recursal/Fanatic-Fandom huggingface dataset:
The 9 evil spirits

The mightiest servants of the Shakhbûrz his Nazgûl

* 1. Shatraug'Goth Angmar'ob - the Witchking of Angmar
* 2. Khâmul Ghânshal - Khâmul the Eastling
* 3. Burgûl'Goth - the Shadowking
* 4. Maugoth'mor - the Black Marshall
* 5. Gadhumûrzal - the Unclean
* 6. Narkû Mat - the Undying
* 7. Quûral - the Betrayer
* 8. Mautark - The Knight of Umbar
* 9. Dushgor – Dwimmorlaik the Curse of Rohan

The evil spirits were enslaved by the Shakhbûrz centuries ago. The Shakhbûrz saw this potential and decided to trick them into his servitude - but in doing this he had to be very careful, because at this point he was far from as powerful as he have become now, and due to that had to use decieving tactics and tricks to lure them forth, and then bind them to serve him. Exactly how the Shakhbûrz bound them, no uruk really knows and if anyone had or would even have had or carry such an insight, they would be killed by the nine for possessing such a powerful piece of knowledge.
Tardok

**Tar-dok** a well-built tall and strong Dura-Hai, who have been part of the clan for many years. He's not one to utter many words unless it's orders or to roar at someone in his ways. Most words are uttered in combat, where he in the thrill of battle helps with keeping the lines of the uruks in check, as well as enjoying the fights that have yet to kill him.

He is a skilled orc with both skills in ranged combat with his long-bow, as well as being in the front-line wielding shield and his big skulk of a hammer. Many a shield, knight's armor and helmets have been bashed and clubbed into pieces. Over the years he have bettered his techniques and watched over the lower-ranked orcs in training their skills.

As a true Dura-Hai he cares not for his kin, he cares for himself and his life and keeping to enjoy it. A good brawl, with fist or weapon keeps the day enjoyable for him. If there's a good battle approaching you'll find a smile on Tar-dok's face, for he lives his life in battle. On top of his list is the southern raiding parties, which he have been part of twice now.

If you're facing Tar-dok you better get out of the way, he's not stopping for anything, except his superiors, which he also keeps in check at times, at times at his own dispense.
Mudland

The current hunting grounds of Okup Shakamb.

In the orc tongue the clan calls this territory: **Balt'Tok**, which means *Mud Land*.

Balt'Tok is a land best described as harsh and muddy. Among a varied region consisting of forests, rocks and mountains the orcs find themselves growing in size by preying upon the few lower races who dares to tread the land and strive to claim the muddy roads for their own. In the darkness of the night no one is safe from beasts such as wolves, bears and no one especially the orcs. These lands even houses trolls, who make a good fight or even better as a battleram fighting for the orcs.
Akrûz

This lowlife nadak-hai scum originates from Cirith Ungol, where he was living among the lowest of the hold. In the filth of the outer ring in the keep, Akrûz forged a living for himself, starting to brew alcohol in the corners of the streets. Eventually his brew became known and liked. After some time he opened a tavern that later came to be known as Akul'maj, that gathered the weakest and filthiest scum in the hold.

Eventually Akul'maj became a hub for gambling, drugtrade and shady dealings, but the goth-hai's of the keep started wanting in on the buisness, and started blackmailing him. As time went and Akrûz kept ignoring the blackmail and his debts, the higher ranked officers of Cirith Ungol started doing shakedowns and eventually forced Akrûz to flee for his life. On his way out of the keep, a huge uruk-lob approched him in the gate, and gave him an offer of protection for a big sum of money. This Uruk-lob, named Sag'ruk would late prove to save his life several times on his travels.

Before he left the hold, rumors came to his ears that communication between murdur and Gundabad, and now that he wasn't welcome in his old home, he decided to try his luck in the cold north, where he would strive towards rebuilding Akûl'maj.

Akrûz joined Okup Shakamb in the raiding party for the wyrmlands, and showed his worth in battle - granting him both new equipment aswell as social status. He started gathering his tuzantar armor and began his training. Meanwhile on this raid his conflict with Rakothûrz escalated and almost came to the point of no return, Rakothûr's slender feet within the Frûmgrat made Akrûz back down, and to pick his fights with more care.

   After this Akrûz can be found in the frontline of the battles he's in, and fights hard to maintain what status he has, and obtain more in the process.
Gorbit

Maugoth Gorbit was the ruler of the orc infested Mount Gundabad. By some known as "King Gorbit" of the Thirty Tribes, Overlord of Gundabad, Lord of the North, and Tyrant of the Mountains. He originated from the bone clan, Asth' Bajrak.

A powerful orc warrior, Gorbit stood 6'3" tall, extraordinarily well-muscled, with arms as thick as tree limbs and legs rather less bowed than the Orcish norm. Large, protruding red eyes and long yellowed fangs enhance Gorbit's terrifying countenance Gorbit was renowned as the most formidable Orcish fighter among all the mountain tribes. He defeated even Trolls in single combat, and has thereby won the subservience of a number of these brutal monsters, who acknowledged no other Orcish authority. Gorbit's fighting skills, however, were not the sole foundation of his power. He was a crafty and subtle ruler, who has mastered the intricate combination of diplomacy, double-dealing, and threats needed to hold the throne in Mount Gundabad. Also, he was well versed in the politics of the tributary Orcish tribes and of the Witch-king's capital, Cam Dûm. Gorbit's policy was calculated to preserve his autonomy while giving the Witch-king, whom he knew to be far stronger than himself, all that the letter of their relationship requirered.

