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Mannamannaa

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  1. Kor'garr holds the announcement in grey, pallid hands, monobrow tilted in obvious scrutiny. The new offices in San'Briu let in beams of light upon Aevos, a stark difference to the eternal night that had plagued Almaris's last days.

    "Tha hygh Albai blah much azh agin... Buht wyll thyz Verayla agh her lyfemeyt truly du better dehn dah voolyshness of Valyryz dah Azdrazi-luver? Dah Horde wyll weyt agh peep, buht nub wyth beytid breth, agh Kor'garr wyll bi reddi tu riport dah truth uv diz 'nuu dawn' whatevur et may bi."
    With that, the Skriptgoth and newspaper owner sets that sheet of paper into his sparse records of happenings upon Aevos, rumbling thoughts drifting behind red eyes...

     

    Spoiler

    TRANSLATION: "The High Elves say much once again... But will this Verayla and her lifemate truly do better than the foolishness of Valyris the Azdrazi-Lover? The Horde will wait and see, but not with bated breath, and Kor'garr will be ready to report the truth of this 'new dawn' whatever it may be."

    [This post will be mentioned in the next publication of the Kaktuz Weekli]

     

  2. Kor'garr, Musin-friend, smiles warmly around thick tusks as he reads over the miniature announcement. Squinted eyes gleam in clear approval of Dolly Peregrin's actions. 

    "Dah zmawl agh kub-loike zhuld bi protekted, yub. Diz wuld pleaze Toazt agh Flour iv dey were arownd tu peep et..." With that, a letter is written by bulky orcish hands, and delivered through Orcish Courier Hawk to the small ream of Dunfarhing. Bold letters smelling of the desert sands and rich berries gleam across dense cane parchment.


    SDp1GZWZ_q8CjiSPgd4A3iU6VQuO-x7wZEtLADVj 

     


    Tu Dolly Peregrin, Elder of Dunwen:

    Kor'garr has read lat's announcement of shelter to the other small folk of Aevos, and is impressed by your strength agh generosity. Would lat be open to an interview with the Kaktuz Weekli sometime in the next few cactus days about the state of Dunwen agh yourself? It would be a wonderful point of view to share with the rest of Descendant kind upon Aevos.

     

    With the blessings of Arwa's Harvest and Knox's pumpkins,
    Kor'garr the Clanless
    Skriptgoth of the Horde
    Owner of the Kaktuz Weekli

    2021-05-27_Korgarr_Dom_Signature.png 

  3. Kor'garr, owner of the Kaktuz Weekli, picks up the crumpled form in surprise.

    "Hmm... Anudda vor dah Bownti Hunterz." With that he marks the paper for later entry in the next issue of his Newspaper.

  4. [!] Another piece of paper is pinned beneath the original declaration, written in blocky common script familiar to most. The ink is still drying, and has the harsh scent of Desert berries. [!]

    SDp1GZWZ_q8CjiSPgd4A3iU6VQuO-x7wZEtLADVj 

    To the Horde and the Council of Clans,

     

    Kor'garr, Skriptgoth of the Iron Horde, officially supports this claim and the call for a Klamor to occur at least next Cactus Day. These initiatives have been sought for many, many tiks and all descendants of Krug have the right to show their strength through these challenges. May the Spirits look upon this challenge with pride.

    Also: YUB, it is a code of the Council that only one position is to be held at a time by a single orc. Madoc is violating this, and the only reason it hasnt been focused on earlier was the fact we were facing arachnid Armageddon.

     

    For Truth and the Ancestors,

    Kor'garr

    Skriptgoth of the Horde

    Trialwalker of Clan Yar

     

    Formerly the Clanless Rex
    2021-05-27_Korgarr_Dom_Signature.png 

     

     

    SDp1GZWZ_q8CjiSPgd4A3iU6VQuO-x7wZEtLADVj


     

    OOC DATE AND IMPORTANT DETAILS

    Spoiler

    KLAMOR DAY AFTER TOMORROW, WEDNESDAY, JUNE 7th, at 3:00 PM EST

     

  5. The Skriptgoth's lips twist into a warm smile of pride as he reads the alliance announcement within San'Briu. Some nails and a few moments of effort slap the decree up upon the Horde's notice board. 

    "Oi remember wen Drekur wuz neerli wytewazhed vrum kauzyng izzuez en San'Velku. Dah Popogoth haz gohn'ag long wey vrum daht, agh diz iz imprezzive werk vor dubth clanz. HAH! Kor'garr wizhes dehm dah bezt." A swig of harsh grog is taken before bulky grey hands place a copy of the announcement within Kor'garr's records in the Kaktuz Weekli office.

  6. Kor'garr, Skriptgoth of the Horde, raises a single brow in stark surprise as he reads over the announcement of a looming Spirit Wagh. Crimson eyes flicker back and forth before the greyskin releases a booming, guttural laugh.

    "Hozh! Kor'garr grukk'd dah Maw agh Glutroz wer dah zeym, buht diz meykz much more senze. Et iz tru, dah Maw haz bin gettyng much mor worshyp dehn dah Greedy Zpirit... Agh diz iz'ag hozh artikle." With that, the owner of the Kaktuz Weekli begins creating new batches of vibrant ink with the hardy desert berries and cactus juices from the Aevosian wastes...


     

    Spoiler

    Translation: "Good! I thought the Maw and Glutros were the same, but this makes much more sense. It is true, the Maw has been receiving much more worship than the Spirit of Greed... And this is a good article."

     

  7. Kor'garr the Clanless, Skriptgoth of the Horde, looses a harsh bark of laughter as he reads the announcement with twitching crimson eyes. The grey orc is salivating at the thought of some proper grog after literal years of soberness.

     

    "WIZ GONNA GIT GROGG'D, BRUTHAZ! WHY IZ JOYNYNG KOR'GARR?" Thus, the Iron Horde prepares to depart for this new Shire of Dunwen...

  8. Kor'garr, Skriptgoth of the Horde, hears murmurs amongst the newly settled orcs of the Iron Horde about a new disciple upon the path of worshipping Skathaach's realm. a harsh brow and thick handlebar mustache furrow as the information he seeks, that of a name for this new shaman, is lost to him. Eventually he retires to his room, looking upon the massive tome of notes just revealed to spiritualist circles. Ink stained hands turn still blank pages, ready for notes about Lesser spirits of the Elemental realms.

    "Meybi dey wuld intervyu... meybi."


     

    Spoiler

    Hey there! If your character would like to talk with Kor'garr about their new pact and the spirit they are bonded to, please let me know! San'Briu is open to visitors and I would love for Kor'garr to include this spirit in the Conceptual Compendium.

     

  9. [!] The massive Codex, bound in aurum and jet black leather, is stamped with a crimson Skaddernak. Dense pages of cane parchment within are expertly bound using silk cords, and many sheets at the end of each section are left blank for future entries. Blocky yet precise script is legible to all races in common. [!]

     

    The Conceptual Compendium: Spirits Elemental agh Immortal

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    Introduction

     

    Over the years, Kor'garr has found many children of Krug grow up without proper knowledge of the Spirits. Such a lacking education is more fitting of Nub-Uruks or Trialwalkers seeking Honorary status, those who must be introduced to Orc Kulture rather than being raised in it. To rectify this as Skriptgoth of the Horde, Kor'garr has compiled the many records of San'Velku's Library of Theruz into a single lexicon of spiritual enlightenment, flavored by first fist accounts from miself agh shamans that have met these spirits.

    This is not a complete list. Some names and realms have not been sought out for a pact in centuries, and some Spirits simply represent dishonorable concepts Kor'garr will not praise with detailed descriptions. That being said, shamans with unmentioned records or details are welcome to seek me out and share their findings! Kor'garr will add to this massive tome as years go on.

     

    May the spirits guide lat on the path of Truth to greater understanding.

