
02-13-2005, 11:11 AM
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War Council Admin - Gnarlus da Lap Giv'r
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Join Date: Nov 2004
Posts: 2,021
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New, Official Orc Rules:
The following is going to be a new set of guidelines/actions and rules that grunts and higher ranks should be enforcing. All orcs should be following them.
General Rules:
- All orcs are REQUIRED to remain IN-CHARACTER at ALL times when IN-GAME. Failure to adhere to said rule will result in a medium punishment for first time offenses. Second time offenses will be much more severe, and third time offenses will result in possible demotion or expellment from the clan.
- NO orcs are to be riding ANY type of mount (ethereal or living), EVER, except for mak'rs. If an orc is caught riding a mount, it is to be reported immediately (try and capture a screenshot), this is a very important rule. If you are caught riding a mount, you will get a severe punishment possible forking.
- All orcs are required to use orcish language and use orcish words.
- No use of abbreviations are allowed IN-GAME, period.
- No discussion of OUT-OF-GAME events/items/people is allowed. (this means discussing sports games from real life, talking about Halo 2, discussing what you are doing next saturday etc.)
- Gruntees//Mojokii (and below) are required to stay around the Yew fort area unless accompanied by a Grunt or higher.
- Once an orc, always an orc. If your orc should ever quit the clan we ask that you delete the character. If not you will be branded a fork (fake orc) and will be kos (klomp on site).
- Melee class orcs are NOT allowed to cast ANY spells of ANY kind. Only Mojokii class orcs are allowed to use magic.
Chain-of-Command:
- On the field and OFF the field, the orders of a higher rank are ALWAYS to be obeyed, NO questions asked.
- Ranks of Grunt and/or higher are NOT to dispute or negate eachothers orders. If one grunt or high rank issues an order, another rank is NOT allowed to cancel that order or to issue an order countering the first order UNLESS the orc countering the order is a higher rank than the first orc issuing the first order.
- Lower ranks are NOT allowed to attack or fool around in the presence of a higher rank. If you are "joking" around with a higher rank, this can result in a medium punishment for first offenses. Second offenses, the punishment will be worse.
- Looting the corpses of monster and/or humans is given to the highest orc rank present: if any lower ranks are caught looting in the presence of a higher rank, they WILL be punished severely. (Gathering 5-6 thousand of a certain resource)
- If a higher rank issues an order, it is to be obeyed immediately, as said above. If any orc REFUSES to obey the said order, all other orcs present are to aid the higher orc in the execution of putting the stubborn orc in place. Secondly, if an orc does choose to disobey an order in ANY way, it will be taken as treason, and unless the orc is able to produce an EXCELLENT argument to the blood council (in its entirety), they will be punished to the fullest extent, and expellment is one form of this punishment.
- Badmouthing or talking down about a higher rank when he/she is not present will be interpreted as conspiracy for dissension and will be dealt with accordingly to the wishes of the victimized higher ranked orc.
Looting Rules:
- As stated in the chain of command rules, the highest ranking orc present gets to pick out the loot he wants first. NO other orcs are to touch it, PERIOD.
- When looting human players, the ONLY things orcs are allowed to loot are the following: Weapons, bandages, reagents, potions, empty bags, resources, gold, silver, and armor (only if it has been crafted by an orc or was previously the identified armor of a slain orc or orc ally).
Rules of Engagement:
- Before engaging in ANY form of player versus player combat, ALL orcs (regardless of rank or relationship status with said enemy), are required to ask for tribute UNLESS said enemy is listed on our KOS list.
- If the enemy player does not respond to the "tribute" demand, they are allowed to be attacked.
- If the enemy player runs after the "tribute" demand, they are allowed to be attacked.
- If the enemy player attacks before the "tribute" demand, they are allowed to be attacked.
- If the enemy player pays a decent tribute, they are allowed to LEAVE, but not STAY and hang around the fort. After they have paid up, they should be herded away. If the enemy player stays for more than a minute or so, they are allowed to be attacked after they have been giving some form of warning that the "tribute" only allows them to pass through our lands alive, not stay in our lands.
