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Ologs - Krug's Indomitable

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Panashea

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LotC Core Race Lore - Master Thread

LotC Core Race Lore - Orcs

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When the Arch-Daemon set upon the first of the Orcs, his fires burned the flesh of Krug, staining his flesh green and marking his children forever as apart from the other descendants. This curse granted the orcish people a unique strength at the cost of a brutish and maligned appearance from the world. The depravity of Iblees’curse upon the Orcs birthed a diaspora of bloodlust and strength. Those most affected became Ologs, colossi of flesh and muscle.  This steepening of the curse created giants, quintessential parts of Orcish Culture. Trolls, Jotun, Ogres, Giants and the like are thought to be direct descendants of Ologs, or Iblees attempt at recreating Ologs through his own meddling. 

 

Skin Coloration:
Ologs possess the same skin tones as other orcs, though typically shades darker. Many are black or possess hides of many cool colors. The skin of an olog is durable, manifesting as stone and hide-like alterations, or aged flesh with mossy protrusions. While Ologs are unarmored this functions as [Medium] armor, providing no benefits when an Olog equips [Medium] armor or greater. This armor bears consequence, as Volatite ignores the [Medium] armor when striking them. Similarly, when wielding Volatite, they are incapable of striking with [2x] the force, at risk of splintering their hardened exterior. They are capable of using Thunderclap, but gain no damage or strength benefits. 

 

Hair Coloration:
Ologs hair color is typically brown, black or red. Colors outside this reflect clan heritage or role within society, as many orcs decorate their bodies and features with the marks of the Spirits they worship, or the rituals of their clans. 

 

Height:
Ologs due to the steepening of Iblees’ curse are far larger and taller than the Uruk counterparts. An Olog may range from 8-10ft. Ologs vary in posture as some may be slouched or hunched, though 10ft is the absolute maximum.

 

Weight: 
Ologs weigh more than any other descendant,  400 pounds up to a maximum of 900. Ologs move and act as quickly as their descendant counterparts, though their size grants an insane constitution and constant eating. Ologs have been seen to eat rocks, metal, rotten food or other objects typically not digestible without any harm.

 

Strength: 

An Olog’s strength is supernatural, matching three descendants on their own. Ologs may exert this strength and endurance to move and lift objects, as well as growing tired less easily than their descendant counterparts when doing so. Iblees’ corruption permanently prevents them from having it increased or decreased by any magic or items.  Items that normally sap a character’s strength at the cost of activation or similar poisoning afterward would not allow an Olog to use them. An Olog loses these passive effects of should they take up magics that weaken them, or be transmuted into something beyond their base forms. 
 
Mentality:
Mistaken for a blind stupidity, an Olog possesses an intense obstinance and arrogance born from Krug’s original refusal of Iblees, and the harrowing nature of the Descendant curse. While other descendants may take this as poor nature, an inability to communicate or understand, an Olog would much rather physically act on their emotions and impulses rather than listen to creatures weak in flesh and body. This intense respect for strength intrinsically ties Ologs to Orcish culture, and makes it extremely difficult to exist outside of their kin.  Ologs are still as mentally competent as other descendant kin, though the expression of that is increasingly difficult to coax out when violence and physical force are far easier languages for them to speak. Ologs are incredibly literal in this way. Though capable of speaking any language, in their eyes- teeth are made for eating, rather than speaking. This may be interpreted as childish or rash behavior, but to an Olog, it is more rash and childish to argue with someone half their size. Thus, Ologs are incredibly driven, albeit only by their own needs and aspirations. The divide between Iblees’ corruption and Krug’s steadfast nature leads them extremely prone to gluttony and vices, while also being incredibly dogmatic. A storm constantly rages within a stone body,  bloodlust and temperance constantly at odds with themselves. 