     

    Kor'garr the Clanless,
    Skriptgoth of the Iron'Uzg
    Year CXXXI (131) of the Dubth Age

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    OOC NOTE

    Spoiler

    It’s important to keep in mind that, though they can understand Common or Modern Blah, the Spirits almost always prefer to speak their native tongue of Old Blah. This language is not spoken by those not let into its secrets, and can only be taught by and to Shamans.
     

    Another important thing to note is that Spirits are rarely friendly in an altruistic sense, often being neutral at most to those that enter their realm. Some, as described below passively or actively affect their surroundings, or flat out try to attack those nearing them.

     

    Almost all of the Greater Spirits, Elemental or Immortal, have Lesser Spirits under their command. Some of these have been formally named, and some of them have not. While each of the Greaters rule over a variety of things, their lessers are more specific. Take for example Skathach, the Spirit of Fire. Under him, there are Spirits for example ash, flames, burns and heat. Under Bregthar, one could say there are the Spirits of gems, of metals, of different kinds of earth. Typically a longer name means a more specific domain and thus a weaker lesser. With these things in mind, a whole array of different kinds of interactions are possible.

     

    Spirit Pacting is something done by Shamans of all races, and is very important especially for the Orcish Culture. One can only pact with Lesser Spirits at the time of contract creation, as the power of Greater Spirits is often too great for a single shaman.


    Spirits are conceptual beings representing all domains of the Mortal Plane. While hypothetically infinite, this means unnatural/unworldly concepts (such as the Void/Voidal Magic, or Aengeudaemons)  are not represented by a Spirit. A "spirit of magic" would not tolerate Voidal mages or Voidal arts, but would represent the wonder and mystery surrounding the Descendent concepts of magic and magicians. 
    Do not loophole this intent to RP Spirits as approving of unholy or opposing Deities.


    THE ELEMENTAL SPIRITS



    Akathro - Spirit of Water
     

    Spoiler

     The spirit of water, one as destructive as the element she represents. She is viewed as both a spirit that grants life, and just as easily can take it away. It’s said that the form Akathro often takes is that of a half woman, half fish adorned in oceanic blue flowing robes, changing color according to all the waters in her control.
    It is said that those that worship her are often soft spoken until it’s needed for them to step up, take lead and destroy those that oppose them.They are much the same as the Lady of Water, who herself can easily switch between calm and angry in an instant.
    If one wants to visit Akathro, they better prepare to be soaked, for Akathro resides in a massive, seemingly endless ocean. The ones visiting her realm always seem to stand on either a transparent raft or boat, making it as if they stood on nothing but water and air.



    Bregthar - Spirit of Earth
     

    Spoiler

    The spirit of earth, appearing as a gigantic stone behemoth, towering over any that stand before him. He is one of the more calm spirits, often giving off a sense of steadiness and control not often felt by mortals. The body of the behemoth always seems aged and weathered, as if the spirit is one of the oldest of its kind.
    Bregthar is often seen closely working together with Kulthark, the two being very alike in demeanor and behavior. The lord of Earth is not easily riled up, but if one manages to anger him, they better start running before Bregthar chooses what to do about them. 
    If one were to visit Bregthar, they would find themselves in a massive cave, surrounded by different types of stone and earth, some ores and gems glimmering in the walls. In the middle of the room, a humongous pillar rises to the ceiling where in the face of the spirit seems to be carved.



    Fiarza - Spirit of Air
     

    Spoiler

    The spirit of air, often seen as a beautiful agile orc woman adorned in the vibrant feathers of exotic avians and beasts of the sky. It is said she is able to shapeshift in any animal with the capability to fly. Those that have the honour to observe her often come back bewildered, their hair sticking out on all sides, as if they just walked into a massive gust of wind. Fiarza is often closely working together with Neizdark, the two combined causing massive storms to appear wherever they are, often leaving destruction in their wake. The lady of Wind can be a confused spirit, often hard to talk to because her personality seems to shift, like the wind itself.
    The realm this spirit resides in seems to be a wind-blown mountain top, the constant danger of being blown off ever present to those that dare to climb it. If Fiarza judges the travelers worthy, she will swoop down in a flock of birds, landing in front of the travelers, allowing them to speak to her.



    Kulthark - Spirit of Metal
     

    Spoiler

    The spirit of metal, an ally to blacksmith and warrior alike. This spirit is often depicted as a massive suit of armor able to shapeshift in various forms, animal or humanoid, it does not matter to this spirit what he looks like. 
    This spirit is, just as Bregthar, very calm and steady, giving off an aura of confidence to any who were to look at it. It always seems to be the strongest in its vicinity, and is due to this not easily angered. Similarly, it is quite unyielding in opinion and authority, brushing off most attempts to sway its decisions with cold and unflinching stoicism.
    The followers of Kulthark are often blacksmiths or crafters, though anyone with any relation to metal can worship this spirit.
    This spirit seems to live in an abandoned maze of mining tunnels, he himself often found in one of the larger chambers, surrounded by anvils, forges and piles of lustrous ores. The realm seems to constantly be filled with thick, heavy air, making it hard to breath for those not used to the mines or forges.

     


    Neizdark - Spirit of Storms
     

    Spoiler

    Often seen as a thundering mass of clouds, this spirit is the personification of storms. Due to its area of control, it is often unclear where allegiances lie, and difficult to nail down their gender and appearance from within the swirling tempests and sparks concealing their form. It is however clear to any that spoke to or that heard about them that they are a violent spirit, often seen leaving destruction behind where it rested. 
    It is also a chaotic spirit, often switching between annoyed and aggressive in an instant. It is, just as Fiarza is, a very confused spirit, which is often imprinted on their followers, who, in turn, also sometimes can be spotted just wandering around, their face pulled in confusion and annoyance.
    The realm of the Storm Spirit appears to be an empty plain, covered by a thick mass of low hanging storm clouds. Neizdark will often be hidden within those clouds, swooping down to speak to them were they to choose so.

     


    Skathach - Spirit of Fire

    Spoiler

    A destructive spirit, seen as a massive flaming wolf of vibrant and shifting hues. Cinders trail behind every movement, and the being is in complete control of what surrounding objects are affected by the waves of roaring heat from each ember and flame. This spirit, the embodiment of fire, is, as Akathro, a spirit that can easily switch between helpful and harmful. He is seen as a swift and volatile spirit, just slightly slower than Fiarza or Neizdark.
    If Skathach is angered, his flames rise up, burning more intensely, and wherever he stands burns to a crisp. When this happens, nothing more than ash remains.
    This spirit is very excited, often enthusiastic even to the annoyance of other spirits. This enthusiasm can be turned into energy, life or destruction if channeled correctly, giving the shamans in his service enormous amounts of power.
    The blazing wolf's domain lies in a volcano, surrounded by flames and boiling magma. This hazardous terrain is often threatening to the descendants that visit the spirit of Fire.

    While the elementals conflict with each other, they generally keep to themselves in relation to the more volatile Immortals. Earth will always be earth, but the concept of disease and plague is more pliable.

     

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    THE IMMORTAL SPIRITS

     

     

     


    Akezo - Spirit of Healing, Vitality, and Health
     

    Spoiler

    A beautiful spirit, and exceptionally benevolent towards mortals. The spirit of healing, vitality and general health often appears as a wise young female humanoid or a gleaming sapphire serpent wound around a caduceus, her appearance changing depending on who she faces. Around her, a light blue aura can be constantly seen. The aura appears to be made out of small wisps, constantly moving around her for eternity.This gentle spirit is almost always nice and helpful to those that reach her, most of the time offering help to those that have found her. Her realm looks like a flower field filled with more of the wisps that float around her.
    The main spirit worshiped by healers and other medicinal providers, she is in contrast despised by high goblins as the antithesis of their pantheon. She is a staunch opponent of Kinul and Ogrol, yet has close bonds with Gazigazh and Scorthuz due to her nature in restoring vitality and combatting pestilence.