 At the same time, Gorbit was greedy for both gold and power, and was constantly seeking to extend his control over the other Orc tribes of the mountains and to increase the flow of tribute. The king survived several assassination attempts and more than one rebellion.

 He disappeared many years ago though, and as he did left behind his council of twelve shamans to rule Mount Gundabad in his stead - these shamans are known as the black council
Dur'Gund Spazum

In the north, the dark ones armies has been dormant for ages, waiting for the call to war against the realm of men, elf and dwarf. For long ages the sound of hammer thuds, bending metal plates to tools of war has been silent, though not dead. Atlast the banner has been raised above baradur, calling to arms and demanding the lives of each garrison. Gundabad has drawn its boarders closer and closer to its fortress walls for many years, since there was no conquest in the close horizont, but now the scouts and spies of the eye are once again out gathering intelligence of the enemies position and movement. All this leads to the deployment of whole garrisons, further from the fortresses than usual - one of these garrisons is Dur'gund Spazum. When the eye called, Argandauer's officers knew they'd need to win ground further south, from the freezing embrace of Gundabads towering walls. The officers chose those who they knew would be eager to prove themselves, those who had nothing to lose, by leaving the warm caves of the mountain - only things to win.

Gratu Goltur and his unit were chosen, to organise a raid against Fremsburg, due to its tactical placement and therefore importance in the war to come, it should be from that city, the armies of the North would come through when the black tower in the south beckoned. Dur'gund Spazum is controlled and organized by Gratu Goltur, and due to his recent victories he has a great level of autonomousness. He promotes and demotes who he wants, he recruits who he wants, for his actions speaks a reality of success, promises can't deny. His first action as acting officer of Dur'gund was to recruit a rather "surprising" unit - one would think he'd chose a purebred unit, but Ar'ardunaim was his first choice. In his eyes they have served for long, as a means to disrupt and intercept enemy supplylines, and were exactly what he needed, because of their level of initiative, he needed in Dur'gund, to be able to quickly respond and act in this war effort - for it wasn't a big war of slow moving armies, it was a war with much closer resemblence to a brawl in an alley, where the victorious would be whoever drew their shiv fastest, to end their enemy's life in cold blod. Ar'ardunaim is a unit of tactical prowess, that Gratu Goltur highly values, due to its ability to slowly suck out the life of any opposing garrison, due to their supplylines being disrupted or even completely missing, before the first steel is even drawn on the battlefield.
Races

> *"And the dark lord created the orcs, his most loyal servants and most devoted soldiers.*
> *The orcs were made cunning, strong, big and small.* *And to do so the dark lord gave them the ability to multiply in even greater numbers than mankind. The orcs were loyal, obedient and bred for the sole purpose of war"*
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In orc society it is important that the orc's consist of many different breeds or races of orcs. Some grow taller, bulkier or never really excel in ways other than slavehood, bending and scrapping for the other orcs. Each race of orc has it's unique features similar to the others in a way, and still seem to have grasped certain roles that their race can better be relied on.

It is also important to mark that the races have a social status among them. While some never really get a chance to make it out of the frontline or from serving the orcs of higher social status or rank, more fit to lead, some orcs is said to have a lengthy and noble bloodline to also lean up against.

Regarding Orcs of Gundabad in specifics the different breeds tend to be a litte physicaly larger than the Orcs of Murdur.
⇞ Overview of the Wiki

**Look what you got yourself into! Just hitting the***"⇞ Overview of the Wiki"***took you to**

> A nest of nasty stinking orcs!
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> **You didn't do it right!** **But worry not... because**
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> **There's still time.** **We will give you another try, but be quick! these Ronk-Hai's won't wait long!**
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> We have not put any content to this page (yet), and for now encourage you to use the drop-down menu in the top-menu *"⇞ Overview of the Wiki"*, which you just hit and because of that got to this place filled with unfriendly Ronk-Hai's. That's not how we intended our visitors to end their days.
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> **So try again while you still can!**
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> **What are you still doing here?**
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Dur-Ghâsh

A lesser god, or sub god of orc believe is the Dur-Ghâsh, the great fire, the balrog of Moria.

Worshipped mainly in RonkBurzum, by the Ronk-Hai breed.

The Balrog of Moria: Other names: "Dur-Ghâsh" ("great fire"), Durin's curse (the name the dwarves gave him). "Even Sauron's servants fear him, even though they seem to have agreed with him in Moria." A creature like Balrog rarely interferes with mortals because it is above the laws of the times. As a rule, he remains in the depths under his former dungeon, which is inaccessible to others, and only rarely has contact with the select few "high priests" in Ronk-Hai.

It is with this Balrog that Gandalf the Gray fights as he crosses Moria's mines with the fellowship of the Rings. He is torn down in the abyss by Balrog, whom he calls the flame of Udun (Udun is the Sindarin name of the first fortress of Melkor in Middle-earth, Quenya: Utumno). They fight from deep below the Misty Mountains to the top of the Zirak Zigil, where Gandalf eventually defeats Balrog, albeit at the expense of his own mortal body.

Historical Outline About Balrogs: Balrogs (Sindarin for "mighty demons"; in Quenya: Valaraukar = "mighty demons" or "fire flagellants") is Maiar of lower rank, who - like Sauron - is seduced by Melkor. They undoubtedly have intelligence, but it is never specifically described whether they also have the ability to speak. They are likely to be expressed through suggestions, telepathy and gestures. In the hierarchy of Melkor, the many Balrogs are originally attributed a lot of power over lower beings like orcs and trolls. In the Book of Lost Stories, an early version of Silmarillion, their number is described as very large, but the individual is described as weak. Like Maiar - in itself without any specific external appearance - after entering Arda and submitting to Melkor, they appear in the form of large, humanoid beings, filled with fire and wrapped in flames and shadows. At least the Balrog of Moria is armed with a multi-faceted, flaming whip. At an early age, they were among the most feared servants of Melkor.