 

Fᴇl Blood: 
Ologs are limited in the magics they may learn due to Iblees tampering and their closer allegiance with Krug, as such, they cannot use the magic or feats of known Aengudaemons.  While Ologs may be transmuted or corrupted into other CAs, they would lose their strength and abilities, behaving identically to an Uruk who had been transformed. Ologs who take on physically crippling magics like Voidal Magic, Necromancy,  Mysticism, or Naztherak would be corrupted the same, losing all traits of Ologs and functioning the same as an Uruk who had taken up these magics. Kani, and Blood Magic, who require specific physiology or augment it have ologs lose their traits the same. 

 

Rage - [Active]
Rage unshackles their normal restraints,  an Olog tapping into a deeper supernatural strength. Rage can be activated [1] time per combat encounter, and lasts for [4] emotes. Activating Rage a [2]nd time would cause cardiac arrest, PKing the Olog at the end of the ability. Should an Olog kill a target while Rage is active, they may cast Rage an additional time without penalty.   Rage requires [1] emote to incite, inducing the state of being and disconnecting them from all other magics.  Rage grants the following abilities. 

 

     - Ologs without a weapon strike with the force of an Uruk’s warhammer, capable of breaking stone and buckling heavy armor with fists, teeth or other combative parts of their body.  Attacks made with weapons remain at 3x descendant strength.

 

     - Similarly, Ologs may throw any projectile and have it function the same as if it was shot from a  Long Bow in accordance with Techlock.  An olog still must take [3] emotes to ready, aim and fire the projectile. 

 

Azhl reduces an Olog’s Rage by [1] turn and a second strike would totally prevent them from utilizing Rage in addition to its usual effects. Similarly,  Volatite’s Thunderclap and loud sounds that would disrupt magical connection would prematurely end Rage. 

 

Rage Rᴇᴅʟɪɴᴇꜱ: 
⬢ Rage cannot be used in conjunction with any other kinds of magic that would require connection, focus, or rhythmic breathing.  
⬢ The satisfaction gained from an earned victory, one in which the Olog themselves snuffs the life out and sates their Bloodlust allows them to cast Rage [1] additional time within a combat encounter without penalty.  This effect may only trigger [1] time per combat encounter.
⬢ The state of Rage cannot be held in concurrence to magical connections and disconnects the Olog from magic until Rage ends. 
⬢ Rage cannot be prematurely ended. 
⬢ A fatal casting of Rage will still kill the Olog at the end of the encounter, even if they kill and proc an additional casting.
⬢ Abjuration has no effect on Rage as it is not a mana based spell.

⬢ An Olog cannot sprint or attack in conjunction with Rage.

 

Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ: 
⬢ Ologs are an open CA with 3x descendant strength.
⬢ Ologs cannot denature from their innate affiliation with Orcs due to their conceptions of strength birthed from Krug.  An Olog within non-orc society will always feel out of place, frustrated and depressed.
⬢ Ologs can learn Shamanism, Seer, Blood Magic, Corcitura, Alchemy Feats,  Housemagery, Bardmancy, Golemancy, Sorvian Crafting, Kani  & Feats; any other that doesn't alter the soul or corrupt it while preserving their Olog traits. Other magics may be added in the future with amendments.
⬢ Ologs are incapable of learning the magics of known Aengudaemons, though may be transmuted into other CAs.
⬢ Ologs may only crossbreed with Uruks,  and are incapable of hybridization, creating whole Uruks or Ologs only.
⬢ Ologs are incapable of romancing/FTBing other creatures as they do not align with Krug’s visions of strength and honor.
⬢ Ologs are capable of transfusing with Uruk and act as blood ingredient to the muritor elixir for them. Other racial based lore follows the same logic. 
⬢ An Olog who learns a physically weakening magic would lose all abilities related to being an Olog.
⬢ Ologs, like all orcs have their souls transferred to the Stargush’Stroh upon death unless claimed by other means.
⬢ The skin-like armor effects may only be present while an Olog is unarmored.
⬢ Medium armor adheres to techlock and does not apply to sensitive places like an eye, the inside of one’s mouth, or other openings like nostrils. 
⬢ The passive armor of an olog is ignored when struck with Volatite.
⬢ Ologs gain no strength bonus from Volatite’s Thunderclap but may use it for its other effects.
⬢ An Olog is incapable from having their strength sapped or buffed via magic or other means.
⬢ Items that sap strength or poison the character’s strength(i.e Voidal Poisoning) would be unable to be used by an Olog.  