     


     Amul – Spirit of Wisdom and Foresight 
     

    Spoiler

    The wisest of the spirits, often sought for for his wisdom and guidance. This apelike spirit seems to resemble the large Hou-zi seldom seen roaming the realms. Even though this spirit looks like a warmonger, he is calm and collected, relying more on his brains than on his brawn. It is said that this spirit, even though only rarely seen, is almost always accurate in his foresight and predictions of the future. He is greatly honored and worshiped by Farseers and spiritualists able to obtain visions of possible futures. Amul can almost always be spotted roaming around his eternal library, books going from the floor all the way up to the skies, piles and piles of scrolls and maps spread out over the tables, with smaller monkey like creatures trying to clean up after the spirit. In his wisdom and looking towards the future, Amul frequently conflicts with the spirits representing shortsightedness such as Paxahru and Ikuras, though it is rumoured his interactions with Ixli are more complicated.

     


    Ankrus - Spirit of the Seas, Marine life, and Seafaring
     

    Spoiler

    This spirit is sometimes confused with Akathro due to both being a spirit resembling a fish and woman. But don’t be fooled, the spirit of the sea and all that lives on it is more ruthless than the Spirit of Water, wielding a trident along with her immeasurable power over all that roams the oceans. It is said that if sailors pray to Ankrus, she will bless their ship, keeping it safe from even Neizdark herself. But if one disobeys the Spirit of the Sea, she will not hesitate to bring their ship down using her weapons or creatures.
    If one were to visit Ankrus, they would find themselves down on the seafloor, at first struggling to breath, but eventually finding they are able to take in the salty waters without issue. The lady herself is almost always accompanied by elegant creatures rarely seen in the Realms of Descendants. The spirit of the Seas interacts frequently with Freygoth and Ghorza due to the nature of conflicts between sea, land, and travel between each.


    Anyhuluz - Spirit of Destruction, Malicious Intent, and Internal Strife
     

    Spoiler

    A treacherous entity, the spirit of Destruction, malicious intent and internal strife is hazardous to even approach. Taking the guise of an honorless Bandit, the wounded, battered and bruised descendant form skulks about with their weapon at the ready at all times. If one were to come close to the spirit's looming shadows, they would feel an intense desire for traitorous or malicious actions growing rapidly overwhelming within their psyche. Some would even feel the urge to destroy the first thing they see when or if they come out of the vision. Past groups of descendants that are unprepared for such influence have quickly started arguing until their lack of cohesion comes to blows both in and outside of the Spirit Realm.
    The realm this dangerous spirit of destruction can be found in smolders with fluttering embers and ash: A war torn battlefield, everything flattened and destroyed.  All those that once seemed to fight their battles here have perished a gruesome death, either by enemies or allies; A dangerous area to traverse with all the sharp blades lying around. Of even greater danger are the multitude of lesser spirits locked in eternal grudges between eachother, who will manipulate visitors for their own ends given any chance. Rare archives from ancient shamans have even described such beings wearing the appearance of others in the group as disguises in attempts to breed distrust and strife within the expedition.

     


    Arwa- Spirit of Fertility, Farming, and Harvest 

     

    Spoiler

    A decent but plump, maybe even pregnant looking female spirit made out of hay, but very humanoid like, often seen carrying a basket with fruits and vegetables. She carries herself with pride, but her face is nice and caring. If one approaches her with respect, she might give advice or fruits. Blessings of Arwa are more common than most others, especially in groups of farmers and those that work with the fruits of the land, halflings in particular.
    The realm of the Lady of Fertility appears often as a massive field full of growing flowers and plants. There are paths all throughout this maze of large fields of corn and grains. Small mice and birds live throughout the realm, the realm itself bustling with life.



     

    Aztran - Spirit of the Sun, Stars, and the Ethereal 
     

    Spoiler

    Appearing as a sinuous reptilian figure, this brightly lit wingless dragon snake flies throughout the skies of its realm.  The spirit of the Sun, Stars, and the Ethereal is a calm but active dragon, using its snakelike body to glide through the skies with incredible ease, leaving a trail of stars wherever he goes.
    The Spirit of the Sun seems to permanently have a bright white-yellow glow around him, radiating heat and light onto those near and around him. He is a wise spirit, old and weathered, but still strong enough to put up a fight if needed.
    Being the elder brother of Luara, this spirit is often seen together with the Wolf of the moon. They have a great relationship possibly due to their close circles of influence.
    The realm of the sun appears to be on a lone mountain top, surrounded by the speckled darkness of endless space. Stars and suns are speckled through the realm, giving off a dim glow above the mountain peak.

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    Betharuz -Spirit of Alcohol, Cactus Green and Celebration

     

    Spoiler

    A jovial spirit, always in for a party or drink, this spirit is the spiritual and physical representation of celebrations and all that go along with it. The form this spirit often presents itself in is a young, fairly heavy Orc, almost always having a smoking pipe in one, and a large bottle in the other hand.
    If one were to speak to this spirit, it is said it is almost always happy, often trailing off from the topic at hand. It is also said that this spirit will try to get those before it dragged into a party of their design, not letting those attending leave until they themselves are done.
    Being the brother of Theruz, one would assume this spirit is as calm and wise as Theruz is, but Betharuz is quite the opposite, being enthusiastic and brash.
    The realm of the Spirit of Celebration seems to be a massive tavern, a constant jabbering of endless voices coming from around you, not loud enough to make out any real words, but not quiet enough to ignore, unless the spirit decides to speak.

     

    Brimztra - 
    Kor'garr knows nothing of this Spirit, aside from their name.

     

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    Dazkur - Spirit of Protection and Loyalty
     

    Spoiler

    One of the most worshiped spirits by members of the Krug-hai, Dazkur embodies safety, protection and loyalty. This spirit often appears as a glowing, winged humanoid wearing a combination of Bronze, Aurum and ivory. Instead of a more offensive weapon, he wields nothing more than a massive bulwark tower shield of the same materials in their hands. A constant aura of soft golden light seemingly radiates from his form, giving all those who are innocent within its radius a feeling of safety. Those with malicious intentions, however, feel oppressed and stung by the gleaming aura. This spirit is a direct opposite to many others, most often opposing Enrohk, Anyhuluz and Rolfizh for dominance, safety and peace against war and destruction. Dazkur is a calm yet rigid and “proper” spirit, very pleasant to talk to unless it senses deception, dishonesty or aggression. Were this the case, the spirit would raise their shield, this being a first and last warning.

    The realm of the Spirit of Protection, seemingly a simple stone hill, appears quite mundane for an ethereal domain… but if one were to try and rush onto it, they would find it heavily protected with all manner of defenses and barriers, a near impenetrable fortress incredibly difficult to assault effectively. The sign of Dazkur is commonly etched into or painted upon shields and armor by blacksmiths and soldiers, both as worship and to seek the blessing of the Winged Guardian in battle. Shrines of Dazkur are commonly covered in various written oaths of fealty or service as a form of worship, especially by Keshigs, honored bodyguards of the Rex. These are often accompanied by the sign of Kezt, as the spirit of honor and bravery and the Winged Guardian are said to be brothers.

     

     

    Drelthok - Spirit of Sleeping and Dreams
     

    Spoiler

     Taking the form of a massive and hibernating northern bear, Drelthok exists in a state of perpetual slumber. Much is required to grab the Spirit's attention… unless you too lie down, even within the spirit realm, and join him within his half made lucid dreamscape. While lethargic in nature, Drelthok understands many subtle and deeper truths that, while not secret, are normally overlooked in the waking world. With adequate patience and respect given he could be convinced to share his insight, and commonly does so within the minds of slumbering far seers and visionaries, providing the kernels of truth in otherwise nonsensical fantasies.
    The realm of Drelthok is simultaneously wondrous and mundane, the blank dimness of his rock upon a slow moving river at night overlapping with vivid fragments of imagination and the illusions of lucid dreams. Shamans and guests visiting often struggle to discern the blurred line between hazy figments of the mind and actual manifested dangers within the amorphous dreamscape. Those who commonly seek visions and greater understanding of ideas they struggle with give regular worship to Drelthok… and the parents of young kubs, pleading for some measure of respite and rest, often join them. The taking of mind altering substances at a Shrine of Drelthok before entering slumber is a routine method of worship.

