man-eating desert tortoise, is their symbol, and is used by this clan to represent wisdom and lethality. While still valuing strength as all orcish clans, the yar clan has always placed a special emphasis on wisdom and spirituality. A member of the Yar clan is expected to seek a firm understanding of life. He must strive to be as yar was: a source of wisdom for his people.
Overtime, there are some clans who have done actions considered dishonorable by the Rex. At the Rex's discretion, these clans are banished from living in Krugmar, often are declared whitewashed, and hunted. Other clans have died out, or left on their own discretion. Their relations differ from clan to clan, others remaining enemies or open friends.
The unbroken of Clan Raguk, a notoriously merciless band of behemoth, hardy uruks, and their equally fearsome larger olog counterparts. Their hide is stained with a deep red hue, much akin to the blood that smears their palms, or the molten blood-steel that comprises their weaponry. The bloodlust and militaristic prowess that naturally sears through their bulging veins grants them a bloody reputation that rivals the other clans. While whitewashed under Murak'Gorkil's reign, they repaired relations with Krugmar when Burbur'Lur took power, yet chose to be independent.
The name of the Braduk clan is one steeped in blood and brutality. Legend tells of the grim, dark giants of the orcish race, their judgment swift and mercy fleeting. brothers and sisters beyond blood and oath, theirs is a bond etched with fire upon the iron of their souls, a bond shared with their steeds, the mighty rhinos whose calls are as thunder in the night.
A relatively new clan founded on Arcas, they are known for their horse-riding ability.
The Shuzig Clan is a primarily goblin clan, although it does include ologs. They were formed in Arcas, when the wargoths of Clan Shrogo and Clan Weeaaagh decided to merge for greater numbers and less competition.
There are many arts in orcish culture, varied from guttural, tribalistic rituals to industrialized, militaristic traditions. One of the most important arts in Krugmar is 'The Klomp', which literally means 'The Fight'. Though other races find it hard to view this as an art, this is a tradition valued by some even more than their lives. This tradition is also known as might makes right. If two orks had a dispute or disagreed about a matter, one would call for an Honor Klomp, where it is believed that the spirits chose the victor through deciding who is more just in the matter.
Sculpting and carving are also important parts of orcish life and spirituality, being common ways to honor the Spirits. Large totems and shrines are often built, sometimes vastly larger than any other structures in their cities. Other mediums of art like painting are not often seen, but are sometimes created by the occasional goblin, slave, or honorary.
It is a common stereotype that orcs do not bother themselves with music. This is a lie, as there have been multiple sources where the orcs of Clan Yar practicing throat singing,for songs of both Krugmar, and the clan. Other orcs often know words made for orcish heroes such as Krug or Rax. While there have rarely been orcish musicians, orcs create instruments to be played for special occasions, such as before battle, or worship. Some clans, such as Yar and Raguk, hold it in high regard. Within Krugmar, instruments such as flutes fashioned from bone and drums made from animal hide are common.
Though many orcs ignore the path of the scribe, this is not to say all of them are unlearned in the way of the mind. Clan Yar, for example, is a clan focused not just on spiritualism, but the preserving of knowledge for the betterment of uruk-kind. Libraries are rare, but not non-existent, and many an orc city will have at least one building dedicated to the storage of orcish writings and literature.
It is not to say that the orcs do not care for the works of other races, and there may occasionally be the study of other languages and cultures (if only to provide themselves with a better advantage in battle). However, orcs are a proud race, and so understandably writings from orcish authors are placed in the highest importance.
The orcish economy is surprisingly complex, with a significant amount of trade both between the Clans as well as with allies and outsiders. Tributes are a requirement for any non-orc to enter the orcish lands, and much wealth is delivered in this manner. Otherwise, orcish exports such as desert and subterranean goods, cactus green, and occasionally slaves, are often sought after by other races, who are less accustomed to the orcs' harsh environments.
Still, orcs pride themselves on self-sufficiency, and the majority of their economy is self-reliant, with most amenities procured through hunting, scavenging, mining, and the likes.
The most common form of orc entertainment is a casual 'klomp'. A klomp can be done in a number of ways, but it is always fighting. Usually, it requires beating the other opponent into submission. As the orcs are warlike and aggressive, klomps serve to entertain most if not all orcs. It also serves to hone their skills in battle. Klomps can be done with more than two opponents, and with weapons, to the discretion of the fighters. It's also common for orcs to challenge non-orcs to klomps, as to both test and show off their strength.
Recreationally, orcs are also known to partake in other dangerous sports, extreme competitions, hunts, and the imbibing of alcohol and cactus green.
One of the most important aspects of Krugmar is Shamanism, a magic wherein those devout in worshiping the Spirits learn to harness the power of the Spirits. Shamans act as wise men and women and scholars among the Orcs and are looked towards for advice or to help receive the Spirits' blessing before a battle.
- Spirit List 
- Shamanism 
- Government 
†Capitals, *Cities/Major towns