
Mor'Grumaar is a heavy roleplaying guild in the Elder Scrolls Online with a moderate emphasis on RP-PvP. We pride ourselves on our niche, race-exclusive focus and believe in providing an immersive roleplaying experience that is lore appropriate, while at the same time accessible.
Our concept is that of a newly established Orc stronghold, founded by Orcs that have chosen to turn their backs on several key areas of stronghold tradition. It is a more democratic stronghold, where a chieftain's power has limits and all strong Orcs have a voice and the right to mate with whom they choose. We have aligned ourselves with King Kurog under High King Emeric and fight to see Orsinium restored to former glories.
Aside from the deviations described above (which were made to provide a bit more freedom to be creative for our members), our RP sticks to the established lore regarding stronghold Orcs in Tamriel. You will only find Orcs within our ranks. Outsiders are soft and weak in our eyes. We live by no laws but our own and hold the Code of Malacath above all else. Break the Code and pay the price... the blood price.
On a side note, Mor'Grumaar's leaders led the guild "Clan Elkhorn" in Age of Conan some years back. If you are familiar at all with that guild then you probably have a pretty good idea of what we're about, as we intend to offer the same sort of immersive heavy-RP experience here.

Our goals are as follows:
- To foster a heavy and lore appropriate roleplaying atmosphere for those who play Orsimer, while at the same time providing freedom to roleplay in a way that does not restrict creativity.
- To provide a sanctuary for those that wish to roleplay a barbaric character and may not have many options outside the traditional "everyone bands together" fare or the mercenary companies.
- To show that the Orsimer, no matter how niche they may be, have a solid foundation for RP and can have a major impact on the story arc of the Daggerfall Covenant.
- To provide a mature roleplaying atmosphere for adults.


Mor'Grumaar is an Orcish stronghold that was founded in 2E 580, two years prior to the events of The Elder Scrolls Online. It is located northeast of Wayrest near the border of Wrothgar and Stormhaven at the foot of the Wrothgarian Mountains. Its people, the Grumaari Clan (or Grumaari Tribe, as they often call themselves), have pledged allegiance to King Kurog and in turn, for the time being, to High King Emeric and the Daggerfall Covenant.


Mor’Grumaar was founded in 2E 580 by a band of misfit Orcs from throughout High Rock. Many of its founders originated in northern Wrothgar, a region which was at the time, both remote and isolated from Orsinium and the Daggerfall Covenant aligned strongholds of southern Wrothgar. Strongholds in the north were very traditional and much of the cultural revolution that had taken place in the south had not yet proliferated there.
Many of Mor’Grumaar’s founders had grown disillusioned with traditional stronghold life, although some came from the civilized cities and other backgrounds. In Sun's Dawn of 2E 580, Grumaar gro-Gorthal, the Orc that would become leader and eventual first Chieftain of the Grumaari Clan, sent out word by way of written leaflets distributed across High Rock seeking like-minded individuals that desired to see change in the traditional strongholds of Wrothgar.
These individuals were few at first and it is believed they met face to face for the first time at a tavern in Wayrest. It was there that they decided they would establish their own stronghold and seek to join the Daggerfall Covenant. They believed that they might serve as an example to other strongholds in order to bring about change, being mostly oblivious to the fact that many of the Orcs of southern Wrothgar had already adopted a more egalitarian way of life than the one they were accustomed to in the north.
In Rain's Hand of 2E 580, Grumaar led his band of Orcs to a ruined tower at the present site of Mor’Grumaar, which was at the time occupied by a Daedric cult. By this time, his followers had grown to approximately two dozen. Suffering moderate casualties, they managed to drive out the cultists and take the tower for their own. They settled there and named Grumaar their Chieftain. They called the new stronghold Mor’Grumaar.

The new clan's first days were spent regrouping. Only a handful of Orcs remained after the battle to win their home and the tower itself was in a state of great disrepair. As the months passed, others of like mind came from all corners of Wrothgar and beyond. Their ranks swelled and their defenses were bolstered.
Some months after the establishment of the stronghold, the Grumaari made their allegiance to King Kurog and their membership in the Daggerfall Covenant official. In time, the tribe grew quite large, as disillusioned Orcs flocked from the north and those wishing to return to their roots came from the cities.
By Sun's Height of 2E 581, Grumaar had an entire horde at his command, which he led into Cyrodiil, as was his obligation as a member of the Daggerfall Covenant. He won three decisive victories against the Ebonheart Pact before encountering a much larger force at Bruma in Frostfall of 2E 581. Although the Battle of Bruma was another victory for the Grumaari, the fighting and the sickness that followed left their horde decimated and Chieftain Grumaar gro-Gorthal among the dead.
Although a shell of its former self, the tribe and stronghold did manage to carry on. Thrusk gro-Bogroth was named the new Chieftain and a process of regrouping and rebuilding began, as the clan prepared for its return to Cyrodiil.

Mor’Grumaar is located northeast of Wayrest at the foot of the Wrothgarian Mountains, near the border of Wrothgar and Stormhaven. It is comprised of a partially ruined tower (built and abandoned by the Bretons during antiquity), a palisade wall, and a number of tents and outbuildings. Its road access to major trade routes and its proximity to Wayrest and the Bjoulsae River have greatly contributed to the clan’s ability to grow and contribute to the war effort.


Like most Orcish tribes, the Orcs of Mor'Grumaar are led by a Chieftain. However, what set them apart, especially from the more traditional strongholds of northern Wrothgar and those scattered in isolation across Tamriel throughout the ages, is the fact that the Chieftain's power is not absolute. All that are deemed strong are given a voice in the governance of the clan. In addition to the Chieftain, the tribe is led by a council of elders that speaks for the Chieftain in various matters concerning life in the stronghold. These elders include the Warcaller, the Huntsmaster, the Forgemaster, and the Wise One.