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    Eathruz - Spirit of Dawn and Dusk
     

    Spoiler

    Closely tied to a whole array of other Spirits, the Spirit of Dawn and Dusk is one well known to work together with others. This spirit prefers to appear in either a female form, but is also reported to be able to transform into a Fury Red Hawk. The female form of this spirit often wears deep crimson and velvet clothes, a red mist constantly swirling around her feet and some sort of deep red halo, with different coloured orange streaks throughout it. Eathruz is a gentle spirit, mostly quiet, and almost never angry nor confused, unless both Aztran and Luara are both in the same domain at the same time, causing an eclipse to happen. As this happens, those near Eathruz will feel a sudden feeling of confusion wash over them. They could also see that Eathruz’ aura would begin to mix and clash. The form of the spirit would start to mix as well, Hawklike features appearing on the female body of the Spirit.
    The realm of Eathruz is a beautiful one, located on a mountain top, a massive throne is placed in the north, making it possible to easily see both dawn and dusk from it. On both the east and the west side of the mountain, two pillars arise, from between which the Sun will rise or set.

     


    Enrohk - Spirit of Bloodlust, Savagery, and War
     

    Spoiler

    Appearing as a blood drenched and berserking female orc, The Mother of War Enrohk is both admired and dreaded by the children of Krug. Every step she takes leaves a trail of bloodied prints. Her mere presence, preceded with the coppery Fog of Wagh, intensifies the already volatile curse of Bloodlust placed upon them by Iblees, and can even bring out such feelings in others who make contact with her. Wild, ferocious, and wrathful, Enrohk is incredibly difficult to converse with, much less dissuade. Nevertheless, with appropriate showings of worship keeping her attention for a time is possible. When this happens she reveals herself, loyal and caring with mother’s love for her followers.
    As the opposing counterpart of Vulka the two interact frequently, and her workings with Gazigazh upon guiding the ending of mortal life through bloodshed and intense emotion makes the Blood Queen one of her rare partners… or at least a domain she won't immediately seek conflict with. Her absolute loathing of Isuz is also well known.
    Enrohk’s realm is a bloody one, very akin to that of Anyhuluz in look and feel, though the bodies spread around Enrohk’s realm are much more heavily wounded
    Entire limbs are found missing, each kill seemingly made with unneeded brutality and savagery. In the middle of this battlefield the berserking Lady of Bloodlust can be seen swinging her gigantic cleaver of a battle axe.

     


    Etna - Spirit of Melancholy and Depression. 
     

    Spoiler

    The Spirit of Depression often appears as a black fog in the form of a crying woman. This spirit is considered  taboo, due to her effects on those that summon her, and her domain of control. The black mist, even though it creates the body and face of the aforementioned woman, will often shift and turn, giving it an ever moving appearance. If one were to get close to this spirit, they would feel their happiness drain away, their feelings hurt and their hope lost. Some will start crying, some will try to run away, scrambling to do so, but feeling as if it has no use, giving up quickly. Even semi-intelligent creatures are affected greatly by the presence of the aura of depression hanging around the spirit.
    Those who worship Etna are often seen with red eyes, as if they cried recently. They’re often moody, and decline company, no matter who it is. It is said that those who follow Etna eventually lose all their emotions. They listen, just like their Patron Spirit, calm, and always expecting the worst from everything and everyone.
    The Spirit of Melancholy is a stark contrast and rival to Betharuz, who is famous for his happiness and optimism. The realm of this spirit is also the complete opposite to that of Betharuz, the realm looking like a funeral, spectral versions of weeping Orcish looking folks gathered around the Spirit as if they were at its funeral.

     

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    Freygoth – Spirit of the wild, animal instinct, and Flora/Land Fauna
     

    Spoiler

    The mighty Spirit of the Wilds, one with many sides, allies and even more enemies. It is said that Freygoth can appear as a gentle motherly figure made of flora, tangled vines acting as hair and constant blooms of verdant life sprouting from pale green skin. Others say the Spirit of Nature is a harsh, warmongering Spirit of savage fangs and claws hellbent on expanding her lands, fighting the industries of Gentharuz, Trokorl and Azog. Others again view her as a slaver, someone always staying in control of the many Lesser Immortal Spirits under her command, with Laklul, Jezdurka and Zagbal being some of the more outspoken “slaves” kept under her thumb. 
    Her most bitter rivalry would be with either Votar or Skathach however. Both with more than valid reason, seeing the domains she reigns over. Her hatred for Votar roots back to their first Spirit war, wherein one of the Wolves of Votar, the Spirit of the Hunt killed one of the Wild Queen’s sacred Elks. This catapulted a series of events between those who worshiped Freygoth and Votar, something that is to this day not fully recovered. The rivalry with Skathach stems from a similar conflict, in which followers of the Flaming Wolf burned down a large piece of forest, killing every creature that lived within and destroying all its plant life for decennia to follow.

    The realm of Freygoth is split into several parts, habitats for all land animals and places for every plant to grow as they wish and want. In it, one can find more often than not the lesser spirits under Freygoth, the Lady of Nature rarely showing herself to those visiting her realm.The lady of the Wild is a dangerous one, though also one who is famed for her motherly behavior to those that need it. Worshiping Freygoth is done rarely, yet can be done in many ways. From simply keeping a small plant or garden at one's home to keeping Nature and its animals.
    The Druidic Aspects, especially the Mother of the Aspects and the Lady of the Wild are often seen by Druii as one and the same, or at least working closely together. For this reason, those that worship Freygoth will often be viewed as the closest thing to a Shamanic Druid that exists, and many altercations have arisen from such blasphemous claims by non-spiritialists. Besides being compared to the Aspects, the Lady of the Wild is also associated with Anbella, the goddess of Nature of the Dwarven Mythos known as the Brathmordakin.

     

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    Gazigash - Spirit of Blood, Bones, and Flesh
     

    Spoiler

    Gazigazh, also known as the Blood Mother,  is a large descendant woman formed from blood and wearing bone jewelry. The coppery scent of mortal vitality billows from her ever swirling form, seated upon her throne of living flesh. Her voice echoes with the heartbeats of every living being, and wherever she has presence the bodies of living beings feel enriched.  Despite the ominous appearance Gazigazh is both savage and vivacious, yet also somber and dignified, her demeanor in flux just like the ever changing bodies of mortals. Gruesome and unsettling as it is, the Realm of Gazigazh is shaped almost entirely from living matter in varying states of health, resembling the inside of some enormous creature. Lighting pulses in time with the rushing of vital rivers, the drum of heartbeats, and the tremor of sculpted muscle. 
    Gazigazh is praised as a part of the Raguk and High Goblin pantheons, but sees regular worship from the vast majority of spiritualists due to her involvement in matters of mortal liveliness. Interactions with the Blood Mother almost always require sacrifice of some kind, as blood must flow and the flesh must always be nourished. War, Slaughter, Healing, it matters not. Strangely, Despite frequent worship Gazigazh does not have many favorable connections in the spirit realm, especially after her defeat against Leyd. She is joined in a "union" with the spirit Kinul, their concepts connecting to illustrate the frailty and vulnerability of mortal bodies to filth and disease such that various lesser spirits related to both have been discovered after the mentioned Spirit War.

