Iron Uzg

From Lord of the Craft
Jump to: navigation, search
circle info req sam.png This page contains outdated information, and so it shouldn't be used as a direct source of information because there may be faults and wrong information on this page.

The Iron Uzg was the war nation of the Orcs of Vailor before its reformation as the War Uzg. Put together from the broken up tribes of the old the War Uzg in Athera, a nation of violence was forged, one that many would grow to fear within Athera and Vailor. Currently, the war nation is settled in the southern deserts of Vailor.



The Orcish territories, unified and weak. Power struggles occured each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things. //"Da Krugmahr Confedahraytun haz failed mi brudduhz, diz be da tym fuh chaynge. Fuh tuu lung da Ztowtz, da Umgoiz, da Albai blah da Urukz nubhozh. Mi brudduhz, gruk wat mi blah, diz bi da tym fuh chaynge.."// Vrogak dug his axe deep into the sand beneath him as he smacked his chest with his fist, roaring. //"Mi Brudduhz, mi nominate mi, Vrogak'Gorkil, az da Rehx uf da Urukz"// He pulled his axe back out of the ground as he looked to the Wargoths around him.

No one opposed him, in fact, every orc welcomed this old orc filled with a passion to bring back strength and honor to the orcs.

The first act of business that needed to be done was the construction of a capital city, a place for all orcs to live in. Through wandering the savannas for days, Vrograk'Gorkil found a suitable place where he believed the spirits resided as the land for what would be known as Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. As the city was constructed, laws and honor codes were created to keep the orcs disciplined and honorable.

Reconstruction went well for the orcs, and many came back to their people to aid in the revival. Though, skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs due to the short fighting span and the cockiness of the dwarves at the time. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war.


Ologs carried large stones and logs as Goblins schemed within their tents and rush around with blueprints. Battering of iron was heard throughout several anvils. A rhythmic beat was heard throughout the land of the Orcs. The Iron Uzg rose, a vision by Rex Vrogak'Gorkil coming to life. Fires roared as axes and swords produced, walls were raised with the strength of the Ologs. A unified nation, the unified Iron Nation, was forged.

The Orcs rallied up in the Iron Uzg capital; Kodar’Goi, as they huddle around a fire, the Rex stood in the middle, listing the atrocities carried out by the Dwarves against Orcs, //“Mi Brudduhz, diz bi da tym fuh da Urukz tu flat dem nubhozh Ztowt zkahahz! Dey am kume untu da landz uf da Iron Uzg, dey am blah tu da Urukz tu buw, dey am klomp da Urukz un da roadz, agh dey dizrezpekt da zpirits agh Krug! Mi, Rehx Vrogak’Gorkil, led da Urukz agaynzt da nubhozh Ztowtz, agaynzt da// //Kittehz agh agaynzt da Umgoiz. Elyzium agh Kaloz, den am Anthoz. Gruk mi, mi Brudduhz. Da Iron Uzg am gun tu flat da nubhozh Ztowtz, mi am gun tu tayke der beardz, agh flat dey kubbiez, mi am gun tu ghaash dey Goi’z agh shatûp dey UZG!"// Vrogak'Gorkil smacked his chest fiercely as the Orcs raised their weapons in the air, their roars infused with approval. The Iron Uzg and the Grand Kingdom of Urguan were now set on a collision course, to test their strength against each other.

The Orcs marched up onto the open field, swords in hands, archer divisions; organized and steady. Thunder crackled yet again as a hectic fray of organization began amongst the ranks. Steadying the front ranks, covering the flanks. The river grew restless as the weather was beginning its course of disaster. Volleys of arrows were fired from both sides, equal in strength. The Rex Vrograk'Gorkil, commanding the orcs during battle, noticed a weak spot in the dwarven formation. Assessing the situation, the Rex ordered a charge, breaking the dwarven formation in one swoop. The battle was won decisively for the Iron Uzg, and they then marched to Kal'Ekknar - the Grandaxe Village.

Many weeks of preparation later, the Iron Uzg and the Grand Kingdom of Urguan clashed again. This time, the battlefield being Kal'Ekknar. The Iron Uzg quickly fortifies land south of Kal'Ekknar for a siege camp, and begins catapulting the walls of the village. Unknown to the orcish hordes at this time, a flank squid of dwarves and humans alike were waiting on top of the mountain. The wall of Kal'Ekknar collapsed under the fire, the Rex ordering a full on charge against the dwarves who had fallen. At the same time, a full on dwarven charge was ordered as well, leaving the Iron Uzg cornered. After a long battle, the last orc was brought down, the Iron Uzg in a full retreat back to their original land.

Seeing the war as pointless at this time, the King of the Dwarves, Balek Irongut, sent Vrograk'Gorkil a letter asking for peace from both sides. Agreeing with the King, Vrograk'Gorkil and the orcish horde traveled to the dwarven capital of Kal'Karaad to meet with the King. Afterwards, the Horde of Iron and Fire was created - a defensive and offensive alliance between the Iron Uzg and the Grand Kingdom of Urguan was formed.