The only Balrog mentioned by name is Gothmog, Prince of Balrogs and General of Angband. He appears several times in Silmarillion, killing Feanor and Fingon, among others, and eventually being destroyed in the battle of Gondolin by the elven captain Ecthelion, who also loses his life in this battle. Most of the Balrogs perish in the battle that leads to the fall of Angband. However, a small group manages to escape by hiding "at the roots of the earth". One of them seeks refuge in the deepest abyss of the Misty Mountains. As the dwarves dig deeper and deeper into Moria's mines, they awaken this Balrog. He killed many of the dwarves, including King Durin VI. The Dwards fled and named the Moria Balrog "Durin's curse."
Warkosh

**Warkosh** is a sadistic Dûra-Hai, who since the clans last return from the south have taken the lead as the

Snaga master. Always having his whip close or in hand, eyes out for slaves and armored up is a few of the facts to recognize him by. Warkosh is not the smartest of orcs, but have grown in intelligence by the years of continously sucking up to everyone, but he still falls on his ass from time to time. He enjoys causing others pain, screaming won't do you any good as it only widens his smile - especially pain caused to his favored slaves. Rumours have it that he whips himself from time to time, which is why his backfur looks as wicked and torn compared to the other orcs of Okup Shakamb. Warkosh is when not counting and guarding his slaves, found in the frontline searching for fresh meat, easy kills and weaklings to be tamed. When this orc sits down to relax he's always one for dirty jokes, alcohol and a good shoulder-rub.

> *"I'd rather rub his shoulder's all night, listen to his bullshit and do as he pleases, than feel his whip one more time"*
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> (Spoken by a young woman Warkosh's whip only hit once. One of his so-called favored slaves, who was killed off during a dispute in the clan. Overheard by a Hora-hai of the clan).
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Lily Avenue

***Lily Avenue***é o álbum de estréia da artista musical brasileira Lily Diamantis. O seu lançamento ocorreu em 21 de junho de 2016 através da Capital Music, contendo os *singles* "Repeating Story", "Out Of My Window", "A Poem To The Death" e "Red Blooded Woman"*.* O álbum recebeu o certificado de platina e mundialmente vendeu cerca de 2 milhões de cópias.

## Antecedentes e desenvolvimento

“*Ele vai transparecer toda a leveza que sinto agora. Atualmente eu me sinto como se tivesse saído da cidade grande e tivesse ido para o interior. A nova Lily Diamantis tem um toque de leveza, e uma sensação de ar puro.*” - Lily Diamantis sobre *Lily Avenue*
Em março de 2016 o antigo Duo de R&B CLASSIX encerra suas atividades lançando seu último single "*The Goodbye Song*" e Lily Diamantis oficializa sua carreira solo ao site "*Pop Weekly*", onde ela afirma que profundas mudanças irão acontecer com seus shows e seu novo material. Ao site foi revelado também que o carro-chefe do novo material seria "*Repeating Story*" que estrearia nos próximos 20 dias e que talvez o pivô para a separação do Duo seriam desavenças com sua ex-bandmate Gwen Cottrell que também iria lançar sua carreira solo. A partir disso o projeto para seu novo álbum e sua nova turnê começaram a ser trabalhados e Lily diz que poderíamos esperar algo bem "simples" e completamente diferente da agressividade presente na CLASSIXX.

## *Singles*

Foram lançados quatro *singles* de *Lily Avenue.* Em termos comerciais todos os singles tiveram um desempenho medianos e bons, "Repeating Story", "Out Of My Window" e "A Poem To The Death" atingiram o Top 5 da Billboard Hot 100 e ganharam certificação de platina vendendo mais de 2 milhões de cópias mundialmente. Em termos comerciais, "Red Blooded Woman" foi o mais bem sucedido, em sua estreia alcançou o topo da parada de *singles* da Billboard onde permaneceu duas semanas e mundialmente vendeu cerca de 4 milhões de cópias se tornando um dos singles mais bem sucedidos do mesmo ano.

## Certificações

Mundo
Platina
Photos of the past

*With the help of Gorrum and the patience needed, we can now share a bunch of photos from the past with you. We hope you'll enjoy the insight into a small part of our old and recent past, and perhaps find inspiration in our style, designs and the false god's know what.*

**Just remember:** we all got to start from somewhere - getting to our standards is not achieved in one day. But anyone can get there, if they're willing to invest the time and effort. Good luck in your journey.

#### **And here's a cool quote from Lord of the Rings:**

* (in english) One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them.
* (in blackspeech) Ash nazg durbatulûk, Ash nazg gimbatul, Ash nazg thrakatulûk, Agh burzum-ishi krimpatul
* (in german) Ein Ring, sie zu knechten, sie alle zu finden, Ins Dunkel zu treiben und ewig zu binden.

*I bet we can agree that the one in blackspeech apart from danish and german sounds way cooler, no?*

*/Okup*
Kalus

**Kalus** is the sharpsighted and shady Hora-Hai, who within the clan excels at staying in the background. In battle you usually feel her arrows fired from her small but strong bow, before you see her. She is a short, quick-footed ranger with foolish tendencies, who always have a witty comment, but mostly keeps it to herself. She's fond of taking things from others when they're not looking, even from the bigger and more dangerous orcs.