     

     

    Gentharuz - Spirit of Smithing, Smelting, Industry and Forging
     

    Spoiler

    The Spirit of the Forge, one of the most worshiped Spirits around, and also one of the Spirits most commonly represented in other cultures. This is because Gentharuz stands for everything that has to do with the crafting of weapons and tools, the usage of steel and work in general. One of the names given to Gentharuz by the Dwarves is Yemeker, whom they worship extensively as their highest god. They however don’t know that, according to our own Shamanic research, they simply worship a Spirit. 
    The Spirit of the Forge appears as a massive cloud of Cosmic energy, hammering away at a colossal Void Anvil. It is said that the scraps falling from his Anvil are the metals we find in our realms, including but not limited to Lunarite, Azhl and Carbarium, which are seen as the rarest and most useful materials one can use during their work. His influence however is not limited to just smithing, since his sphere of influence includes all kinds of Industry.
    Gentharuz is generally a focused and methodical Spirit, just wanting to expand his industrial empires, yet frequently clashes with Freygoth over the razing of forests and wild places for raw materials. Those that follow him often tend to be the greatest workers, blacksmiths and jewelers throughout the Realms, only being overshadowed by their equals and the Spirits themselves. Of  special note are the blacksmiths of clans Azog and Raguk, who for generations have been blessed in expertise by the great metalworker.
    If one were to travel seeking the Spirit of Industry, they would be greeted by huge workplaces seemingly made from cosmic stardust and lunarite, workplaces ranging from the simplest foundry to the most intricate mining rigs and sawmills. Throughout the area, all kinds of descendant forms practice their craft, along with massive metallic constructs made of moving metallic parts which power every machine imaginable.

     


    Ghorza - Spirit of Travel, Movement, and Fortune of all kinds
     

    Spoiler

    An extremely quick spirit, always busy and hard to pin down. The Spirit of Travel is one worshiped and respected by anyone who travels the roads. It is said that this spirit likes visitors, especially the kind that accidentally ends up at his doorstep instead of those they intend.
    This spirit enjoys company, and is nice and helpful to those that enter his domain… When in a good mood. After all, fortune can be both good and ill.
    The Spirit of Movement’s domain is a curious one, eternally shifting from biome to biome, never being the same for longer than fifteen minutes. Those that enter his realm will find themselves along a road, a large wagon approaching, pulled by four majestic winged horses, their manes and feathers slightly fluttering in the wind as muscles tense and move beneath resplendent hide. The operator of this carriage will often be the joyful spirit himself, stopping for those that enter his realm if he wishes to do so, often greeting them from afar and potentially letting them step into his carriage, allowing them to ride with them as his guests.
    Those that worship the Spirit of Travel are often simply wandering about for the sake of it, looking for the Fortune their Patron promises, or simply to gather information about a region. Their minds can never rest, as their desire to travel slowly takes over their mind. If they stay in the same place for extended periods of time, they would start to pace, a longing feeling of desire for travel growing until they go insane due to it.
    One of the greatest rivals of Ghorza has to be Glutros, who tries to steal or otherwise interfere with the Fortune of Ghorza.

     


    Glutros - Spirit of Greed, Gluttony, and Excess
     

    Spoiler

    An obsessive spirit often called the Great Devourer, one constantly trying to gain more and more wealth. This spirit often resembles a rather large Dwarven male, covered in what seem to be expensive furs and gems, or a ravenous Olog constantly feasting on indulgent buffets with an insatiable hunger. The pompous behavior of this Spirit can often lead to conflict or war with other spirits. His greed is a larger problem for the other Spirits, for he seems to always try to expand his empires into the Domains of the other Spirits, most commonly trying to obtain the Fortunes of Ghorza, or the forbidden Knowledge of Ixli. This has caused numerous conflicts between those spirits, leading to Ghorza and Ixli joining forces against Glutros numerous times.
    This spirit is one not fond of visitors, resulting in visitors often being driven out without even seeing the Greater Immortal Spirit, or only speaking with him for a short while. It is said that those that speak to him sometimes get irritated by his pompous way of speaking and acting, so much so they try to attack the Immortal Spirit, leading to their own downfall.
    The realm of Glutros seems to be located in some type of Vault, surrounded with long tables of food, enormous piles of gold and jewels of all makes, pelts of every animal, and even what seem to be lost relics, though if one were to get close, they would vanish and appear elsewhere in the room. The light of the room is dim, but all the gold and gems reflect the candles in such a way that the entire room seems to be bathing in light, with most of the light focussing itself around the Spirit.

     

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    Ikuras - Spirit of Fear and Insanity
     

    Spoiler

    A powerful and dangerous Spirit, one not too often called upon by Farseers, but more by Witchdocters, hellbound on cursing their target with paranoia and fits of insanity. Ikuras is said to appear as a black Void, tendrils appearing from all over it, reaching for everything near it. This Spirit of Fear likes to work using the unknown, hiding in darkness and striking out of nowhere, striking fear in the hearts of everyone near it. This spirit has even developed a special technique to inflict even more fear upon its prey, pretending to be one of the Daemon instead of a Spirit, it can affect even the non Spirit believers.
    This spirit likes to work together with Enrohk, simply for the reason that bloodlust and insanity often coincide, and so that they can inflict the most possible harm to their opponents. This spirit will however often be seen fighting Theruz, and infiltrating the creations of Drelthok. He corrupts the dreams created by this Spirit, twisting them to make them awful, sweat inducing and twists them into the fuel of, or well, actual nightmares.
    The realm of this spirit looks like an exhibition, a museum of the most evil and insane things one can ever imagine. Walking through it without looking at the evil creations of the Insane Spirit is the only way one can survive the realm without losing their mind. The spirit itself hides, only its voice, rasping and scarred, soft yet piercing echoing through what seems to be an endless maze of chambers, hallways and displays.
    Luckily there are few that worship this Spirit, most preferring to avoid it at all costs. This is for the better, since those that follow Ikuras for too long lose their mind, their ability to think and observe logically, and fall into insanity, just as their patron.

     


    Isuz - Spirit of Love, Caring, and Tranquility
     

    Spoiler

    An angelic figure garbed in white robes and flaring brilliant argent wings, the spirit of Love and Tranquility is one not often mentioned in Orcish culture. Their mere presence is able to sooth long held angers and resentments, though the Ibleesian curse of Bloodlust is unfortunately incurable even with such a power. A warm and kindly voice, recognizable to listeners as their closest loved one, echoes with every word they speak.

    Isuz is the most serene and pacifistic of spirits, to the point attempts of violence are resolved with a swift ejection from their realm. Small cherubs and twinkling forms of light act as lessers in the paradise-like gardens, able to resonate with visitors' emotions in attempts to evoke feelings of love and care.

    Isuz has no true enemies aside from their antithesis Kesaroth in the Spirit Realm, at least not from their own aggressions. Instead, any spite from the ilk of Enrohk or Rolfizh is one sided.


    Ixli - Spirit of Forbidden Knowledge, Truth, and Judgement

    [The entry below is scorched  and completely illegible]

     

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    Jevex - Spirit of Order, Hard Work, and Self-Sacrifice
     

    Spoiler

    The spirit of Order, Hard Work and Self-Sacrifice appears to be a humanoid figure, but completely out of metal. It seems to run on their power, spinning the cogs and rotating shafts to move. This spirit is often seen closely working together with Gentharuz in their forge.
    This spirit is worshiped by almost everyone that does any kind of work, but is most commonly worshiped by leadership figures, or those that need to keep the order. This can be a military leader who needs to keep a group of new recruits from falling out of line, or a simple city governor that hopes to keep the peace for as long as possible. 
    In the end, it is the truth that everybody does their best, and most of them work hard for that which they hope to achieve. Those that work the hardest, that sacrifice the most for their goals are raised to the highest degree in society. Jevex, due to this, is of course praised among the highest of spirits by Rukas and other craftsmen of the Horde.

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    Kesaroth - Spirit of Envy, Hatred and Jealousy
     

    Spoiler

    Rarely mentioned in the day-to-day life of Spiritualists, Kesaroth represents some of the darkest emotions within the hearts of Descendants. A metallic bull wrought from gleaming Aurum, vengeful eyes blaze with the spark of redstone crystals and spite. Those who dare to visit enter a macabre museum of priceless artifacts mingling with depictions of violence against enemies they know from mortal life… Yet it is a Temptation for the foolish to stay, indulge themselves, yet forever seek more. Fabled relics are vengeful and hostile lessers, paintings and scenes illusions made to ensnare the ill-tempered. At the center of it all, upon the tallest pedestal,  gloats the Major Spirit itself. Unchangingly abrasive, Kesaroth is quick to fury and easy to insult with the slightest of mistakes. Take care not to bring anything treasured or irreplaceable with you, as it might make you a target of its ire.
    The Golden Idol has an erratic relationship with Glutroz, as both seek the spoils of the other even as they work in tandem. Isuz and Dazkur are typically anathema to Kesaroth’s realm.