The Iron Uzg, along with the other nations of Athera, then fled to the Isles of Vailor. Shortly after arriving, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. Though, Vrogrash'Gorkil never truly lived up to his father's legacy, and later left the Iron Uzg. In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live.

Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly outlawed slavery and declared an era of industry.

Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. He took control of the Iron Uzg, reunifying it similarly to Vrograk'Gorkil - relocating the capital city and calling all clans to live in it. Briefly, the Iron Uzg was a part of the Southern Vailor Coalition, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. As a result, the Iron Uzg waste upon the Ivae'Fenn outside of their capital city, but failed to initially siege it. Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to reform the Iron Uzg as the War Uzg



  • **Kodar'Goi**, the capital of the Orcs in Athera. Reconstructed by the orders of the Rex, Vrograk'Gorkil. A giant fortress designed to be able to repel sieges, and designed to be well equipped for any war. The city was surrounded by a giant moat of water, every part of the wall being accounted for. This city was arguably the most defended city in Athera.
  • **San'Vitar**, the former capital of the Orcs in Athera. The city was destroyed when the Krughattan project went wrong, exploding the whole city along with a lion, jabbernack, and two scaddernacks.
  • **The Trog**, a low grade village positioned on top of the Stone Road in Athera made for trading. The village consisted of many tents and huts, a fighting arena, and makeshift walls. Shortly into the War of the Beard, a short period of warring between the Orcs and the Dwarves, the Trog was torn down to improve the defences of the Iron Uzg.


  • **Gund'kothz**, the capital of the Orcs in Vailor. In it's beginning, this city was a scraggly slum which evolved into a city spanning largely across the desert from it's entrance down along the coast of the desert.
  • **Laz-Dur**, the city of the Rex and his clan. Laz-Dur is arguably one of the most defendable places in Vailor. It sits upon three plateaus above a giant lake.



The Gorkil Clan are often referred to as the dominant clan of the war nation. This clan of bloodthirsty warriors have earned the title of Rex far more than any other Orcish clan has before. The orcish warboar is unique to the Gorkil Clan. Most Gorkils are raised to be great warriors, commanders, and are natural born leaders. Distinctive features of a Gorkil include darker green skin, blood red eyes, an uncountable amount of scars from both battle and self mutilation. Gorkils typically despise Magic, and follow in the footsteps of Krug rather than the Orcish spirits.


The Lur Clan are often regarded as the best hunters the war nation has to offer. Unique to the clan, the Lurs breed ferocious wolves, and ride them into battle. Upon birth, the Lurs allow their wolves to decide if the cub is fit to live or not. Lurs typically stay out of the political side of the war nation and would rather live for the hunt. They are a more quiet and stoic form of orc. While being physically smaller than most orcs, Lurs have unmatched foot speed compared to the other clans.


The Yar Clan plays the role of the wiser orcs. The duhnah skhelll, a giant man-eating tortoise, is their symbol, and is used by the Yar clan to represent wisdom and lethality. Being wise does not limit their bloodlust and strength, though. Yars fight honorably alongside their orcish brethren. They must be able to recognize what is wise and honorable during battle. Unlike the Gorkils, the Yars take the spirits very seriously and strive to follow them as they were intended to be followed. Not every Yar becomes a shaman, but they are notable for their shamanism.


The Lak Clan are widely known for their devout worship of the swamp spirit, Laklul. They are a clan of warriors, but arguably the best shipwrights in the war nation. Unique to their clan, the Laks raise swamp rats, often being used as messengers or just companions. Unlike their orcish brethren, the Laks prefer to live in moist underground dwellings.


The Raguk Clan, although being one of the younger clans, are well known for their unmatched blacksmithing and mining among the orcs. Similar to the Gorkil Clan, Raguks are opposed to magic but are accepting of shamanism. Typically, Raguk's skin are shades of red unlike other orc's green skin.


The Braduk Clan, notably one of the oldest clans of the orcs and largest of the orcish people. Their skin is a swampy green and they have various shades of blue eyes. The Braduks are one of the most stubborn and unyielding clans. Those who challenged the ways of the Braduks have met a violent end. The Braduks are the only clan capable of taming and breeding rhinos.


The Zhul Clan are the lesser known orcs of the war nation, being quite a newer clan. Their role in the war nation consists of fighting for the will of Krug, honor, glory, and self sacrifice. Zhuls have ashened skin, small dark red eyes, small tusks, and smaller height than other orcs. The orcs of the Zhul clan are split into two columns - labor and militant. Those who are under the militant column decorate their body with red tattoos, openly announcing themselves as warriors of Clan Zhul. Unlike other clans, the Zhuls identify with a shield, gladius, and spear rather than the emblem of an animal.