She laughs in the face of danger in most cases and gladly takes up

crazy challenges, that is, if her smarts and many thoughts doesn't stop her from doing something a little too risky and stupid. In many such situations she have by some luck not been struck as hard as she herself had thought she would. Some say the nine are watching over her, others say her luck will one day turn and that it will be the end of her.

Kalus might be more clever than what she appears to the rest of the clan. But rather keep your wit to yourself and survive another day. Or as she says: *"why live a boring life, when you can live on the edge of an arrow" -* look out for this sneaky, long-fingered and thieving smartmouth, she might outsmart you. And if you've lost something it's usually in her pocket.

Warkosh and her seem to have made an alliance, often seen trading items for slaves, and slaves for items between the two of them.

Kalus is often given the task to act as Shirku-Hanun, scout for the clan.
Karn Zuzar

**Karn Zuzar** is a clan of Ronk'Burzum origin, which Rakothûrz the Ronk-Hai use to be a part of. Karn Zuzar clan members are a rumoured to be very red in skin, almost like freshly colored blood of the lower races. They pierce themselves with the weirdest things and have a many other odd tales told about them, some seemingly sounding uncertain and others perhaps not as true as uruks believe. But other than that much is not known about them.
Ents

An Ent

Ents are a race of sentient beings who resemble trees. Not much is known about Ents, but during their golden age there were about 50,000 Ents living in Cirndas. Through deforestation the Ents were forced to migrate to The Amber Forest. The costly migration killed all but 11 of the Ents, but in The Amber Forest the Ents found the Deep Spring which turned them into Treants.
Frûmgrat

**The Frûmgrat** describes the entire spiritual guidance of the Grat. Say: *The clergy.*

The members of the Frûmgrat act accordingly to their vocation and faith, but all share the same goal: *Maintaining the teachings of The Great Eye.*

**The ranking system in the Frûmgrat is composed of:**

* Nûrlal - *"the Learner"*, the apprentice and striving towards full membership in the Frûmgrat.
* Îstugal - *"the Scholar"*, fully fleshed Frûmgrat member. An educated orc in some manners.

**As with the other ranks, there are also different Professions within the Frûmgrat:**

Read all three types closer to get a better insight.

* Thrak - *"Messenger of the eye"*
* Dushatar - *Shaman*
* Shatraug - *Witch or priest*

The **Training:** for all three types of the Frûmgrat profession, is the same for each branch. It begins with being taken in under training as a Nûrlal under another Îstugal as master. It ends in an examination of this apprentice, in order to him or herself to become an Îstugal and remarked for his or her deeds as a Frûmgrat.
Mercer Frey

"Then the die is cast, and once again my blade will taste Nightingale blood!"

> *"Revenge is it? Have you learned nothing from your time with us? When will you open your eyes and realize how little my actions differ from yours? Both of us lie, cheat and steal to further our own end."*
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> ~Mercer Frey, 4E 201
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**Mercer Frey was** a Breton thief and Imperial Legion veteran who was the former leader of the Thieves Guild. He serves as a major antagonist in TES V: Skyrim.
Nadak-Hai

The Nadak-Hai are especially known as rank and file soldiers.

"*We went to action. We against these monsters. They were as many and as powerful as we were. Now that was a battle! We were trained to stand with shield, sword and full armor, fighting, but never to give way. And then these monsters actually had so much structure that they did the same as we did! They were wide-bodied guys. Armored from the sole to the crest! Just like us with shields and swords. We stared at each other, ran towards each other, and fought! That was the struggle of my life!"*

- An old legless soldier in a tavern

**Description**

Hora-Hai, Shira-Hai, Ânghâsh-Hai, Snaga-Hai and Nadak-Hai,These lower Orc breeds, are probably the main lines of foot troops in Sauron's army.

The Nadak-Hai, excel in warfare as They are very strong, tough, and immensely persevering. A well-known chief of the Nadak-Hai was Grishnârkh, who was a messenger of the Nazgûl.

Because of their wide faces, they are often called "pigs" (bûb) by other breeds.

 Stature
 Skin
 Face
 Eyes
 Limbs

 Fîm (Youth)
 Uruk / -lob (adult)
 Maximum age
 Whelpling time
 Number of kids in one brood

About the Nadak-Hai, there is not too much to report. This breed has originated in the plains and steppes of Murdur. Nadak-Hai were known as good foot soldiers, appreciated and bred as such. Most of the Nadak-Hais are bred in brood caves, then trained and used solely for war. There is hardly any Nadak-hai assigned to any other task or doing other activities than serving in the military. They are probably just the perfect soldier. Obidient, loyal and persistent. No other Orc breed is so well suited to fight with clubs, maces, warhammers and weapons as such**.**

**Self Image**

Their bodies seem to be born to fight on a battlefield and they are very enduring. Accordingly, Nadak find it just, even, if they lead their own troops, and are proud of anyone who carries the Goth-Hai title from their people. They are very proud of their soldier status and warlike abilities.
Forside

# **Welcome to the Okup-Wiki**

This site is made for the lore and legends of our orc clan and troop.

In 2017 we joined the german orc network Grat U Murdur

In 2021 we officially became part of Rollespilsfabrikken, and founded Dur'Gund Spazum

We've got a instagram *OkupShakamb* and **Facebook page** where can get the latest updates about our troop.

