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About DivineJustice

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  1. DivineJustice

    OOC Guide: The Clan War of 1682

    this is cool
  2. are orcs alive?

    1. Ougi


      not as much as they were during the summer but theyre still pretty decent rn

    2. NotEvilAtAll


      Same applies to halflings. Also, it looks like the Helves might be making a comeback 

  3. lotc sucks, if you dont like it, just leave.

  4. DivineJustice

    [Denied][I] 6xdestroyer's Game Moderator Application

    6x is actually 14, please don't put him on the team. He tells me middle school is hard and idk if he is powerful enough to GM if i BODY him in mineman clicking. I think that as a responsible player whose been on the server long enough with a better attitude than most of the players deserves GM. +1
  5. DivineJustice


    AXAN CLAN ORIGIN The Axan are a people born out of a nomadic lifestyle and hailing from the TAUSHAUARZ( The Forest of Silence) . One of the earliest grave sites of Krug’s people, the clan adopted these lands in order to protect them, some of the most powerful and ancient of Ancestors dwelling within the earth. Their presence brought forth Lesser spirits and Inferis, and so to dampen their influence, the land is cursed by the witchdoctors of their clan, preventing the corpses from being drawn to life once more, or preyed upon by demons by enwreathing the area in eternal silence. APPEARANCE The Axan despite their quiet and somber personalities, they are hardened by their drive to make orcs honorable. The Axan have managed to survive the Silent Forests all this time as a result of honing their bodies to be fast but tempered, quick, but solid. They are very tall and while not as bulky as other Orcs, they are still quite muscular. Their skin ranges from black to darker shades of blue, and typically wear leather armor in addition to their traditional weapons, polearms. CULTURE A burial ground, made proper by Axans The Axan are upholders of tradition and history, taking up the practices of their ancestors to pass onto the unknowing old and new orcs so that they may follow Krug as truly as possible. In addition to Krug, they believe themselves to be servants of Kor, finding it a primary task to guide those in need of direction whether this be initiates or leaders. This focus on following Krug and Kor makes them the judges and advisors across the entirety of their Orcish brethren. In addition, they observe and create the various holy sites across Atlas and maintain them. As teachers of tradition, the Axan utilize The Ilzpaak (Orcish Zodiac) to help Orcs follow their path in life truthfully and to the best of their abilities. As such, the Axan have conducted trials for each of the two sands and Spirits that one may be birthed under. Any newbloods of Horde are brought to the Axan, whether it be a sole member of the clan or the Warchief. The initiate is educated, in culture, martial aspects, and in the ancestors. Axan’s hold no favor in any of these aspects, and only act as a guide for their kin. Once their initiate fully understands the ways of Krug, they are taken on a pilgrimage to the Thagurz’Grizh To truly become a member of the Horde, the GRISHHÛN, or bloodheart is placed within the initiate's chest through a painful process of incisions and branding. Those not worthy to join such a clan are cast away through this process, purging the ones with weak wills and heart. Often made of gold, it represents being a part of the Horde, and the tribulations one had to overcome. Axan also oversee the passing of other Orcs, for they know when death approaches. Brought to the Thagurz’Grizh one final time they are executed atop its peaks and their GRISHHÛN is burned in the flames it was created in. It is a solemn duty; the Axan perform it well. Any who seek wisdom or knowledge may travel to these lands with the accompaniment of a Axan, for in meditation and offering, one can find the words of their ancestors in these distant, sacred lands. When not on pilgrimages, one would find a Axan recording and archiving history, often recounting tales of famous orcs, discussing their decisions, or providing knowledge to young orcs.
  6. DivineJustice