 

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I personally don't like the framing of supernatural physical strength with no seeming drawbacks on that physical strength. Their strength is very logically derived from their larger size and I think a part of the charm of ologs is that they're essentially large troll-like orcs where they hit hard but they have the drawback of being sluggish and less maneuverable to their Uruk or Goblin counterparts. 

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This is a lot more balanced and chill I just have one problem 

 

YOU FORGOT TO ADD THE NO FTB CLAUSE

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Man not again.

Once more, having them be three times as strong as a normal descendant ((as written in the strength section)), having them be as agile as a god dame elf, TIRE LESS than a normal descendant while being 900 pounds beasts- is just INSANE. And do not forget the fact they are no longer held by inteligence in this rewrite. Their one singular bane.

While also having other buffs like imunity to withering and necromancer draining and ontop of all that the other special orc redliens added onto it like being more resistant to blasting potion knockback due to being an orc subspicies and all that.

Sure, you can ''nerf'' rage but when you write the 3x strength rage would have rather than 2x strength into the core of the CA that ain't sneaky.  

Stop trying to make a broken CA for your own use, it will (Hopefully I pray the coruption is not this bad) not pass. Accept that strength and various boons come at a cost- Ologs, as they are right now are stupid for a reason. They ARE strong, very much so, and thats why they are held back by their mental bane. If you take that away and give nothing in turn to justify their power than you just get a broken CA with no reason to really exists besides being OP and a pain to deal with for everyone that is not an orc or ''friend'' with orcs which usually will come down to ooc connections.

This rewrite is straight up JUST taking away the one cook aesthetic thing that they would have, and making their ''rage'' strength pernament. Like bro why even try that? Seriously, do not try to be sneaky

Edited by Jaslaw
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22 minutes ago, Jaslaw said:

Man not again.

Once more, having them be three times as strong as a normal descendant ((as written in the strength section)), having them be as agile as a god dame elf, TIRE LESS than a normal descendant while being 900 pounds beasts- is just INSANE. And do not forget the fact they are no longer held by inteligence in this rewrite. Their one singular bane.

While also having other buffs like imunity to withering and necromancer draining and ontop of all that the other special orc redliens added onto it like being more resistant to blasting potion knockback due to being an orc subspicies and all that.

Sure, you can ''nerf'' rage but when you write the 3x strength rage would have rather than 2x strength into the core of the CA that ain't sneaky.  

Stop trying to make a broken CA for your own use, it will (Hopefully I pray the coruption is not this bad) not pass. Accept that strength and various boons come at a cost- Ologs, as they are right now are stupid for a reason. They ARE strong, very much so, and thats why they are held back by their mental bane. If you take that away and give nothing in turn to justify their power than you just get a broken CA with no reason to really exists besides being OP and a pain to deal with for everyone that is not an orc or ''friend'' with orcs which usually will come down to ooc connections.

This rewrite is straight up JUST taking away the one cook aesthetic thing that they would have, and making their ''rage'' strength pernament. Like bro why even try that? Seriously, do not try to be sneaky


The assumption that Panashea is trying to be sneaky here or make Ologs strong for his own personal use is simply false.

That being said, their strongest attacks are that with the force of a warhammer. This does not seem so OP to me considering every knight I've encountered is fully adorned in plate armor w/ a warhammer that is enchanted or powered by X deity. 

I am not against giving them more drawbacks, but the current meme state of Ologs needs change.