**Updates to the content from December 2022**

* Update to the layout - team logo added

**Content Overview:** *(of the current) Okup Wikia*

* History: Okup Shakamb - Gorbit - The Black Council - War on the spider - Southbound raiding - Azog the Defiler
* Orcs of Gundabad: Races - Mountains of Mist - Mount Gundabad - Mudland
* Society: Life of an orc - Ranks - The Martial law - Fauthugal - Shamans - Goth-Hai - Uruklata
* Religion: The Shakhbûrz - Frûmgrat - The 9 evil spirits - The Eye of Gorrum - Symbols - Rituals - Artifact
* Characters and orcs within clan Okup Shakamb: Characters - Relations to other races

**Use the "**⇞ **Overview of the Wiki"** **in the very top** **- and explore the secret corners of the wiki we might not have enlisted here**
Dûra-Hai

Called "Talânuzgal" or (Northlings) by other orkraces, while the humans of Rhovanion call them "Hobgoblins", they are the oldest of the great Uruks and already served in the First Millenium of Morgoth in Angband as warriors. Many of the the chieftains of that legendary period are well recalled amongst the wartribes and clans of the Dûra-Hai like Gorgol the Slayer (463 F.M), Boldog (around 465 F.M.), Othrod, Balcmeg the Terrible and the Giantlike Lug (all died at the Battle of Gondolin 510 F.M.). Azog and his Son Bolg were the great chieftains of our Millenium.

Because of their distinctive height, **Dûra-Hai** are often mistaken with Mazauk-Hai, although in total they are not as sturdy in build as the Mazauk. For many hundred of years their main breeding and overruled area, at least since the fall of Angmar, is the North of Rhovanion, even though they have far spread in Murdur as well and make up an important part of the Pizurk of Gund Piztor.

**Behaviour**

As close the Dura Hai are in underlining their heritage and their Claim on ruling the other races, as much disagreement is among them as a breed. They are leaders and not servants, but too many rangers in one place tear the pack. Recently though The Dûra-Hai of Gundabad, who are still in majority, are less likely to Fall apart due to their seclution from Murdur and the rapid spreading of the Ronk-Hai of the North.

Other breeds represent no threat to the demand for leadership: the Hora are too wild and short-sighted; The Shira-Hai too hot-blooded for true guidance; The Mazauk-Hai may seem menacing, but they are too willing to sacrifice "tasks for a proper Uruk" and the rest has the service in the blood. That is why Dûra-Hai prefer to surround themselves with the other breedings than with their own, adapt themselves externally to the respective pack, until they can take over the same almost unrivaled. On lower ranks, this ranges from gangsters in the tunnels from Gundabad to Ashurz's post in the army, and goes to the more important ranks to administrators and officers. Time plays for them - at least for those with undiluted, long-lived blood. A Dûra may adapt itself to the pack, or even look somewhat overgrown in the north, but the demand for leadership must also be carried outside.

Rags are something for servant races, while leaders are first to the spoils of war. Life-prolonging pragmatism (stable leather and / or steel, task-specific equipment) is combined with obvious affiliation and ranking badges, better prey, and at least a good quality of the equipment.

#### **Physiology**

 Eyes:
 L**imbs**:

 Fîm (youth)
 Uruk/-lob (adult)
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 Whelping time
 Amount of whelps
Dragon Lord Ember

> *"Heed my call, rise and obey. I am Ember, daughter of Akatosh! I call upon Dovahkiin, Dragonborn, thy who has slain my brother, Alduin!"*
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> ~Lord Ember, 4E 203
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**Lord Ember of the Dragonlands** is the current lord of all dragonkind, and is one of the main characters in The Elder Scrolls V: Skyrim.

Lord Ember is one of the oldest living beings in all of Nirn, only her father had surpassed her, being eons old.

## Background

Lord Ember was born to Akatosh, and is the second born child. Her older brother, Alduin, was merely 123 years older than her.
Azog the Defiler

**Azog**,also called **Azog the Defiler** and known also as **the Pale Orc**,was a huge 8'5 albino Dûra-hai who lived in the Third Age. He was a mighty Maugoth and commanded the tribes of Moria and the Tribes of Gundabad until his death. He was responsible for the death of The dwarven king Thrór and for king Thrains's madness.
The Eye of Gorrum

The location: The Eye of Gorrum is a sacred place for most clans who worships Gorrum, and it is often surrounded at different times through out the time during the year, with several praisings, performed rituals and other matters that demands the observance of the gods.

The name "The Eye of Gorrum" is not only a place of spiritual power, but also an artifact that has been in the hands of Okup Shakamb for a long time. The artifact is a round red stone, prived from the grasp of the greedy mountains trying to hold its treasure for itself.
Palace of the Aldmeri Dominion

> *"You won't find a palace more elegant and exquisite. This place, in all it's glory, is truly perfect. You do not know beauty until you have been there."*
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> ~Jarl Igmund of Markarth, 4E 201
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Palace of the Aldmeri Dominion, more commonly known as the **Thalmor Embassy,** is the main base of operations for the Thalmor in Skyrim.
Rituals

Everyday life for orcs are built up around rituals, some more prominent than others. But all rituals have meaning and are done by a reason. The rituals are sometimes bound to a specific place. These places might be spots of great history, spiritual influence or something completely different. One of the places where Okup Shakamb tends to seek the guidance and observance of Gorrum, is at The Eye of Gorrum.

Amongst the most known and well-practiced rituals are:

**The Oath of allegiance**

When new recruits join clan Okup Shakamb, they have to forget who they were, and become nothing. They must forget their past, present and their future, and turn their gaze to the clan's best and to committing themselves fully to the clan, and become Fauthugal.

*"We pleagde allegiance to gorrum, the allfather, the one eyed ruler, the light lord.*
and the Durba of Okup Shakamb.

We will hence forth be known as orki, we forget our past.

 Our present and future belongs to the clan forevermore.