Newborn Initiation Rules:
- Before ANY players will be accepted as gruntees into the guild they MUST know our customs and our language. To help expediate this we have added the rank of "Pug" which is a brand new orc or "Newborn" that needs the most help from the guildmates in learing how to become an orc. ALL orcs starts as Pugs and work their way up the ladder through orcish RP, knowing the rules, following orders and in general having the ability to be called "a good orc"
- New players wishing to join are to report to the Yew orc fort naked, no hair what-so-ever on head or face, skin colour to be light skined and non pink ((no black orcs) good colour is third from the top and second from the right)) with a legitimate ORCISH name (Must begin with a capital letter, and must not sound like some human word either or mean something dorragatory in orc (ex. Fag'Hed))
ex: Gnarlug, Kurg'Grat, Lugdush, Sknak, Juk'Da (any two word names need to have the " ' " abbreviation in it and both new words need to be capitalized.
You cannot have multiple names such as Lug'agh'Juk or discriptive names like Gnarlug da Stinki. Names are just like we would have in everyday life and can be either one word such as "Lug" or you can have a "full name" "Kurg'Grat"
Often the second word is used as a "Last name" for that "family" of orcs and as such can be used for multiple orcs that you make such as "Mul'[b]Grat[b]" or [Kal'Grat" both are 'Grat's and related in game as part of their RP story. We strongly encourage well thought out and detailed family lineage and backround stories to help promote RP within the clan and community.
- In the Pug period they are to be learning our customs and language if they do not already have it mastered.
- Before final acceptance into the guild and becoming a Gruntee, new players are to be tested by a Grunt or higher on the following material: Counting to 10, naming all the weapons, basic words such as "rulg", "gug'ye" etc., all of the general rules (not riding a mount, not going OOC, etc.), all of the looting rules, all of the engagement rules, engagement tactics (must know how to krimp and basic fort defense).
- After being accepted, gruntees are STILL under a strict trial period. Grunts and higher ranks are ENCOURAGED to engage gruntees in RP conversations and QUIZ them on orcish material. If any gruntees don't know these things they will be given a SINGLE 24 hour trial period to go back and learn them; from here, they will be quizzed again, and if they fail twice, they WILL be removed from the clan and told they ARE allowed to re-join only after they have re-mastered the language and other forgotten materials.
Punishments:
- Breaking small rules will result in small punishments for first time offenses such as collecting several hundred of a resource or running 10 laps.
- Second time offenses on common rules, or first time offenses on stricter rules will result in firmer punishments such as gathering several thousand of a resource and/or laps or another additional restriction.
- Third time offenses on common rules, second time offenses on stricter rules, and first time offenses on core rules will result in gathering of bulk amounts of resources and/or DEMOTION.
- Fourth time offenses on common rules, third time offenses on stricter rules, and second time offenses on core rules will result in expellment from the guild.
Language:
- No orc is to refer to him/herself with "I", always use "Mi".
- No abbreviations are to be used.
- No discussing in-game mechanics such as "str points", or "plus 5 ar" etc.
- No discussing out-of-game concepts or items etc.
- No orc will ever refer to another person or orc as "you", they will use "lat" or plural: "latz".
- No referencing other chars that you have unless they are another Orc char, and then you may refer to them as some sort of relative. (You may say something like "me brudder am ______", and fill it in with your Alt. Orc name.)
The following will be a compilation of the general language orcs should be using:
Ug == Hi
Gug'ye == Goodbye
Rulg == Thanks
Gruk == Know/Understand
Yub == Yes
Nub == No
Ash == One
Dub == Two
Gahk == Three
Futh == Four
H == Five
Hash == Six
Hdub == Seven
Hgahk == Eight
Hfuth == Nine
HH == Ten
Womp == Macing weapon
Wompr == Macer
Olig == Bow weapon
Oligr == Archer
Kigg == Fencing weapon
Kiggr == Fencer
Lusk == Axe weapon
Luskr == Axer
Zult == Sword weapon
Zultr == Swordsman
Mojo == Magic
Rok == Guildstone/Rune
Blah == Talk/Speak/Say
Mojo Watur == Potion
Bubhosh == Good/Awesome/Great
Nubhosh == Bad/Crap
Quezt == Quest
Humie/Oomie == Human
Uruk/Orc == Bloodclan Orc
Lat == You
Me == I
Hoowah! == Battlecry/Joycry
Klomp == Kill
Krimp == Trap
Goth == Lord
Flezhie/Fleshie == Resurrection
Rag == Bandage
Cutterz == Scissors
Wuud == Wood
Woolz == Wools
Leadurz == Leathers
Feadurz == Feathers
Makr == Crafter
Snaga == Slave
- When speaking try and use proper punctuation and proper use of capital/lowercase letters.