    In addition to offering sacrifices to the ancestors, the Izig clan offers themselves as the catalyst for a ritual. It is rare to find a Izig with perfect flesh, or their form intact, for their practices rot and tear at their flesh, and their eyes or are organs plucked free to receive enlightenment. RITUALS GRIZH-AKRUM (Blood Wine)- Once a member has become an Izig and overcome their difficult trials, they are brought before the elders and members of their clan. They are tasked with felling a great beast, descendant, or undead. Once completed, the remnants(bone,flesh, or blood), are mixed in a bowl with the blood of their clansmates as well as a mixture of alcohol and pungent cactus green. The concoction is set aflame, and the initiate is baptized in it, washing them of their past history, and bathing them within the collective strength of Izig. HON-THU (The Sight Beyond)-A ritual exclusive to the Izig clan is the sacrificing of one's eye to Ixli. In return, one is granted knowledge, whether it be a moment in the past or future. However, this action does come with a price, in which hallucinations and mania wrack the mind.(PM DIVINE FOR RITUAL) ÛSUM-GRISH (Blood Thought)-A ritual in which the blood is drained from the target till a state of near death, in which they are granted a zen-like state of thought and mind, granting perception beyond the normal state of consciousness. This often brings forth visions of Krathol, or lesser spirits who seek to influence the mortal realm through their worship. (PM DIVINE FOR RITUAL) GHAMP-TÛ (Stone Flesh)-An Izig flays their own flesh and skin, offering the fat and blood from the painful wounds, they begin to harden, and the Izig must subject them to the painful burning of the sun, the scabs become stone-like, marks of an Izig’s pride, as well as one’s devotion toward Agzal the Titan, their father. THROQUM-UKÛ(Eternal Hunger)-In dedication to Agzal the Titan, and to their own will, Izigs often wander the desert for days, weeks, months, and up to years without eating. It is their iron stomachs that strengthen their minds and their bodies, blessed with ability to persist through their own might and their ancestor's blessings.
  7. DivineJustice


    IZIG CLAN The heart of a warrior is unyielding and marred with scars. An Izig prides itself in bearing wounds, as they are lessons and memories, skin marked with pride. ORIGINS The Izig clan was born from adversity and strife. The valley in which they called home was staked with conflict, as the land was rich and ripe with resources. Orcs from all clans and nations sought to sink their tusks into the land, and so bloodshed and war were rampant. The rivers cried orcish blood, and the wildlife was stained in gore and entrails. Those of Azgal the Titan poured forth into the land, seeking to make their mark upon this world, and as they conquered, the valley became theirs. APPEARANCE Izigs vary in size, generally lighter shades of the varying hues of orcs; yellow, gray, light green and so on. They are almost always donned in some form of heavy armor and brandishing their weapons. CULTURE The Izig are a proud people, whose culture is deeply rooted in their history and conquests. An Izig is happy when they sit atop a throne of conquests, and their mantle is lined with the trophies of battles. Izigs are bloodthirsty, though refine and steel themselves by studying the martial arts, and gleaning wisdom from the wars they wage. They are realists and see the world through black and white. Izig’s rarely worship spirits, as they do not seek intercessions from beings beyond, as they lack the mortality to understand the fruits of life. Those that do may revere Krathol, Gazigash, or Lethrothak, seeking to offer these spirits their might in order to surmount them, or to glean insight from their twisted ways. Instead, their faith and beliefs and come from the real and genuine. To an Izig, pain is the truest sensation one can feel. They do not worship it as sadists or masochists, but recognize that suffering and death are a part of life, a coin of fate that affects their favor. Many seek fame and power, becoming pitfighters or generals, seeking to show off their marital prowess. An Izig prides themselves in their history, for it is all that remains when they are dead, and all that will remain for their children to learn from. Izigs hold onto the weapons and trophies of their ancestors, believing them to still hold a part of their ancestors within them. As such, Izigs craft ornate and stylish weapons in hopes to accentuate their personality and legacy. At an early age, Izigs are made strong by trials through combat. As children, they train within the harsh sun, gaining basic martial skill in a variety of weapons until they find one that calls to them. Much like students discover professions, Izigs are taught in basic smithing until they either forge, or are given a weapon they desire, bonding with it for the rest of their lives. Much like a scar holds significance for an Izig, the wounds marked upon a blade or weapon hold the same meaning. Adulthood comes for an Izig when their weapons and flesh are marred with one thousand scars. The Izig then sits before the elders, discussing their tales and conquests of how they received their wounds, in hopes to brag to their chieftains, and show their worth within this world, and within the annals of history. Rather than practicing shamanism, they employ haruspex, seers who study scars and corpses and derive insight from them. Krug speaks through pain, in different body parts. A shooting pain in the leg is an omen for cowardice. A dull ache between the shoulderblades foretells the betrayal of a close friend. After a battle, you can see the orcish haruspices moving through the battlefield, reading the future in spilled claret. They crawl through the grass on all fours, like dogs, their faces pressed to the ground, nostrils flaring. Every scar tells a story, information that can be derived from both the victim , and the one who inflicted it. A warrior who leaves deep cuts seeks to show their pride to the world, and may be cursed with a form of arrogance. An orc marred by infectious wounds may have a deeper strife lying within them, and thus must be let free via bloodletting. A thin wound is a sign of wisdom and intelligence within battle, while large gaping wounds highlight adversity and strength. A haruspex may take anything from an injury, as it varies from battle to battle, and their mind is rich with the scent of blood and entrails. MABAJ BOT ARMAUK I have a world of enemies Molded by the pride and strength of Krug, Izigs sit themselves atop their conquests, smiling over the horizon, seeking the next adversary and opponent.
  8. DivineJustice