 We swear to live and die in the orkish army, to bring victory to the Durba, the Clan and The One-Eyed Allfather"

**The birth ritual**

This is the ritual where young and newcoming orcs to the clan gets their name. There is a lot of work to do for the Fauthugals before they can get the honor of being a full member of the clan. These trials can change throughout the year, depending on the clans situation. In times of war the trials are normally testing the orcs strength, tactical sense and other war-like abilities. The exact way it's conducted has never been static, because it depents on the current chieftan how much and how it's to be held.
Aicarion of the Summerset Isles

> *"Heresy is not something that I will take kindly to. Once the Aldmeri Dominion expands, we will make everything perfect. Time is all that I need. Give me that, and everything will come together."*
>
>

> ~Aicarion, 4E 201
>
>

**Second Emissary Aicarion Ilmonriel Etilanil** is a prominent member of the Aldmeri Dominion. He is an extremely powerful wizard, and seeks to gain more power in time. He serves as a minor antagonist in The Elder Scrolls V: Skyrim.
General Tullius

> *"The Legion's always been here. Without us to keep order, the provinces would fall into barbarism and lawlessness. Especially Skyrim."*
>
>

> *~General Tulliius, 4E 201*
>
>

General Servius Tullius is the current Royal General of the Imperial Legion, currently leading in the Mede Dynasty. He resides in the Royal Castle Dour.

## Background

Tullius is an Imperial originally from Cyrodiil, who has been sent to Skyrim by Emperor Titus Mede II to quell the uprising of the Stormcloaks.

## Early Years

Servius Tullius was born in the Imperial City, and at the age of merely 16 joined the Imperial Legion with his close friend, Ulfric Stormcloak. Tullius became very close with the General, Caesar. Caesar was Tullius mentor, and Ulfric developed jealousy over this. Tullius soon proved to be an amazing combatant, and ranked up to Quaestor by age 18. During a Thalmor attack, General Tullius saved the life of the General. Caesar was amazed by his protege's prowness and fearlessness, and bestowed upon him the rank of Legatus, at age 20. It was at this time that Titus Mede II ascended to the throne, as the new Emperor of Tamriel.

### Tensions Arise

During 4E 170, Tullius, aged 22, led an armada to investigate a mysterious distress signal off the coast of Anvil. The men discovered hundreds of dead Imperial Soldiers and Imperial Citizens. Tullius investigated, but found only a note on one of the corpses. The note was a deceleration of war, by an unknown source.

The note was immediately sent off to the Emperor, and it was revealed that this was the handiwork of a not very payed attention to organization, the Third Aldmeri Dominion. The Empire prepared for a small fight, however, they were not prepared for what was about to happen.

## The Great War

### 4E 171

* The Empire was now a shadow of its former glory. Valenwood and Elsweyr had been ceded to the Thalmor, Black Marsh has been lost to Imperial rule since the Oblivion Crisis, Morrowind has yet to fully recover from the eruption of Red Mountain, and Hammerfell was plagued by infighting between the Crown and Forebear factions. Only High Rock, Cyrodiil, and Skyrim remained prosperous and peaceful.

After Titus II rejected an ultimatum to make massive concessions to the Thalmor, Aldmeri armies invaded all of Tamriel. An army led by Thalmor general Lord Naarifin emerged from hidden camps in northern Elsweyr and assaults southern Cyrodiil, flanking Imperial defenses along the Valenwood border. Leyawiin fell to the invaders, and Bravil was surrounded and besieged. Simultaneously, an army under Lady Arannelya had crossed western Cyrodiil, bypassing Anvil and Kvatch and entering Hammerfell. This army was joined by smaller forces landing on Hammerfell's coast. Imperial troops were forced into retreat across the Alik'r Desert.

Legate Tullius and General Caesar were safe from the war in The Kingdom of the Empire, in Capital Empire city of Rome.
Wilhelmina Selverion

> *"I laugh at death's door. My power will grow, and soon I shall rule as queen. My strength and intellect shall fool even the most educated. There is one who I can not fool, and that is the true Emperor Titus II. Yet, he was killed in Helgen. I hope."*
>
>

> *~Wilhelmina, 4E 201*
>
>

Wilhelmina Selverion was an Imperial witch, and served as Otto Octavius' right hand. She had impersonated the real Titus Mede II's deceased cousin, Vittoria Vici.
Lieutenant Colonel August

> *"Dogs. All of them. They killed my best friend. Now I will take everything from them."*
>
>

> ~Lt. Colonel August, 4E 201
>
>

**Lieutenant Colonel August Marks** was the original second-in-command of The Silver Hand, later becoming the leader after the death of Krev the Skinner.

He serves as a major antagonist early on in TES V: Skyrim.
Torturer

> "Lost the key ages ago. Poor fellow screamed for weeks."
>
>

> ~Torturer during the attack on Helgen, 4E 201
>
>

The **Torturer** is an elder Imperial Legionnaire in Helgen.

He wears a set of Imperial Light Armor, with the exception of the helmet, which is replaced with a Light Armor Hood.

## Background

He is the Imperial torturer who originally operated in the Helgen Dungeon, at the bottom floor of Helgen Keep. He extracts information from prisoners in the keep, using harsh and inhumane actions to do so.

## Post-Helgen Attack

After attempting to flee Helgen with his Assistant, Hadvar, and Emperor Titus Mede II, the ceiling collapsed overhead, causing the Torturer and his assistant to be left behind. Hadvar had no choice but to push on, the Emperor's life was his top priority.

### Escape

It is revealed that the Torturer and his assistant escaped the ruins, and trekked all the way to Solitude on foot.

## Castle Dour Dungeon

Torturer was relocated to the Castle Dour Dungeon for his interrogation work. He is good friends with Emperor Titus Mede II.