In making Mor'Grumaar's allegiance to Kurog and Emeric official, Grumaar gro-Gorthal, the founding Chieftain, renounced Malacath and adopted Mauloch worship as the official religion of Mor'Grumaar. Although many see Mauloch as merely Malacath by another name, this interpretation recognizes Mauloch as a Divine rather than a Daedra.
Many within the stronghold were unhappy with this decision and many continued to worship Malacath in spite of Grumaar's declaration. At present, under Thrusk gro-Bogroth’s Chieftainship, a blind eye is turned to such practices so long as the tribe maintains the outward appearance of following Mauloch.
Aside from Mauloch's distinction as a Divine, Grumaari worship of Mauloch and Malacath differ little. Officially, the tribe honors the Code of Mauloch, which has little discernible differences from the traditionally upheld Code of Malacath, forbidding such things as theft and murder as well as demanding the enforcement of 'blood price'.

Unlike most strongholds, Mor'Grumaar does not reserve mating rights solely for the Chieftain. All strong males are permitted to choose mates and breed as they see fit. While such customs are not unheard of among Orcs, especially with a more civilized culture on the rise in Orsinium, it is certainly unusual for a stronghold, where tribes tend to be most conservative and adherent to tradition.

The females of an Orcish tribe are traditionally the wives, daughters, and mother of the Chieftain. These women take on special roles within the tribe (such as that of huntswife, forgewife, or wise woman). In contrast, Mor'Grumaar opens these roles to males as well. They also do not engage in the practice of trading their daughters to neighboring strongholds. Women are free to marry a person of their own choosing, the same right granted to men.

The Grumaari follow an interpretation of the Code of Mauloch similar to other southern Wrothgarian clans. They believe, of course, in the enforcement of 'blood price': the practice of settling matters of justice by bloodshed inflicted by the wronged party. Where their practices differ is that traditionally interpretation of the Code and judgements concerning blood price are carried out by a tribe's wise women, who is traditionally the mother of the Chieftain. Mor'Grumaar does not have a wise woman, but rather a "Wise One", who fills this role. The 'Wise One' can be of either gender and is not necessarily related to the chieftain, but is selected based on other merits.
Mor'Grumaar aims to provide a lore immersive, heavy-RP experience that is a notch above your run-of-the-mill RP guild. We seek quality members that are willing to actively participate and enhance the experience had by all. With this in mind, we have developed a thorough recruitment process that is intended to ensure that prospective members are a good fit for our guild.


While we are not focused on RP dealing with 'adult' themes, we are a mature community intended for adults. As such, you must be of the age 18 or older to join.

Let one thing be clear: this is not a guild to park your seldom-played Orc alts in. Above all, we ask for active participation from our members. This means different things for different players and of course real life always comes first, but the expectation is that we see you online at least semi-regularly and that you dedicate a portion of that time to guild RP.

Your experience with MMOs and with RP is something we will ask you about during the recruitment process, but fear not, having little or no experience with RP will in no way affect being able to join! We only ask so that we are able to help you be a better RPer. Of course, if you are new, we do expect that you are willing to learn.

As the old adage goes, attitude is everything. You need to get along with our members. That means adhering to our No-Drama policy, guidelines for resolving conflicts, and the rest of our
Rules. It also means being pleasant and accepting of a diverse group of players. We all have different interests, different abilities, etc. While we hold our RP to high standards, there is no place for elitism here.


This is fairly straightforward. You join our
website, which should tag you as a petitioner (Note - you will need to sign up for an Enjin account if you don't have one already). Once you are registered, be sure to read through the information provided. Everything under the
About Us section of our website (
FAQ,
Rules,
Ranks, and
Lore) is considered mandatory reading. Do not skip this step! We have gone to great efforts to keep this information as brief and readable as possible and you will need it to see you through your application, interview, and probationary period.

This is fairly important. In fact, this is the main stage of our screening process. Before we think about talking to you in game, we want to see that you can follow directions and that you're willing to take some time and put in an effort. If you can do this, your application will most likely be accepted. Please note that there is an IC and an OOC section to the application. Make sure you answer IC and OOC questions in-character or out-of-character respectively, and that you put some thought and effort into your responses. (Note - the application form is located
here).
For example, the last question of the application is an IC question:
"Mor'Grumaar is not like your more traditional strongholds. Every orc has a voice and together, we will shake the foundations of not just our own people, but that of the Daggerfall Covenant. Tell me, how do you plan to fit in?"
If your response is simply
"kill things" or some other two word answer, expect that to count against you. However, if your response is something like this:
"I am a proud warrior that serves proud traditions, but I will change my ways for the betterment of our kin. I will bleed our enemies dry, and I will offer their heads as trophies for this stronghold," it will be on your side. Responses don't need to be lengthy, but they need to be creative and well thought out.

This will take place in-game and will include both an OOC and IC portion. The OOC portion can be done through tells, but your character will need to meet us face-to-face for the IC portion. During this process, we want to get an idea of how you RP and more importantly, whether or not you have the right attitude to fit in. If your interview goes well, congratulations! You will have become a probationary member.

Once your interview has been successfully completed, you will be awarded the rank 'Unproven'. You are not yet finished! This is a probationary rank (both ICly and OOCly). You will have a period of three months maximum to fulfill the requirements of becoming 'Blood-Kin' and a full member. (See the
Ranks page on our website for more details on this process.)