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32 minutes ago, Wizzar said:


The assumption that Panashea is trying to be sneaky here or make Ologs strong for his own personal use is simply false.

That being said, their strongest attacks are that with the force of a warhammer. This does not seem so OP to me considering every knight I've encountered is fully adorned in plate armor w/ a warhammer that is enchanted or powered by X deity. 

I am not against giving them more drawbacks, but the current meme state of Ologs needs change.


Force of a Warhammer WHEN PUNCHING. They can very much so get weapons, and armour which quickly turns into a huge problem when they are just as fast as an elf and can out much their endurance.

As of right now? Yes, Ologs can still technically use armaments as long as they are simple ((Clubs and alike at most. Ranged is likely out of the window unless its a throwing weapon)) and wear armour, but noone in their right mind will try to tell you and justify that they are as fast as any other race, nor that they have ''better endurance'' while being obese beasts of large proportions. THAT is the issue. It may not seem like a huge thing, but in practice all that adds up.

Not to mention that I would not call them a ''meme'' state. People just need to learn how to play them right, you can do so much neat things with a character that has brawn but not the brains! If played right it can lead to some great rp, I played an Olog and I enjoyed it very much so far. It is a price for his strength, yes- but it doesn't mean its a bad thing.

Meanwhile removing any sort of price and buffing them isn't the way. Each boon should have at least a small weakness with it, or it should be impactful enough to give ways to deal with the CA- Here, in this rewrite there is none of that. Which leads to SO MUCH possibility for issues with this.

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5 hours ago, Wizzar said:

considering every knight I've encountered is fully adorned in plate armor w/ a warhammer that is enchanted or powered by X deity.

 

This sounds like a skill issue. It's almost as if when you encounter knights when their entire focus is around being an elite soldier that they're going to be exceptionally well-equipped in some form.

 

This progression isn't just given to them as soon as they start the character. Not all characters who engage in conflict or even achieve some level of knighthood in nations have powerful equipment. The ones that do have dedicated their characters to a particular roleplay path and over time it has a chance of paying off with them being given access to or directly making enhanced weapon and equipment.

 

Trying to empower an open CA that has no real drawback for the average player is very obviously intended to act as an immediate counter to people who have spent months to years developing their characters and enhancing them through what lore has made available to them. 

 

Instead of engaging in and supporting a lore arms race, how about you make use of the existing lore like the people you are complaining about are doing? 

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11 hours ago, Crevel said:

Instead of engaging in and supporting a lore arms race, how about you make use of the existing lore like the people you are complaining about are doing?

I didn't change anything about olog strength in this write, they've always had 3x descendant strength. "Two orcs" is equal to 3 descendants. I don't think it takes years of IRL time to go to a mine and get a few ingots to make medium armor and a warhammer. Even in the worst case scenario as a solo player, at the most it's a few hours if you really need to run around to multiple mines. Nations give out free netherite armor and weapons anytime we have a war. Medium armor, nor a warhammer are marks of powerful equipment or deep character progression.

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12 hours ago, Panashea said:

I didn't change anything about olog strength in this write, they've always had 3x descendant strength. "Two orcs" is equal to 3 descendants. I don't think it takes years of IRL time to go to a mine and get a few ingots to make medium armor and a warhammer. Even in the worst case scenario as a solo player, at the most it's a few hours if you really need to run around to multiple mines. Nations give out free netherite armor and weapons anytime we have a war. Medium armor, nor a warhammer are marks of powerful equipment or deep character progression.

 

Thank you for purposefully misunderstanding what I'm saying to frame your position better. You have put down 3x strength, which I don't think is necessarily a problem, but you're framing it as supernatural and without the innate physical drawbacks (like what is blatantly spelled out in the Speed section of the current lore) that should come with ologs being big creatures. Not only have they by default been granted a medium armour rating for their skin, but you've also made it impossible for their strength to be physically sapped which further reinforces the idea of supernatural strength. In this way, you definitely have changed the lore when it comes to Olog strength to be more powerful. They've also been forced through lore to be in an orcish society which is very obviously intended to ensure that this strength is meant to be used to pressure players who want to try out an olog to work for the benefit of orcs against other races as a CRP counter.

