Description: Mage Knight Dark Riders #034 Orc Violator Orc Khans Pre-owned-All figures are in good shape and tested to make sure all dials turn. FREE shipping for each additional item after the first added to your cart Visit our store! for more great items Faction History About Us • Faction: Orc Raiders / Orc Khans • Leader: None • Racial Composition: Orcs, Goblins, Half-Trolls • Origin of Faction: Unknown • Age of Faction: At least 1000 years • Geographic Control: The northern grasslands and Prieska • Religion: Eagle gods, some totemic dieties • Magical Affinity: Very little; some shamanic capability • Political Loyalty: To themselves, their khan and tribe When you think of the Orcs, think of the green-skinned hordes boiling out of the grasslands to rape, plunder and pillage whatever gets in their way. Orcs possess a deep cunning and an innate understanding of combat, strategy and tactics. They are not an easy opponent to face, and often turn the tide of battle with their sheer ferocity and rage. Moving like locusts across the Land, the tribes of Orcs, Goblins and Half-Trolls led by the Orc Khans leaving few intact towns or villages in their wake. Every year for centuries, the green-skinned hordes come screaming out of the northern grasslands (called the Fist) to raid and pillage the more civilized inhabitants of the Land. After a few weeks of fighting, killing, looting and burning, they move on top the next area to continue the destructive cycle. Many times throughout history the Orcs could have conquered and remained in the lowlands, but this was never their goal. After they have killed and plundered their fill, they always retreat to their homelands. Until now. After the massive invasion of Prieska by Kzar Nabar’s war-horde (a kzar being a leader of many tribes), and the eventual collapse of Nabar’s army after his death at the Battle of Rokos, a number of the Orcs that came south decided to remain in their conquered lands. These Orcs, members of the Shadow Khan tribes, broke centuries of Orc tradition, and earned the enmity of those traditionalist Orcs – the Broken Tusk – who believe that all the loot taken from a season of raiding should be returned to the Fist and divided through trial of combat. By avoiding returning to the Fist, the Shadow Khan tribes earn the enmity of their Broken Tusk brethren who see the break of tradition as an evil and despicable act, but yet make for themselves a second Orc homeland along the western edge of the faltering Empire. Each of the tribal leaders, or khans, may choose for themselves whether they side with the Shadow Khans or the Broken Tusk. Meanwhile, the common view by many non-Orcs is that all of the green-skinned vermin should be cut down as soon as possible, as the chance of Orcs conquering the Land – rather than just pillaging it and running off – signifies a dangerous trend that may destabilize entire civilized regions. It is a peculiar, uncertain time, and the events of the next few years may well shape the course of Orc – and human – culture. Even though divided internally over this philosophical schism, the clurch drum continues to symbolize the heart of Orc society, and remains prevalent amongst both the Shadow Khans and the Broken Tusk. The drums are more than just musical instruments, as every Orc is raised from birth to understand the rhythmic beating of the clurch drummers. With these hide instruments a master drummer can convey information across great distances, including how many soldiers are coming, and from what direction. They can command Orc troops to attack, stop or retreat with nothing more than a change in rhythm. And after the battle is over, the clurch drummers tell the tales of old in their rumbling, banging language. 434 Tz was a stunning year for the Orcs of the Fist. As a new Orc leader, Kzar Nabar, rose to power after defeating many of the tribal leaders in death challenges, his deal with the Galeshi peoples to provide them scouts and black powder weapons in exchange for swearing to never lead an attack against their people was a monumental event. Led by Galeshi scouts through the Blasted Lands, Kzar Nabar sacked Prieska, nearly toppled the Citadel of Luxor, and even threatened the great Atlantean city of Rokos. As result of his success in attacking the Atlantean homeland, Prophet-Magus Osiras ordered the armies attacking Khamsin to be recalled back to the Atlantean capitol, costing the Empire a final victory over the hated Revolutionaries. A few of the Key Transition Events: Solonavi Involvement: Kzar Nabar for a time was seen with a Solonavi advisor, but eventually banished the spirit being out of his displeasure with the advisor's meddling. However, shortly after the Orcs began the siege of the city of Rokos, the Solonavi revealed their secret involvement in the city, and slaughtered their one-time pawn at the moment of the Orc's greatest conquest in centuries. Shadow Khans: While the Orcs of the Fist typically return home after a good season of raiding, the Orcs of the Shadow Khan tribes decided to stay and occupy Prieska. By doing so, and keeping all the spoils and slaves for themselves, they have earned the eternal enmity of the traditional Orcs of the Broken Fist tribes. Darq's Treachery: News has reached the Orcs that the reanimated Orc hero, Kzar Rabahn, after slaughtering his hated Galeshi enemies, was attacked and slaughtered by the traitorous Darq the Corrupt. As result of this vile plan, the Orcs will destroy any of the Moonborn on sight, and killing the vile traitor Darq is seen as a quest of the greatest honor imaginable for an Orc warrior. We are a family of collectors; some of us have been collecting for over 50 years. Having bought and sold at trade shows, flea markets, and antique shows from the 70's thru the 90's, a game store from 2001 to 2013, and Ebay since 1999, we have decided to start cleaning out the hutches, bookcases, display case, closets and cubby holes of all our treasures to share with other like minded lovers of collectibles. Here are some of the things to come: dolls, toys, figures, trading cards, GI Joe, Star Wars, YuGiOh, Magic the Gathering, Baseball, Football, coins, fine jewelry, post cards, magazines, lighters, Blown Glass, matchbooks and on and on and on. Far too many things to list. So nothing is really out side of the realm of possibility. If you like to find treasure and like the unknown, check back frequently as you will never really know what you might find that fills that spot for you. Thanks for stopping to look and happy hunting
Price: 4.95 USD
Location: Omaha, Nebraska
End Time: 2024-02-17T18:27:08.000Z
Shipping Cost: 3.95 USD
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Restocking Fee: No
Return shipping will be paid by: Seller
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
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Brand: WizKids
Type: Single Miniature
Age Level: 12-16 Years, 17 Years & Up, 8-11 Years
Character Family: Mage Knight
Features: Painted
Year: 2004
Modified Item: No
Country/Region of Manufacture: China
UPC: Does not apply