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Thread: Clan Structure

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  1. #1
    Neophyte
    Join Date
    Dec 2011
    Posts
    16

    Clan Structure

    Elders
    Nobs
    Warboss
    (equal to Nobs during times of war)
    Grunt
    Gruntee
    Runt

    Elders - These are the original orcs of the clan. They have put in much time and effort to colonize the fort, and strike fear into the humans. They are rarely seen, however they still have input into the clan. The Nobs go to them for advice and wisdom.

    Nobs – Each bloodline has a leader, and those leaders are the Nobs. When they get together it is the inner council. These orcs run the guild day to day, and should be given the utmost respect. Nobs are usually former warbosses.

    Warboss – This is an ever-changing position. It is given to the winner of the clomp-fest, or to an orc who challenges the warboss and wins, and that orc will hold the position for 2 weeks or longer, if he can keep proving his claim with his might. Around the fort he is JUST under rank of the Nobs, but during times of war and raids he is in charge. Often accompanied by his guards, he is the best warrior in the clan.

    Grunt – The everyday orc. This orc has put in time for the clan, and knows our ways. Grunts have far more responsibility than gruntees, and will be expected to set idle runts and gruntees to task.

    Gruntee – These orcs have displayed an appropriate love of blood and klomp, as well as a certain prowess with their weapons. They have also shown that they gruk the blah.

    Runt – New to the clan. These orcs need to put in some serious time. At some point, a runt will be tasked with a quest to benefit the clan, and to prove the runt's worth.
    Last edited by Vargo; March 19th, 2012 at 02:41 AM.

  2. #2
    Neophyte
    Join Date
    Dec 2011
    Posts
    16

    Equipment

    ARMOR

    Tunic Gloves Legs Arms Gorget Boots Helm
    Runt Ringmail Ringmail Ringmail x x Thigh Orc Helm
    Gruntee Ringmail Ringmail Ringmail x Studded Thigh Orc Helm
    Grunt Ringmail Ringmail Ringmail Ringmail Studded Short Helm/Mask
    Nob Ringmail Ringmail Ringmail Bone Plate Short Helm/Mask
    Elders Ringmail Bone Bone Bone Plate Short Helm/Mask

    For archers the Runts will use leather, and Nobs studded. Grunts will get additional pieces of armor.
    Grunts and higher ranks may use magic items. Runts and gruntees may use such items if a grunt or above gives it to them.
    Grunts and Nobs may add additional pieces of red-colored clothing to signify their rank. Boots for grunts, sash for nobs.
    The warboss will add a cape to his uniform during his reign. The warboss may wear a sash if it is not his first term as warboss, or if he was a nob before becoming warboss.
    Last edited by Vargo; March 19th, 2012 at 01:02 AM.

  3. #3
    Neophyte
    Join Date
    Dec 2011
    Posts
    16
    Weapons

    Choppa
    Runt/Gruntee – Hachet, Two handed axe
    Grunt- Battle Axe, Axe, Large Battle Axe, Double Axe
    Nob – Executioner’s, Bardiche

    Stabba
    Runt/Gruntee – Dagger, Short Spear
    Grunt- Spear, War Fork
    Nob – Kryss

    Slasha
    Runt/Gruntee – Knife, Cutlass
    Grunt- Scimitar
    Nob – Katana

    Smasha
    Runt/Gruntee– Club, Mace, Maul
    Grunt- War Mace
    Nob – War Hammer

    Twanga
    Runt/Gruntee – Bow
    Grunt- Xbow
    Nob – Heavy Xbow

    Shields (any bloodline)
    Runt/Gruntee– Wooden Shield
    Grunt – Metal Shield, bronze shield, buckler.
    Nob – Tear Kite Shield
    Last edited by Vargo; February 5th, 2012 at 01:28 AM.

  4. #4
    Expert
    Join Date
    Oct 2011
    Location
    A tropical island
    Posts
    419

    Language basics

    Welkam tu da ork blah skuhl!
    Uz start wid da beysiks.

    Hello = Ug
    Yes = Yub
    No = Nub
    I = Me/meeb
    You = Lat
    Is/Am/Are/Was/Etc = Am/iz
    Speak/Speech = Blah
    Goodbye = Urkda/gug'ye
    Thanks = Grog/dankie/rulg
    Understand/Know = Gruk
    Curse: Skah (skahin humiez!!)
    Bandage(s) = Rag(z)
    Numbers: 1 - Ash, 2 - Dub, 3 - Gakh, 4 = Futh, 5 = H (as in, Hand). Numbers higher than 5 are usually referred to simply as "meni." If it is important to know HOW many you could say Hash or Hdub and so on, (6 or 7) but but it can be tricky to keep count.
    Shiniez = Gold/gems
    Humie/hoomie/oomie = Dirty stupid human (Yes, it is implied that they are dirty and stupid, but it never hurts to say so anyway, ie "durtee, tupid humie!")
    Shardie = NPC orc
    Mojo = Magic
    Mojo wadur = Potion
    Rejin = Reagent
    Weapons:
    Axe = Choppa/Lusk
    Sword = Slasha/Zult
    Mace/Hammer = Smasha/Womp
    Spear/Kryss = Stabba/Kigg
    Bow = Twanga/Olig
    Arrow = Lig


    Essentially just break up your english. Add a "Z" for plural instead of an "S", "TH" often becomes "D", C's often become K's, V could become B, and so on. You may occasionally drop some shorter words, as long as you are still understandable.