- Speech color for In-Game blah will be as follows: Yellow for Pugs. Green for Gruntees. Blue for Grunts. Purple for Ward'r. Red for Warboss, See'r and Elder.
__________________
Quote:
Originally Posted by Nok'Tor
Were orcs dammit if someone is pissing in our cereal we dont pour another bowl, WE KILL THAT C*CKSUCKER! and eat it anyway.
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Last edited by Lug : 01-17-2007 at 05:54 PM.
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02-13-2005, 11:12 AM
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War Council Admin - Gnarlus da Lap Giv'r
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Join Date: Nov 2004
Posts: 2,021
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Dress Code:
- Orcs are NOT allowed to wear bone helm or tunic. Bone arms, gloves, and leggings are ok, undyed.
- Orcs are NOT allowed to wear platemale armor of any kind except for plate arms and only for boss rank.
- Orcs are NOT allowed to wear chainmale armor of any kind.
- Orcs may wear magic ringmale and magic leather if they wish.
- Gruntees and Mojokii must wear thigh boots, at default color.
- Only bosses and tribal leaders may wear sashes.
- Only grunts and higher may wear colored boots (and they are supposed to wear regular boots, not thigh boots, but they are allowed to wear thigh if they wish to do so)
- Orcs may only wear Orcish Kin Masks and/or Orc Helms.
- Orc helms may NOT be dyed any color (except for certain tribe ceremonies where express permission has been granted by the blood council)
- Mojokii and other magic orcs MAY wear tribal masks and sandals
- No human clothes whatsover are to be worn (this include "F*** Trammies" stuff, neon clothes etc.
- Boots, as listed above are the only foot wear allowed to be worn by the melee class (mojokii and above MAY wear sandals)
- All melee class orcs are NOT to be wearing ANY form of cloth (except for the boots, and for leaders, a sash). Mojokii class and Mak'r class may wear half aprons. Fancy shirts may be worn dyed an orcish green to simulate skin colour.
- When battling humans (usually in Fort Defense mode), all Orcs are required to have on Orcish Kin Masks to prevent distraction and clogging of vital entrances by NPC orcs (shardies).
- All weapons are allowed to be used EXCEPT for the following: Halberds, Long Swords, Broad Swords, Katanas, and Hammer Picks.
__________________
Quote:
Originally Posted by Nok'Tor
Were orcs dammit if someone is pissing in our cereal we dont pour another bowl, WE KILL THAT C*CKSUCKER! and eat it anyway.
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Last edited by Lug : 12-28-2006 at 08:42 PM.
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11-30-2005, 11:35 AM
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Guild Chat Rules
1)Stay in Character when talking in Guild Chat!
2) Do not use guild chat for punishment.
3) Do not use guild chat for debates.
4) Do not use guild chat for complaints.
Guild chat will only be used for clan coordination and communication to help orc tactics, fort defense and answer questions for new recruits.
If you have a complaint or concern about the clan or other orcs, direct them to these forums or IRC. Do not discuss them in Guild Chat and that's final!
If anyone breaks these rules, polity ask them to read "de skyboard rules"
Again Stay In Character!
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12-13-2005, 06:11 PM
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WC Co-Founder & Nubhosh Sneek'r
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Join Date: Apr 2004
Posts: 1,777
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Ranking structure (Thanks to Yog'ktar, Hoowah Yog!)
Elder
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Warboss during war (Possibly renamed/seperate vote)
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"Tribal" See'r (Tribe picks surname/ Plain See'r for tribeless)
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"Tribal" Ward'r (Tribe picks surname/ Plain Ward'r for tribeless)
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Grunt/Mojoka/Warboss during peace
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Gruntee/Mojokii
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Pug
Elder - Age hardened and wizened orcs, these seldom seen ancient leaders are respected for their wisdom and diplomacy.