### Inhumane Acts

The Torturer has been accused of performing Inhumane methods of torture on his victims, however he denies this.
Castle Dour

> *"My Castle. Made of stone, and beautiful throughout. A staple of medieval architecture."*
>
>

> ~Emperor Titus Mede II
>
>

Castle Dour is the main castle in all of Skyrim, and houses the Emperor of Tamriel. It is one of the largest structures in the entire province. The castle is also home to General Tullius, commander of the Imperial Legion.

## Throne Room

The Throne Room is a wing of Castle Dour, and is where the Emperor of Tamriel resides. Lavishly furnished, the Throne area contains many valuable items.

When getting inside the interior, one will end up in the Emperor's dining room with another locked door.

Against the west wall of the audience chamber is a narrow wooden table with a stone bowl containing a bunch of lavender. To the left are stairs leading up to a passage with a door ahead and the passage turning to the left. The passage overlooks the room below. At the far end is the dining room. The room at the other end of the passage is the Emperor's sleeping quarters and contains a large four-posted double bed coming out from the southwest corner, with a long unlocked chest for the Emperor at the foot of the bed and an end table to the right with a common book on top. Against the west wall is a small wardrobe with a candlestick, and a green and two red apples on top. There is a chair against the north wall and a wooden bench and wash basin against the west wall. Against the south wall is another bench, a narrow table to the left and beside this a corner unit. Opposite this is a dressing area containing two tall wardrobes containing fine clothes.

## Castle Dour

Once entering the main area, one will be met with a large stone room with Imperial banners along the wall. Opposite the entrance are double doors leading into the main castle wing where General Tullius, Legate Adventus Caesennius and Legate Rikke can normally be found planning the expansion of the Empire at all hours.

### Castle Dour, Tower

Once entering up the stairs to the left of the main wing, through the General's quarters there will be a door which leads to Castle Dour, Tower. This wing contains large Imperial banners, and a set of stairs leading up to Captain Metilius' room.

The tower is a small two-level room and is fully furnished with an entrance on the lower floor and another on the upper floor. It leads to a balcony, which is the highest point in the game.

## Castle Dungeon

The Castle Dour Dungeon is the dungeon inside of Castle Dour. Those who commit crimes in Solitude are sent here to serve their sentence.

### Torture Room

The torture room is where the Torturer resides. He uses this room to interrogate the Empire's various prisoners.
Az'bag

He is an ruthless Shira-Hai with an agressive demenour. Pizgal of Okup Shakamb

   Az'bag was as a young uruk chosen to be Thrak û shakhbûrz, much against his will and was nûrlal to Trod the Prophet. Az'bags blind fanaticicsm to the Shakhbûrz made him a ripe candidate to serve as Trod manipulated him to believing that he was fulfilling his destiny. By serving as Nûrlal he recieved training to be the will and messenger of the Shakhbûrz. But he failed his master one time to many and was cast aside by Trod, and all those promises of grandiour and destiny turned sour in Az'bags mouth. Hating and equaly fearing his former teacher, he sought new ways in his wretched life.

As'bag Allways got into the thick of animosity within Okup Shakamb to try and claim what ever fragment of power he could. He was left with gnarly wounds that would have killed other uruku after a scrap with Gûrznarkh and his lackeys. But Az'bag survived thanks to newfound allies in the form of his Shira-Hai peers. After much hardship and many campaigns both to the southern and northern lands Az'bag had shown that he was adept at surviving against hard odds, a loyal fanatic and an fierce warrior. He was chosen to serve as Pizgal under Gratu Goltur.
Kodlak Whitemane

"Some nights, I dream about the mists of Sovngarde..."

> *"Lets not waste too much time talking when there is glory to be had!"*
>
>

> *~*Kodlak Whitemane during the battle against Alduin, 4E 201
>
>

**Kodlak Whitemane** was an equestrian born Nordic warrior, who served as the Harbinger of the Companions until his death in 4E 201.

He is a major character in TES V: Skyrim.

## Background

Kodlak was found by the previous Harbinger, Askar, in Hammerfell. Sometime after this, Kodlak succeeded Askar as Harbinger. Kodlak has commanded the Companions for twenty years, balancing his tactical skill, ferocity in combat, and commanding presence. But those days are drawing to a close.

One year before the return of the dragons, Kodlak contracted the rot. His condition has reached its final stages of deterioration, making him weak in body. In frustration, he has taken to locking himself behind closed doors and poring over old documents, desperate to cure himself of lycanthropy before the rot ends his life.

### Prediction of Emperor Titus II

Just before the arrival of the Dragonborn, Titus Mede II, a dream came to Kodlak. As he describes in his journal, he dreamed of Tsun denying the former Harbingers access to Shor's Hall, where honored heroes gather. One by one, their wolf spirit drags them to Hircine, to hunt with him forever. A large black dragon, Alduin, then appears, and joins Hircine in dragging the Harbingers away, along with a thick mist.

Kodlak helplessly watches as his turn comes and his beast attacks him. However, a stranger arrives to protect him. This person drives back the beast, slays the dragon, and saves his soul. After seeing Titus Mede II for the first time, Kodlak recognizes them as that person and thus allows him to become a Companion.

## Personality

Kodlak Whitemane proves to be a benign and wise individual for such a rowdy group. As Harbinger, he is the one that helps channel the Companions' skills in a way that can benefit Skyrim's people, rather than leaving them to brawl and drink all day long.

His wisdom is respected throughout the nine holds, as well. When Emperor Titus Mede II first meets Kodlak, he is in his twilight years. He has lost his will to win glory in battle, partially because his body cannot allow it. He hints annoyance at this limitation, but he never openly complains.

