Table of Contents
Paths (Shum)
“Dere am skah dat nedz duin en da clan, lats! Nub juzt staynd dere wiff lats fingurz ub latz bumz! GIT TA WERK!”
There are general tasks that need to be performed on a daily basis by all members of the clan. Things such as gathering wool for bandages, or raiding oomie villages. We all know of many,many more.
The paths give direction to their members to help drive the Orcish Machine of War. Any type of orc can participate in any path. Grunts form the official membership of each Path.
Path of Destruction (Zaduk)
From bloodlust to wanton destruction, Zaduk is the passion to destroy everything foreign. In order to bring about orcish domination, the things of humanity must be annihilated. This can be simple wood gathering to deforest a section of trees that humans favor. Or, it can be as complicated as concerting a raid with deddies and orcs to battle a human kingdom. Those that follow Zaduk focus on bringing down the enemy.
Path of Prosperity (Ushdurz)
Ushdurz is a combination of greed and construction. This group of orcs arn't concerned about persoanl wealth as much as they focus on ensuring the horde as aw hole is able to use their finacial clout to upset human empires. An orcish army needs a fort and the supplies to defend it. These things are handled by this path. A simple pick-pocketing orc for the clan can work for this path. Ushdurz houses orcs who understand how to fuel the horde.
Path of Trickery (Lakog)
Those orcs who find themselves trying to out smart their foe can find a home in Lakog. These orcs are the quick witted scouts who disappear into the trees. The sharp tongued Mojokas who can talk their way out of any situation belong here. An orc of trickery does what he can using any means he can to achieve his goals. Theft of valuable valorite ingots from the Yewian Militia could be a top level operation. A low level mission could be a quick kill of a human skinning a deer near the fort. A true Lakog follower is adept at finding quick solutions to any problems that approach him.
Leaders
The Maurukhs and Grunts of each Path coordinate to fulfulll the clan's needs. They can give orders to their Path members to stockpile resources, fortifiy territory, or target specific objectives. In the simplest terms, they are the goal setters for their respective paths. They are responsible for increasing roleplay development for their path members and determining path 'standing.' The clan progresses in the direction that the Maurukhs and Grunts decide.
Head Quests (Hed Qweztz)
“Nub stayr ad meeb belt, skahur! Meeb kaj lat tuchin deez skahin hedz, meeb takur lat hed agh ad id tu meebz kollecshun! Skahin neuburnz…“
Orcs love taking heads. We've used them as trophies of victory over our enemies at all points during the conquest of humanity in the various versions of Sosaria. this system is at its heart, an encouragement to roleplay the best you can.
To earn any of the following heads, you must post a roleplayed report on the skribble section for the respective branch you are playing on. The conditions for the heads are listed below.
Each orc can only earn each head once. You can fail the quest and attempt as many times as you like. You may not earn the same head twice. If deemed inactive, your head collection decays and you must start over. The following rules determine inactivity for orcs.
- Unaccounced or unexlained absence lasting more than two weeks
- Announced absence that lasts more than one month
When is inactivity counted? From what date to when? Because this is for the head quest system, it is simple. The most recent scribble you appeared in. Whether you wrote it or you just participated in another orc's scribble.
The Heads (Da Hedz)
Bear Head
This quest is for melee orsc only. Succesfully lead a single raid into an enemy controlled area or building and defend it until five enemies enter your trap and are killed (res kills do not count). Only one mojoka is allowed to participate during the raid. At least four orcs must attend the raid.
Bonus: Finish the raid without losing all orcs at any time and prove this in the scribble.
Harpy Head
During any number of raids or field fights, land the killing blow with archery or explosion ptions on five enemies (res kills do not count). Include the killshots in the scribble. At least three orcs must be present during each killshot.
Snake Head
During any number of raids or field fights, save five orcs from certain doom. (Redline or near Redline) Have the saved orcs vouch for your healing speed, expertise and their saved lives. At least three orcs must be present during each lifesaver.
Giant Rat Head
Bring a Maurukh or Grunt one of the following resources.
- Boards: 10,000
- Iron Ingots: 5,000
- Shadow Iron Ingots: 2,500
- Mixed Reagents: 5,000
- Empty Bottles: 2,000
Horse Head
Supply ten orcs (repeats acceptable) with exceptional gear from two crafting skills. Have them verify the excellence of your products in the scribble. Only crafted items listed below count for this head.
- Inscription: One full spellbook
- Alchemy: A bag (~20 pots) of various greater potions
- Blacksmithy: Any exceptional weapons and/or a set of exceptional armor
- Tailoring: A set of exceptional armor
- Poisoning: A handful of greater poisoned weapons
- Fletching: Any exceptional Weapons or Arrows/Bolts (~100)
- Tinkering: A bola
- Carpentry: Krimp stools/crates
Rabit Head
Recruit two orcs into the clan. Show evidence of teaching them Bloodclan's ways and have them vouch for your assistance in joining in the scribble. These recruits must stay for at least a month to be considered eligible towards your head requirements.
Wisp Essence
Succesfully lead a single raid into enemy controlled territory or building and defend it as a Mojoka until five enemies enter your trap and are killed (res kills do not count). Offensive magic may not be sued. Only the other orcs present may kill the enemies. At least four orcs must attend the raid.
Bonus: Finish the raid without losing all orcs at any time and prove this in the scribble.
Lich Head
During a single raid or field fight, land the killing blow with magery on five enemies (res kills do not count). Have orcs present vouch for your magical prowess and the killing blows. At least four orcs must be present during the kills.