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Warboss - Warboss - A mighty orc that has clawed his or her way to the top of the orchish food chain, even if only temporarily. The Warboss is chosen by the Bloodgod to lead the clan whilest in the middle of the everlasting struggle against humanity. To ensure that the Bloodgod's chosen is always at the helm of the orchish war machine, a battle royale is held every so often to determine who is Warboss and to pass the rank-signifying cloak on.
While some orcs whisper that politics is the true decider of the next Warboss, none question the Boss's experiance and command during the heat of warfare. Those that do, receive face time with the Bloodgod himself.
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See'r - A See'r is among the eldest war fighters in the clan and the most respected in their tribes. A See'rs orders leave no room for question and their fists bring down empires. Where a Ward'r is a piller of power, A See'r forms the foundation of orchish wrath. The See'rs skills and senses are honed to such a point of perfection that clan enemies swear that these orcs can 'see beyond' or predict the future of any combat they encounter.
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Ward'r - Each Ward'r or 'defender' of the clan is a pillar of orchish and tribal strength. Envied by outsiders and loved by their tribes, this orc is quickly recognized by other orcs and humans alike. The Ward'rs aura of power and devotion is an inspiration to his or her allies and a bringer of destruction to his or her enemies. As long as these orcs stand, none can stand in their place.
Mojoka - The feared magic users of the clan, these strange orcs are able to channel the energy of the bloodgod into mystical powers used to combat the oomie menace.
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Mojoka - A Mojoka has mastered the arts of weaving his internal forces into spells that benefit the clan or destroy any foolish enough to try and stop him or her. A war party without a Mojoka is akin to a human legion without quartermasters and catapults.
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Grunt - Exerting authority and influence, this is where an orc exits youth and gains the power of command. As ground pounding entry level commanders, most Grunts are recognized by name and leadership style. If Pugs and Gruntees are the weapon, Grunts are the arms that wield the Bloodgod's strength.
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Mojokii - All orcs possess a little bit of the Bloodgod's essence within and chose how to wield it. Fighters use it to empower themselves and others during melee combat. This orc is just realizing that his power can be used to create devastating magical attacks and illusions. A mojokii can often be seen spinning small fireballs in practice or felling bears with unfocused mental blasts of power.
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Gruntee - If Pugs are untrained children in the clan, then Gruntees are freshly blooded young adults. Having mastered the basics as a Pug, a Gruntee goes on to begin the difficult task of distinguishing themselves from their peers in the clan as they are the rank and file orcs of the clan.
Gruntees that are seen inspiring other Pugs and Gruntees to follow him or her in the absense of any higher leadership are generally promoted to Grunt soon afterwards.
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Pug - With acceptance into Bloodclan comes the rank of Pug. These orcs represent the unforged potential of the horde. Knowing only basic orchish language and little to no orchish tactics, these orcs should be focusing on learning.
More often than not, (and to the clans frustration) they can be found drooling over human corpses and yearning for more blood. This usually results in correctional training that helps the clan and discourages a pug from his undesired actions.
__________________
Random oomie: So then when I asked them to refund my tribute, they killed me! What the hell kind of RP is that?
GM Xavier: arent your guild a roleplaying one. And should stop to talk if a human requests a 'duel'
Ninj'uruk: Meeb am eberiting but ash targit
Fujpak: All orcs will have magery, be prepared to get 30 flamestikes cast on you at once, but this is for RP -- the bluudgud told us to do it!
Last edited by Lug : 01-23-2007 at 10:41 PM.
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12-13-2005, 06:16 PM
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WC Co-Founder & Nubhosh Sneek'r
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Join Date: Apr 2004
Posts: 1,777
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Also my huge post on tamers was wiped, again as best I remember it:
We do allow tamers but restrict what pets they can use. Basically anything that is savage, would never allow a rider, and doesnt come from the arctic is allowed. Further only one brown dragon is allowed, who shall be bonded, named well and roleplayed well. No "all kill" commands with the dragon.
So while an alligator is fine, no bunnies, ostards, nitemares, polar bears, etc.
__________________
Random oomie: So then when I asked them to refund my tribute, they killed me! What the hell kind of RP is that?