Funeral: 5th of Hearthfire, 4E 201
Todd Howard

**Todd Howard** is an American designer, director, and producer. He is currently Game Director and Executive Producer for Bethesda Game Studios, where he has led the creation of Fallout 3 and The Elder Scrolls video game series. Game Pro magazine named him to the Top 20 Most Influential People in Gaming over the last 20 years.He has also been named one of IGN’s Top Game Creators of All Time.

## Early life

Howard was born in Lower Macungie Township, Pennsylvania and developed an interest in computers, particularly video games, at a very young age. He personally considers Wizardry and Ultima 3 as his greatest inspirations for his future games. In 1989 he graduated of Emmaus High School and in 1993, he graduated from The College of William and Mary in Williamsburg, Virginia, where he majored in finance despite his desire to create video games. He later said 'it seemed like the easiest path to get through college'. After playing Wayne Gretzky's 3D Hockey he requested a job from a Bethesda office he encountered each day on his commute from school to home, but was denied.

## Bethesda Softworks

Howard joined Bethesda Softworks in 1994. Most recently he was Game Director and Executive Producer of Fallout 3. Prior to that he led the creation of The Elder Scrolls: Oblivion, the 2006 Game of the Year winner. He also led the development for The Elder Scrolls: Skyrim.

His other major credits include Project Leader and Designer of The Elder Scrolls: Morrowind (2002), Producer and Designer of The Terminator: Future Shock (1995) and SkyNET (1996), and was also Project Leader and Designer of The Elder Scrolls Adventures: Redguard (1998).

He is a frequent speaker at industry events, and his games have been featured in lots of popular TV such The Today Show and to magazine covers worldwide. Howard has stated that Bethesda's philosophy for the *Elder Scrolls* games is to allow people to 'live another life, in another world.'

## Howard's Three Designing Rules

Howard has said that he has three rules when designing a game. These are:

* Great games are played not made. – 'You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game.'
* Keep it simple. – 'Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate.'
* Define the experience - 'Don't define your game by a list of bullet points... define it by the experience you want people to have.'

## External links

* Todd Howard at Wikipedia
* Todd Howard at IMDB
* Todd Howard at RAWG

### Interviews

* February 2, 2009: *Fallout 3* post-release interview at NowGamer
* February 4, 2005: *Fallout 3* interview at Duck and Cover
* July 13, 2004: *Fallout 3* interview at Gamespot
* June 14, 2015: partial *Fallout 4* E3 interview
Otto Octavius

"This throne will be mine. This castle will be mine. Soon."

> *"I am the master deceiver, my wit is my strength. Come, Titus, come. You will not take this throne from me. There is no safe haven for you."*
>
>

> ~Otto Octavius, 4E 201
>
>

Otto Octavius was the Imperial Battlemage of Emperor Titus Mede II from 4E 182 - 4E 201. He impersonated the Emperor for two years. Octavius serves as the tertiary antagonist of The Elder Scrolls V: Skyrim.
Dace

Lob Worm | Below Average

## Dace in Real Life

The common dace (Leuciscus leuciscus) is a species of freshwater and brackish water ray-finned fish from the family Cyprinidae which is native to Europe but which has been introduced to other parts of the world. It is a quarry species for coarse anglers.

IRL Max Weight: 2.2 lbs (1 kg)

IRL Found in:

* River Stour (Yes)
* Loch Duich (No)
Cooking Pot

**Description:** A metal pot for boiling water.

**Item Type:** Gear

**Carry Space:** 0

**Uses:**

* Boiling Bottle (Unsafe Water) to obtain Bottle (Safe Water)
	+ Accessed through the Fire Menu
		- Consumes 1x Bottle (Unsafe Water)
		- Takes 30 game time minutes.
		- Produces 1x Bottle (Safe Water)

**Obtained from:**

* Breaking a Can (Empty)

**Additional Information:**

* This item is provided at the start of every game.
Survival Manual - Page 2

**Description:** Second page: "Build SHELTER to be protected from the RAIN". Okay...

**Item Type:** Gear

**Carry Space:** 1

**Uses:**

* Turn Page to get Survival Manual - Page 3.

**Obtained from:**

* Turning the page of Survival Manual - Page 1.

**Additional Information:**

* Keep on reading for the information then tear the last item apart to get Tinder.
Survive Wiki

## Welcome to the Survive Wiki!

This is a wiki created for the mobile app game The Survive Game (https://www.thesurvivegame.com/). Please help out in expanding the wiki, and correct incorrect or incomplete information regarding the game.

Mechanics
Scenarios
Gear
Food/Water
Campers Guide
Survivors Guide
From the Developer
 Difficulty
Statuses
Crafting
Mountain Areas
Wiki Le Thelenor

**Bonne lecture à vous, l'Equipe du Wikia.**

### **Le Thelenor**

**Culture du Thélénor**
**Royaume du Thélénor**
**Glossaire**
**HRP**
**Thélénor**

###

**Informations**

* Compléments d'informations
* Actualités et notifications du Wikia
* Partenaires
* Supports utilisés
Modèle:PrésentationThelenorModèle:HorsRôleplayProjetThelenorModèle:Màj

Fichier:Sword10.png
Survival Manual - Last Page

**Description:** Hmmm... the last page: "FIRE is essential to stay warm. Tear these pages to get tinder." Uh, who wrote this guide....

**Item Type:** Gear

**Carry Space:** 1

**Uses:**

* Tear the item to get Tinder.

**Obtained from:**

* Turning the page of Survival Manual - Page 3.

**Additional Information:**

* Tearing it into Tinder will reduce the Carry Space to 0, so it's actually a good idea.