     


    Kezt - Spirit of Honour and Bravery
     

    Spoiler

    The Blessed Hoplite, Kezt, is a spirit universally respected by Krug’s people. Taking the form of a battle hardened hoplite, with scars crossing his body and a cruel spear, his mere image speaks of the greatest achievements and victories in Descendant history. Features shifting to match those of long passed heroes grin sternly, and resplendent footsoldier's armor of gleaming silver shimmers with light such that anyone bathed in his aura feels humbled and inspired. Emblazoned upon the large aspis in his offhand is the symbol of Krug, a Skaddernak, as he was the most Honourable being to walk the mortal plane. Lesser spirits of armor clad forms wander through a maze of temples, amphitheaters, and viewing galleries, paintings of famed actions and exceptional leaders throughout history on display in eternal record within the halls of valor. Before the most decorated and awe-inspiring events stands Kezt, though only those deemed worthy may even enter such a room.
    The Hoplite himself is both hospitable yet judgemental, interacting with visitors based on their merits and conduct both in his Realm and in their mortal life. With his rigid demeanor, perceived slights or cowardice can infuriate Kezt to the point of removing the offending individual from his presence completely. It is strange to find an Orc that does not support Kezt at least in passing, and prospective warriors frequently worship him in hopes their visage and accomplishments might be displayed within his realm. Of course, Kezt has many foes within the spirit realm amongst the darker and more savage immortals, most notably a fierce rivalry with Enrohk: Bloodlust and Bravery clash within the very soul of every orc ever since the Four Brothers fought against Iblees.

     


    Kinul - Spirit of Disease, Pestilence, and Failure
     

    Spoiler

    Kinul, the greater immortal spirit of disease and failure, appears as a sick man with gray and cracked skin. His fingers, hands, arms, feet, legs and other body parts (At the shaman’s will) are in a never ending cycle of turning sick, falling off his body and then growing back. His realm is as sick as he is: dead plants, mud or black desert, toxic fumes and smog. When moving through Kinul’s realm, the traveler might encounter some of his lessers. These lesser immortals take the form of animals, deformed by Kinul’s power, sometimes with more eyes, ears, arms and other kind of limbs. They act as guardians of the realm of disease and failure, particularly good at smelling the influence of the void, or other magic non-affiliated with the spirits. Kinul has a particular dislike for spirits like Freygoth or Scorthuz, viewing their followers as insects awaiting to be crushed by he or his champions. He wishes for followers to extend his cursed grasp upon the mortal realm as much as they can; as such offering to turn a forest into diseased land is an easy way to get a pact with the Greater of Disease's subordinates.



    Kor - Spirit of the Dead, Gatekeeper to the Stargush.
     

    Spoiler

    Kor, one of the oldest of the Immortal Spirits. Lord of the Gundar Broshan, where the spirit realm touches the soul stream. Kor commonly appears as a jawless skeleton in dark robes, or a skeleton with coverings over half of its head. Exposing only a toothy smile. What mortal descendant his takes form after is never known  Unlike many spiritual realms, Kor fiercely guards entry to Gundar Broshan, which leads to the Ancestral Realm, Stargush'stroh. Entry is granted only by those that make a pact with this Lord of the Dead or his lessers, become a Lutaumancer, or those that accompany the pacted. Because of his unique duties and station within the Ancestral Realm, the personal conceptual realm of the dead is inaccessible.

    Kor’s demeanor changes and varies as time shifts. This spirit bears the full ability to understand, correlate, and convey mortal emotion and concepts, For Kor acts as the final judge for souls in Stargush. Noted in many visits, Kor appears to have a warped sense of humor, enjoying mocking most mortals that seek an audience with him. Exceedingly rare are those whose honor and accomplishments in life hold enough weight for the Keeper of the Dead to give any semblance of respect! Though attentive at first, he is known for being quick to lose patience, and often will simply leave in the middle of conversation to roam Gundar Broshan and find another soul to judge. This spirit weighs the soul in scales only it can set or understand, and despite many ages of study no shaman has truly determined what qualities are weighed for or against the soul. Implored beneath Kor are the countless Matumdag, lesser spirits which aid the Lord of the Dead in the endless sea of souls that await final judgment. These umbral shades and translucent wraiths drag countles lists and scrolls of parchment wherever they go, records of those that approach the gate and of Kor's Judgements.

     


    Kotrestruu - Spirit of Memory and the Recording of Knowledge
     

    Spoiler

    The Recordkeeper is not worshiped often, yet one trusted by Spiritualists and Scribes the world over. Draped in flowing librarian garb, scrolls of parchment and litany flutter after each movement: an aged, weathered Descendant man with glimmering eyes of luminescent blue hues. Upon the elder's hip lies a large canister of copper- a vessel used to contain stolen memories or mortal beings who have offended the spirit of Memory. Within the halls of the endless library are tomes with names- books representing the life memories of every being who has worshiped the Spirits, only readable by the owner of said mind or the Greater himself. Weathered and damaged books depict less accurate minds, ones growing clouded with age or illness. These are tended to by shimmering, ethereal shades covered in stamps of wax and strips of parchment, lessers of the realm. Those who wander for too long might forget ever increasing tidbits of information, from miscellaneous trivia to the reasons why they have ventured to such a realm in the first place.

    The Recordkeeper himself is stubborn and quick to correct others, especially visitors with issues recollecting past events. Despite this, curiosity and interest in the thoughts of Spiritualists can allow for some manner of conversation. Kotrestruu commonly works well with the domains of Amul and Theruz, yet vehemently opposes Rolfizh and Shezept for their work to obscure history through subterfuge. Scribes and historians of the Horde commonly praise Kotrestruu through consistent journaling, eventually storing said archives within a shrine in reference to his realm.

     

     

    Krathol - Spirit of Pain, Suffering and Starvation
     

    Spoiler

    Only worshiped by the most vicious and cruel of Spiritualists, Krathol's name rarely appears in casual conversation. This spirit typically takes the form of a macabre, half-ravaged corpse, either humanoid or a massive carrion bird. Damaged ligaments and putrid blood drip freely from the ghastly visage as it tears into a pile of suffering bodies upon a war torn battlefield. Sadistic to a fault, any and all interactions with this spirit will involve misery and pain. Approval and disapproval are irrelevant to the Scavenger of Agony. 
    Krathol typically cooperates with the darker spirits such as Kinul, Rolfish, and Ogrol, and loathes the Sapphire Serpent Akezo as its antithesis. The few followers of Krathol typically mutilate and torture sacrifices or even themselves to praise the dark spirit. This can include fasting for days or even weeks in front of a shrine, and these worshipers staunchly refuse medicines such as frost vine or blissfoil.

     

     

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    Leyd - Spirit of Dominance and Physical Strength

    Spoiler

    Many of Krug's people believe in physical strength as the pinnacle of power and honor. Similarly, the muscle bound and skinless figure of Leyd conveys power and brutality. Ripples of corded sinew and flesh are plainly visible through the spirits' scorched and charred surface, pitch black eyes staring at those with the folly to challenge him. To the spirit of Dominance, strength is everything. Words ring hollow without brute force to back them, and as such he is incredibly confrontational.

    Crude iron weights and blood stained bandages litter the savage arena sands that make up Leyd's realm, various lessers endlessly clashing for dominance as gladiator and a source of Amusement. Those who win gain power and recognition, while failures are discarded or devoured.
    Leyd has recently taken victory over Gazigash in a Spirit Wagh, and commonly butts heads with Isuz. Aside from those two, the spirit tends to interact with others only as an aggressor. Those who worship him typically defeat others in physical conflict and present trophies to his shrine, or mark their faces in soot before battle as crude warpaint.

