Clan Beshkarnor / Guild Profile

Guild Name Clan Beshkarnor
Guild Tag [Clan]
Last Updated 29th May, 2020
Server American (XB1)
Faction Daggerfall Covenant
Style & Focus Balanced/Mixed PvE
Language(s) English (Secondary: Spanish)
Location United States
Website N/A
Discord https://discord.gg/pnTP5FE
Twitter N/A
Voice Comms N/A
Members 11-50
Guild Leader(s) MICANGELO7 (Chief Nor'crun Beshkarnor) and AutonomousAIMIL (Algrim-Gro-Bloodtusk)
Recruitment Status Open
Min. Age 18
Min. Time Investment 3 days/week
Timezone(s) GMT -6
Skill Level(s) Any
Activities SocialisingRoleplayingQuestingTrials/RaidingCrafting/TradingVeteran Dungeons

General Guild Info

A guild for Orsimer and followers of Malacath who wish to promote and support The Code Of Malacath. We are primarily a social/rp guild who currently focus on PVE activity with intentions to get into PVP as our membership grows.

Elder Scrolls Online Info

LORE

The Desert Orcs (aka Sand Orcs) were established shortly after the fall of the first Orsinium in 1E 980. They are direct descendants of Baloth Bloodtusk and his Savage Sons. Baloth was originially a member of Clan Morkul, it is not known if he was exiled and if so why, however he went on to form the Savage Sons, a mercenary outfit which consisted of clanless and exiled Orcs. In 1E 950 King Jolie of Daggerfall manipulated Baloth into dueling Gaiden Shinjii (leader of the Order of Diagna) over the fate of Orsinium. Little known to both warriors that they had been tricked and set up by King Jolie, during the duel, King Jolie had his archers kill both combatants, effectively removing the most powerful warriors of both Orsinium and The Order Of Diagna. The Savage Sons gained a new found respect for the philosophy and skills of the Ra Gada soldiers and after their deaths both Baloth and Gaiden were buried in Honor's Rest in Wrothgar. The war lasted 30 years but in the end Orsinium had fallen and the Orcs were dispersed. During this time members of the Savage Sons migrated South with descendants of Baloth Bloodtusk as well as members of clans who are now mostly forgotten, including The Pandrum, The Enclave, The Luccin, The Murtag and The Ruskahr. Overtime they would establish themselves in the Fallen Wastes. Here they encountered The Gray Host and members became afflicted with Vampirism and Lycantropy which they carry with them till this day. Overtime Nor'crun Beshkarnor would rise to become Chieftain and the Sand Orcs would take his name to become known as Clan Beshkarnor(which translates to Deathforge). Eventually they adapted to the harsh desert terrain and over many years developed a distinct culture. They created their stronghold in an ancient Yokudan ruin. The Sand Orcs tend to be darker in color than their Valenwood,Craglorn and Wrothgar cousins and do not have the typical Orcish disdain for magick. The desert climate has made them some of the fiercest Orcs one can encounter, however their adoption of aspects of Yokudan/Redguard culture and philosophy has helped them to develop into shrewd traders and merchants who wouldn't hesitate to decapitate a possible customer or business partner if they feel disrespected by an offer or proposition. Faithful to Malacath they believe that their unique culture (and afflictions) are blessings from their deity.

CLAN STRUCTURE

CHIEFTAIN: The strength and leader of the Clan. The Chieftain is responible for the well being of his Clan and stronghold. He is the only one with the authority to deal with guild leaders or commit the Clan to any external agreements. He has the final say on all Clan decisions.

HEARTH-WIFE: The first of the Chieftains wives. The Hearth-Wife is responsible for assisting the Chieftain in accomplishing the day to day administrative tasks of the Clan. Existing outside of the hierarchy, they hold no authority over Warchiefs or Captains.

SHIELD-WIFE: The second wife of the Chieftain. The Shield-Wife is responsible for assisting the Chieftain in his own personal dealings as well as assisting in any task in which the Chieftin may need her aid. Existing outside of the hierarchy, they hold no authority over Warchiefs or Captains.

WARCHIEF: In charge of running a War Band. War Chiefs help organize major events, are held responsible for their Warband's strength, and are advisors to the Chieftain.

CAPTAIN: Reliable Orcs who are members of a Warband. Captains are responsible for leading small-scale events, assisting the Warchiefs in building clan strength and actively participating in major Clan events.

BERZERKER: The Clans main infantry. When a Grunt becomes seasoned in the art of war they are offered a place on a Warband where they directly serve a Warchief and his Captain.

GRUNTS: Orcs that have been accepted into the Clan, but are either not strong enough or not active enough to be placed onto a Warband. Their role in the Clan is that of trainee, learning from more eperienced Orcs and assisting with any assigned task sent their way.

BLOOD-KIN: Non-Orcs who have been accepted into our Clan.

 THE CODE OF MALACATH

— Keep respect for forging and blacksmithing.

— Keep the traditional roles of a clan's chief and his wives.

— Keep tradition of selection of a new chief through challenge and combat.

— Continue the custom that one who commits a crime must pay "Blood Price" to the victim (or victim's relatives).

— Insults to honor must be avenged.

 Recognize that death in combat pleases Malacath.