GM Xavier: arent your guild a roleplaying one. And should stop to talk if a human requests a 'duel'
Ninj'uruk: Meeb am eberiting but ash targit
Fujpak: All orcs will have magery, be prepared to get 30 flamestikes cast on you at once, but this is for RP -- the bluudgud told us to do it!
Last edited by Kurg'Grat : 12-21-2005 at 01:11 AM.
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12-21-2005, 01:13 AM
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WC Admin with flees
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Join Date: Apr 2004
Location: DFW
Posts: 2,675
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I know this is pretty basic but with all the new orcs comming into the guild I want to insure this posts has as much info as we can cram into it.
The first rule when making an orc is ALL orcs start out as melee class. [b]Mages are restricted class[/] and as such you can APPLY to make a mage once you have attained grunthood although having a grunt does not mean automatically getting to make a mage.
Active Mages at any one time:
For a multitude of reason there are several mages within the guild. This stems from times in the past when we had a shortage. In order to curb the problem of 4 mages and 3 melee chars there should only be 3 mages active at any one time. Depending on the size of the raid this might be bumped up to 4 but we do not want to have 6 mages online and 5 melee chars. Everyone who has a mage (with the exception of like 2 people) all have a melee class character. If you log in on your mage and see that there are already 3 mages awake and active you need to log out of your mage and grab your melee character. The exceptin to this rule is based on rank, the highest ranked mage can technically throw his weight around and "bully" a lower ranked mage to go "study" or whatever and take their spot but this isnt encouraged as people tend to get testy. If there are 3 orcs of same rank the first orcs awake have seniority.
We always want to have more melee class characters active at anytime than mages. So if theres only 1 mage awake and 1 melee class character and you wake up on your mage, get your melee class char instead. This class is restricted and needs to be regulated since apparently people have problems being sensable with it.
Further you can make a tamer without magery but if you decide to make a tamer understand that you are not allowed to have magery of any kind. It is possible to have a tamer and stable animals without magery since there are stable guys nearby within walking distance. This is one of the tuffer classes to play and not recommended for new orcs.
__________________
HOOOWAAAAH HOWLURZ!!

And on da H muun da Bluudgod blah... Led der be Howlurz!
Last edited by Kurg'Grat : 07-23-2006 at 11:26 AM.
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07-18-2006, 01:48 PM
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WC Co-Founder & Nubhosh Sneek'r
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Join Date: Apr 2004
Posts: 1,777
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Added: any orc found to have an oomie alt that is a known griefer is subject to be forked.
__________________
Random oomie: So then when I asked them to refund my tribute, they killed me! What the hell kind of RP is that?
GM Xavier: arent your guild a roleplaying one. And should stop to talk if a human requests a 'duel'
Ninj'uruk: Meeb am eberiting but ash targit
Fujpak: All orcs will have magery, be prepared to get 30 flamestikes cast on you at once, but this is for RP -- the bluudgud told us to do it!
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01-30-2007, 12:59 AM
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WC Co-Founder & Nubhosh Sneek'r
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Join Date: Apr 2004
Posts: 1,777
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Do Not Page Gm's !!!!!
We've made this clear in the past, but of course there are new orcs that dont know.
NEVER EVER PAGE A GM REGARDING AN ORC RELATED MATTER. Anything regarding the fort, the spawn, the masks, or anything else orcish. Only certain war council members are allowed to page gms, and even we usually have a meeting about it first to decide if its necessary.
Some of you think you are buddies with these gms. And maybe you dont page them, but send them pm's in irc or something. Fine, but it better not be about asking for them to do anything whatsoever regarding the orcs.
I cannot stress this enough. Even if you are former warcouncil (nudge nudge) do not page them. Even if you think you know what is best for the orcs. Even if you are paging them to undo what someone else paged them for.
We have asked the staff to ignore any and all non warcouncil pages, and to simply give us the name of who paged so we can string them up publicly and flog them for a few days.
__________________
Random oomie: So then when I asked them to refund my tribute, they killed me! What the hell kind of RP is that?
GM Xavier: arent your guild a roleplaying one. And should stop to talk if a human requests a 'duel'
Ninj'uruk: Meeb am eberiting but ash targit
Fujpak: All orcs will have magery, be prepared to get 30 flamestikes cast on you at once, but this is for RP -- the bluudgud told us to do it!
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