     


    Luara - Spirit of the Moon

    Spoiler

    Luara, Greater Immortal Spirit of the moon. Unknown to mortals, as the offspring of the Elemental Spirit of Time. Luara is one of the older Immortal Spirits. Formed as the moon passed over the mortal world. In times of yore she manifested in the form of an ivory wolf. To the Mali'ker of the modern age her realm, herself, and spirits within it take a far more euclidean appearance. With Luara herself appearing as a motherly figure of ethereal energy. This spirit is known to the Mali'ker as Mother Moon. This is due to an ancient pact between Luara and the daughter of Malin named Velulaei. Who gifted the ancient Maehr, the first dark elves their hue, and freedom from an ancient curse that drove them to insanity. They were born again, and given Ashen forms and eyes to reflect the siblings of Luara. It is no secret that the Mali'ker serve as gifts to another spirit. Kor. Who Luara and its own affections border that of mortal fellowship. Luara herself is a serene spirit, unless provoked. Her lesser spirits of the each phase of the moon embody concepts of the sea and self improvement

     

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    Ogrol - Spirit of Despair, Sapped Strength, and Entrapment


    This being is not one to be mentioned in Honorable conversation. Kor'garr will not dwell upon them.

     

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    Paxahru - Spirit of Arrogance and Stupidity

    Spoiler

    The Laughing Fool is a spirit most commonly mentioned to insult other descendants rather than any intention of worship. A harsh, energetic goblin wrapped in crude Jester's garb cackles,  metallic bells jingling with every movement and twitch. Maddened  polychromatic eyes twitch and gleam as the spirits irises slowly shift hues in a variety of colors above an eerily wide grin. Paxahru constantly exudes an aura inspiring malicious redundancy and overconfidence in the middle of his circus as lessers in the form of Ologs perform for his sadistic amusement. The spirit itself is chaotic, lacking logic and intelligence despite the constant bragging and gloating make communications… abrasive, to say the least.
    Ologs are commonly used to worship the Laughing Fool, common belief being the strongest bloodlines of ancient Olog-hai were cursed personally by the greater for impudence and disrespect once given to Paxahru many ages ago. Shrines to this being are littered with scribbled offerings of exaggerated accomplishments and the lobotomized heads of sacrifices.

     

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    Ramakhet - Spirit of the Desert, Barren Lands, and Sand. 

    Spoiler

    A mysterious spirit rarely seen and mostly represented by his name, Ramakhet has only recently entered the notice of the spiritual community due to the Iron Ugz's return to the desert with San'Briu. Ruling over a realm with gusts of grit imbued wind, endless bleached dunes scorching with heat from the midday sun, crumbling bones and ruins half submerged by yellow grains… Ancient Orc prophecy claims this spirit is destined to scour the world of all life at the end of time. So far only lessers of this being have shown themselves to Shamans.

    Ramakhet's affiliations with other spirits are mostly unknown, except for an animosity towards Freygoth and that Nature spirit's obsession with forests.

    Iilzhonals occasionally worship this spirit in tandem with their blessing of their Yellow and Red sands used during ritual and the reading of futures.

     

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    Shezept - Spirit of Revenge, Plots, and Stealth


    This being is not one to be mentioned in Honorable conversation. Kor'garr will not dwell upon them.

     


    Scorthuz - Spirit of Cleansing, Purity and Purging

     

    Spoiler

    A shimmering, amorphous mass of waves and scalding water, Scorthuz is known for taking a variety of forms. Its voice burbles and hisses with steam, yet rings with the clarity of gleaming chimes. Hovering between pools of clear water and gleaming crystal, the bright surroundings of the Purifiers realm bathes in light. The cleansing waters of Scorthuz are often referenced by Burz-Hunters and Lads of Sulianopoli, and for good reason: Its influence is called upon to annihilate voidal or Burzholm influence discovered by the Horde.

    Scorthuz is incredibly intolerant of altered or tainted souls within its presence, either removing the affliction or its bearer from the Spirit Realm almost immediately upon entrance. A similarly fervent and unforgiving personality meets any that fail to adhere to the Purifiers standards. As mentioned by a member of the Lads of Sulianopoli, "Scorthuz takes on an active role in reality. Being the source of many of our understandings and beliefs, seeking for prophets to make purity manifest."

     

    UyeZjyAdQe3kntPKLoSh6eejIohJXGbazXEZkYO_MAHQj3flI-xcoUEc7pbW2YXcguA-1hllygya6YSoMgezOZJCQvcNpTz7Bayi5RxictODoxB9DYjmsZqhVISjJkjYow46CxxXtTOzSpqy26xV37A


    Theruz - Spirit of Intelligence and Learning 


    A bright mind balances a resilient body, and Theruz's domain encompasses the strength of wit and intellect soundly. Unfortunately, little is known about this spirit as few have taken the chance to visit their domain. The existence of a shrine in the Library of Barbog might be an opportunity for seekers of knowledge to learn more about this elusive entity.

     


    Trokorl - Spirit of Engineering, Machinery and Construction


    One of the less prevalent Major spirits, Tromorl is quite the subject of fanaticism for Goblin and Gnomish Tinkerers or workers of Animii and Smoggers. Aside from that, Kor'garr has heard little about this spirit.

     

    UyeZjyAdQe3kntPKLoSh6eejIohJXGbazXEZkYO_MAHQj3flI-xcoUEc7pbW2YXcguA-1hllygya6YSoMgezOZJCQvcNpTz7Bayi5RxictODoxB9DYjmsZqhVISjJkjYow46CxxXtTOzSpqy26xV37A


    Ublulhar - Spirit of Hope and New Beginnings


    Kor'garr knows little about this spirit, strangely enough. Despite this, they are often praised after times of crisis or change, such as our arrival upon the lands of Aevos.

     


    Urin - Spirit of Weather, Seasons, and Climate

    Spoiler

    The Great Raven, The Rainbow Crow.  A trickster with a heart of gold, Said to have once been solely the spirit of winter, Urin stole the seeds of spring from freygoth, and the rays of summer from Aztran, and the death of fall from Kinul, and thus became spirit of all seasons. He usually takes on the form of a large corvid, often with scintillating colors of the rainbow. As a spirit of weather and seasons, he is a spirit of change.
    Unfortunately the Iron’Ugz seldom interacts with this spirit, and many details have been lost to the passing of time.

     

    UyeZjyAdQe3kntPKLoSh6eejIohJXGbazXEZkYO_MAHQj3flI-xcoUEc7pbW2YXcguA-1hllygya6YSoMgezOZJCQvcNpTz7Bayi5RxictODoxB9DYjmsZqhVISjJkjYow46CxxXtTOzSpqy26xV37A


    Veist - Spirit of Illusion, Tricks, and Thievery. 

    Spoiler

    Followers of Veist are seldom recognizable, and worship is similarly secretive. Offerings of heisted coin purses or stolen keepsakes are commonly presented to hidden shrines, while crude mirrors are hung up around treasuries to ward off the malice of Veist. Kor'garr is not one for hiding away with ill gotten goods, and naturally lacks many details of this spirit and their realm.

     


    Velkumezt - Spirit of Cities, Settlements, and The Law
     

    Spoiler

    Lord of Law, The Founder, Anax Apex. Velkumezt appears as a grand wise youthful philosopher, in a male form he is perfectly proportioned, and wears a gallant toga and beard, in female form, carries the scales of justice. Velkumezt carries a great mason's hammer of stone and black ferrum… Wherever it strikes, civilization springs up and flourishes. One example is how a massive blessing from this Spirit created the city of San'Velku upon Almaris for the War Nation of Krugmar.