 

You're bringing up a typical warhammer as if that was mentioned at all. Wizzar was complaining about knights (who tend to have taken a heavy focus on conflict roleplay) having enchanted or divinely powered warhammers. Enchanted and powered being the keywords. His complaint about non-typical gear that takes months of roleplay to achieve at the very minimum is not equivalent to some random person being immediately given the ability to brutalise people under the Rage effect accessible through an open CA. There is nothing stopping from Orc players to take their own initiative to acquire those sorts of items as well, so instead of Orc players trying to find a counter under the guise of a rewrite they should put the effort in to roleplay so that their characters can take on the characters who have put the work in to become powerful in RP. 

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2 hours ago, Crevel said:

Thank you for purposefully misunderstanding what I'm saying to frame your position better. You have put down 3x strength, which I don't think is necessarily a problem, but you're framing it as supernatural and without the innate physical drawbacks (like what is blatantly spelled out in the Speed section of the current lore) that should come with ologs being big creatures.

 

I'm not trying to purposely misunderstand you.  The current olog lore states

"The largest and most well trained of their kind is capable of matching the strength of 2 full grown orcs". 

 

Orcs are 1.5x the strength of descendants. This is just me simplifying the calculation because "orc" strength doesn't actually tell you anything without reading orc lore and has been subject to interpretation. Current lore already has them striking harder by outside of Rage,  Rage just enables an olog to fight unarmed.  I brought up an ordinary warhammer because that's what Rage's effects are. An orc's strength is supernatural, the whole reason orcs are stronger is because Krug fought Iblees rather than accepting his bargain. Ologs are orcs and so they would share this trait too, exemplified if they are supposed to be the larger version of orcs.  It doesn't say that ologs are incapable of living with other races, it is just that ologs are orcs taken to the extreme. I don't think that making the orc CA align with other orcs is anything different than the many races and groups who already have it enforced by lore (Mori, Seer, Undead, Lycan, etc).

 

The speed section states

"Due to the Olog’s considerable size, most of its movements will be notably slower than their smaller counterparts. This does not mean an Olog is incapable of running, dodging, or swinging a weapon. What it does mean, however, is that a fit descendant would be able to do each of these tasks faster than an Olog, with an Olog lacking the running speed (and if obese, stamina) that a Human, Elf, or even Orc bears, with their running speed for even the leanest of Ologs capping out at 8mph." 

 

It doesn't say that Ologs aren't limited by block distances in the same way golems or paleknights are during CRP, or if said speed actually has any effect on whether someone can avoid an Olog's attack any better. This isn't a mechanical weakness in the same way the other constructs/CAs have redlines about their limitations.

 

Current lore ologs already have the strength described in the submission and there are a host of other magics that provide the same level of strength.  Azdrazi, Zar'Akal, Templar, Tawkins, etc would all put an orc, or even a normal descendant at the same strength threshold as an olog. Even with 3x Strength, an open CA and being one of the oldest creatures, I'd still argue they're one of the least played CAs because of how limited they are compared to their contemporaries. I don't really subscribe to the idea of "endgame" CAs or different balancing for different CAs when people already applied to get on the server, and the status section/player recruitment completely circumvent the idea that CAs/magic is restricted or gatekept. People post regularly looking for people to play their golems and other CAs of similar strength, Inferi also get medium armor built in and can cast spells.

 

I think it's pretty absurd to argue orc players trying to "find a counter" via rewrite when I'm only providing basic iron tools and armor should an olog be  unarmored and without weapons. Beyond that, the only other changes are with magic compatibility and intelligence, and I've listed many examples of characters that could have an olog's strength, magic compatibility and normal intelligence.

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