    If you want to really read up on the orc language, you can check out the original clans' websites. Severed Heads, Shadowclan, Bloodclan. There will also be lots of other info there. A lot of rules, systems, words etc will vary greatly, we've tried to take things from all the other clans so if you see something you like on one of those websites, let us know, maybe we can implement it here.

    Feel free to ask specific questions or add things you think are important, this is far from comprehensive. At the end of the day, language is fairly easy, and you will pick it up from just hanging out with other orcs. If you find the language too daunting, just stick to things like "har har" and "HOOWAH!" to begin with.
    Last edited by Vargo; February 5th, 2012 at 04:32 AM.

  5. #5
    Expert
    Join Date
    Oct 2011
    Location
    A tropical island
    Posts
    419

    Day to day life in the clan

    Our home is the proud and mighty Yew Orc Fort. If we are not off raiding somewhere, we are near the orc fort, or inside it.
    Orcs like to have fun in simple ways, drinking and klomping are the more common sports.

    Might makes right in the clan, and the most common way to resolve any disagreement is through klomping. A carelessly spoken word from a runt can quickly result in a klomping from a grunt or higher ranking orc.

    Orcs are afraid of magic. Any magic! If an enemy spellcaster starts to cast offensive spells, bloodlust replaces fear and he gets klomped. Positive magical effects are still seen as scary and uncomfortable, especially when they are cast on orcs by humies. But all orcs have a great respectful fear of the Mojos and Shaman of the clan, as their mojo is the work of the blood god. The Blood God channels his power directly through these orcish vessels, and so to receive his blessings could be considered good luck by some braver orcs, but when his destructive and malevolent spells are channeled, the common orcs tremble in awe of its power. When the Blood God sends his punishment on enemies of the clan, he is trying to inspire the orcs to fight harder. Should he bring his wrath down on clan members, he is showing his worth to the less pious of the orcs, making sure they have a respectable fear of the Blood God.

    If we are not defending the fort, we might be raiding Yew, Vesper or elsewhere. All humies we encounter on raids are expected to pay some sort of tribute to the Blood God, usually in the form of shiniez. Hounding humies for tribuut shows great devotion to the blood god and the clan (and is lots of fun)


    RUNTS!
    The lowliest of the clan members, these guys are expected to prove their worth in the eyes of the Blood God and the leaders of the tribe.
    Runts must gather any kind of resource to contribute to the clan - shiniez, regs, wood, ingots, leather, ragz (bandaids), bottles, etcs. As well as orc helmets, which can be gathered from the many orcish lords roaming near the fort. If there is more than a single runt on, orks are encouraged to band up and do things together, even if they are mining or cutting wood. It's important for runts to always practice cross healing and krimping (boxing in enemies)

    Runts should generally do as the grunts say. Runtz can expect to be punished quickly and easily if they offend the wrong grunt somehow. Grunts will some times pit runts against each other to see how is the stronger fighter, and for a bit of entertainment for himself. He may or may not klomp the winner to make sure they don't feel too tough after their victory. The grunts may decide on specific rules, and the outcome will prove which runt is stronger and thus their spot in the lineup.

    LINEUP!
    Sometimes someone will call for LINEUP at the fort. Lineup is usually called before a raid or announcement. If not all runts are within earshot, they should run and fetch other runts. Who should line up depends on who calls the lineup. If Warboss calls it, all grunts and lower should lineup. If a grunt calls it, gruntees and runts should line up, and gruntees may line up the runts. Nobs and Elders will never call for lineup, nor will they stand in it. All orcs should wear the weapon of their bloodline in lineup. Failure to be properly armed/armored or failure to line up when the call is made may lead to death klomp.

    The lineup should be 2 tiles away from the platform at the fort. The highest ranks stand the furthest to the left. That means the really new runts should head towards the right - or risk death klomp.

    Making noises when the Warboss calls for lineup will probably lead to death klomp. As will speaking in lineup.

    RAIDS!
    A raid is pretty much any activity that involves going more than a few screens away from the fort. Shame raids, Yew raids, Vesper raids, etc. Each raid should have a raid boss, and the goal of the raid should be made clear in the lineup before the raid. A successful raid is one where more than 50% of orks survive and some tribuut is brought back. Collecting tribute from humies is more glorious than tribute from shardies.

    I encourage gruntees to take charge and lead raids if there are other gruntees or runts around, and then post about the raid in the forums, ideally with screenshots. This will help us know which gruntees should be made grunts. You must lead AT LEAST ONE successful raid to become a grunt.
    Last edited by Vargo; February 5th, 2012 at 06:05 AM.

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