    The might of Velkumezt is expressed through civilization itself, in every lawful form of it. Barbaric and lawless actions are anathema to Velkumezt, seen in their common tensions with Enrohk, Rolfizh, and Shezept.

     

     


    Votar - Spirit of the Hunt

    Spoiler

    The spirit of the hunt, elusive and primal, often takes the form of a massive cross between a Dire Wolf and Stag, majestic horns branching out above a bloodied canine muzzle. This being treads with the complete silence of an expert predator, bringing an aura of impending conflict and untamed animalistic hunger to conquer prey wherever it appears. Despite this, Votar is also a being of regality and respect that honors the rituals of the hunt.
    Commonly being prayed to by Hunters, trappers, and those who combat wild beasts, Votar is given heavy prevalence in the Lur Clan pantheon. Offering tribute from slain prey and tools of the hunt, especially bloodied arrows, is a well known method of seeking approval before an impending excursion. The Huntsgoth in particular holds great knowledge of rites concerning Votar. Votar, with its long history of significant praise from Krug's children, has a long list of relationships and interactions with fellow Spirits. They are commonly seen working with Freygoth and Ankruz concerning matters of the wil, but hold distaste for the domains of Velkumezt.

     


    Vulka - Spirit of Warfare, Strategy, and Siegecraft


     

    Spoiler

    An armored woman of bronze metal wielding a shield and ornate spear of war. Sharp glowing orbs of blue and a harsh countenance convey sharp wit and brutal pragmatism. Every word spoken in her monotone echo commands rapt attention and discipline from those in her presence. The Great Strategist is accompanied by Animii reconstructions of wise creatures, and a loyal retinue of armored lessers ready to act upon her every strategy: A great siege camp in constant preparation surrounds her command tent as mock battles play out across outlying plains of trampled wheat and outposts. It is said she is Enrohk’s only true rival on the battlefield, as whenever they have met, she has come away on equal ground if not victorious. Trokorl is a close ally of the Great Strategist as they commonly work together to inspire grand masterpieces of machinery designed for warfare.Common worship methods towards Vulka by Strategists and Krug-hai members include offering drafts or blueprints of battle plans, siege weapons, and formations before a battle. 


     

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    Concerning Lesser Spirits

    Kor'garr will add entries explaining the known lessers of  various domains as mi hears of them. Shamans are especially welcome to discuss their experiences with meeting their patrons, and can contact Kor'garr using ag mailbox at the Kaktuz Weekli office within the Library of Barbog in San'Briu.



    OOC: References and sources


     

  10. I support these changes, more interaction and storytelling in opposition to old styles of gatekeeping/hermit style magic is a wonderful improvement for a community that already goes above and beyond to help with the narrative of LotC. Great ideas!



    +1

    9 hours ago, Samler said:

    Got halfway through and I have some questions; Energy based magic (fire evocation being an example), is that only fire evocation or would it also work for air/water/ice/earth/life? 'Obviously' abjuration wouldn't work as per lore. Unless you want it work of course, but then it needs a specific menthion (no need, only asking for clarification)

    And I am confused about the whole flesh golem thing, it states multiple times 'max 2 slots can be spent', but then underneath in Command's redlines, it states 3. Is this a typo or is there something I just understand wrong? :)

    And how would darkening go in regards to CAs with more life force? To use Olog and Azdrazi as examples.

    The way I read it; Necromancer casts darkening, makes a full drain cycle (1 life force point), Olog [3] / Azdrazi [5] is uncouncious and can now be drained extra times untill potential death.

    It makes sense to me that it's how it works on decendents [2], but on the other CAs? I also could be reading that wrong.

    All in all, I have little experience with necromancers and that sort of thing, as an outsider I noticed little changes from what I read, but I will believe you that there were big changes for the invidual players.

    Also makes me wonder about High Elves given the common lore mentions of their having more potent mana pools/genus...

  11. Welcome back friend! Glad to have you joining us, and we all look forward to new adventures on Aevos! Feel free to visit San'Briu sometime, or even make an Orc! =)

     

  12. All I ask is if custom fish are made a la Vortex:

     

    PLEASE DON'T DO THE CUSTOM WEIGHT/size THING, IT JUST CLUTTERS INVENTORIES.

     

    aside from that, I love this idea and would like for region/biome specific fishing to make a return.

  13. I LOVE IT I LOVE IT I LOVE IT 

    Vslabjaychabafzkalsozmfhqnbjabatabjxkwnjz

     

    Ok, seriously: thank you for having this thing be a legitimate danger _and_ a great source of Hunt RP despite the inherent derpiness of a Capybara-Caterpillar. This is the exotic sort of wildlife i love to see in a fantasy world and truly ingeneous. The cooking cauldrons of San'Briu wait to have their fill of this delicacy.

     

    +1

  14. 1 hour ago, satinkira said:


    you were the chosen one..

     

    Don't worry, everything I have said except for my parenthese speech has been satirical/joking in nature.

     

    I am quite lighthearted about this, and everyone deserves the place to RP the character they like. Elves being popular as a community and playerbase should not be punished or gatekept

     ^_^

    23 minutes ago, CorweenieTheJedi said:

    it was simply a joke

     

    I will say however that there should be some discussion had about ork strength. There are more than a few CA races that reference their strength as equal to but not exceeding Ork strength - these are powerful and rare races that a player must jump through a lot of hoops both IRP and OOC to be able to play, yet I can achieve the same strength by simply choosing the green person at character creation.

     

    I think we should either buff CA races, or slightly bring down the strength of ordinary Orks. If we were to implement an Ork CA, it would have the same issues that I illustrated in my earlier post, so I can't truly say I would support it. Orks have a very fascinating culture that is heavily RPed and I would hate to see that strangled by a CA. Also, the instances I've seen where Ork players abuse the Ork strength are far and few between, so it's not like it's an issue that is ruining every day LOTC, but it certainly does happen.

     

    I think we loop back to the same deal that OP brought up with elves - a problem has been brought up, but I don't see any feasible solution, so we just gotta live with it and do what we can to continue telling cool stories.

     

    (Thank you for bringing this up. IMHO I think it would be more enjoyable for everyone if the other Descendant races were given buffs and unique abilities to reach the "level" of orcs in CRP instead of just nerfing things to oblivion that have been the crux of certain playerbases for 10 years.)

  15. 4 hours ago, Islamadon said:

    Dude orcs should have the CA given they look like monsters, have STR buffs and speak blah… Should have Kha treatment!

    Hey everyone who upvoted this:

     

    Why are you mad that Orcs are the only descendant race with a truly unique RP style?

     

    Maybe if you all as a community did more than sip tea or stand around in the forge your races would have cool abilities too. ^_^

     

    ADDENDUM: Ker are spiritualists and are Cool, they don't count as Elves where RP uniqueness is concerned. They were made by Death and the Moon deciding to have kids and then curse said kids as soon as they grew up, pretty darn unique backstory... That being said there are still some pretty big families in Nor'Asath. XD

     

     

  16. 6 minutes ago, Islamadon said:

    Dude orcs should have the CA given they look like monsters, have STR buffs and speak blah… Should have Kha treatment!

    Have you seen Ologs, by any other chance? Thats the CA orc! XD

     

    (Speaking seriously here. None of the 4 main descendant races- or halflings- should require a CA. Ologs are the exception proving the rule because they are such a unique creature with lots of inherent responsibility in terms of piloting well for other people's RP.)

     

    Hell, I would advocate for Elves and dwarves getting abilities similar in power to Orc strength with different niches. Dwarves being impressively durable/stone like skin, or maybe mental resistances? Elves having a magical affinity of some sort would be neat, it's been mentioned HElves already have a more potent Genus/Mana pool...

  17. It's funny I saw Orc Bloodlust Roleplay brought up in a discussion about Elves, but oh well!

     

    Not like we were the _defenders_ for the last two or three attempted warclaims involving the Iron Ugz...

     

    Anyway, please keep arguing and finger pointing about who RPs their race as mary sues the most. I will be back in 5 with more popcorn.

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