    Olog/Troll Amendment

    A CA doesn't do anything when anyone can apply for one. Ologs have no special requirements to make them, and so posting the SHORTEST application on the server won't do anything. Staff, or players just need to be more of aware of meme RP and punish those who act poorly accordingly.
  9. DivineJustice

    Olog/Troll Amendment

    That section of lore was back when the idea of warhammer orcs were beginning to fade from the desires of most orcs, as many pursued the spirits or sought to be taken more seriously. Whoever had agreed upon that and wanted to shrink down orcs and make them slouch wanted to solidify their warhammer basis, when a majority of the community disapproved of it, and was added in without any consultation. It was ignored for good reason, as it didn't make sense to just give orcs slouches.
  10. DivineJustice

    Olog/Troll Amendment

    These are nerfs to ologs. Ologs used to be larger, heavier and stronger as well as being immune to the sun.
  11. DivineJustice

    Olog/Troll Amendment

    It's more than they don't like the sun. As i mentioned before, ologs will fracture and chip away when struck at in the sun as if they were turning to stone like trolls. Tree Lords are end-game druidism, a magic, while Atronach's and Golems are made from steel and stone, much more durable, one of which can cast magic, and neither of them are susceptible to fatigue or magics that affect the flesh. Normal Uruks are close to the same size and strength, have less weaknesses and don't require a CA. I'm unsure of why the base version of one of their subspecies would. People may complain that ologs are difficult to deal with in combat, but that's sort of the point. Blacklists and Player reports will come if players actually screenshot and report the bad roleplay. Its a simple as that.
  12. DivineJustice

    Olog/Troll Amendment

    Ologs and trolls both suffer from weaknesses to daylight as mentioned. I agree that people have misused ologs in the past, either making them 15ft tall or indestructible, though I believe its due to a lack of clear lore and character development. In older renditions of their lore, they lacked a max strength which led to excessive powergaming. Moreover, ologs/trolls were not given opportunities to roleplay outside of, " Mi zmash, latz flat". Nexus also made them extremely easy to abuse, and without any real roleplay opportunity due to their stupidity, they were left as memeish pvp alts. Even during this however, there were a host of olog players who sought to perform good roleplay despite being hindered by lore. I think now, with nexus removed, and clearer guidelines, people will not only be punished harder for the issues mentioned above, but strive for better roleplay with this addition.
  13. DivineJustice

    Olog/Troll Amendment

    No, base ologs will not require CAs. The reason I implemented CAs for multi-olog/troll headedness was to ensure player care about the character development, as well as to prevent a sprouting of multi-headed ologs, and not making them unique.
  14. DivineJustice

    Olog/Troll Amendment

    Olog/Troll Amendment Born from the great beasts of myth and orcish blood, ologs are a curious and peculiar breed, whose bodies seem to stretch far beyond the capacity of their infantile minds. Possessing an intellect of both beastial and sentient nature, an olog’s temperament varies based on how deep the curse of Krug riddles their mind and hearts. Though rage and gluttony are second nature to these massive creatures, they still have the ability to learn and understand. Raised from the simple intellect, an olog may string together words, with some difficulty, as well as an understanding of basic texts and information. However, the larger and more troll-like an olog is, the further removed they are from their orcish kin, suffering the weaknesses of the trolls, as well as developing stone-scales that pain the olog and break away their flesh when struck. Even in their smaller renditions, bright harsh sunlight is anathema to their small beady eyes, and so one might catch an olog donning a helmet or cloth over their head, or find them hidden within the valleys and caves of the desert. Ologs closer to their troll-kin have a great reverence for nature and the elements of it, and rather than worshiping the great pantheon of spirits taught to them by their orcish brethren, they choose to understand that their blood makes them half beast, half uruk, and so they hold a great fondness for earth and stone, worshipping the natural elements. Those that choose to worship the spirits adopt Freygoth and Arwa, Ankrus, and other Immortals who take hold within the natural world. Their worship stems from crude totems and animal sacrifices, donning pelts and hides in hopes honor and revere their more beastial progenitors. They rarely speak, and are left roaming the world, aimless and clumsy. Ologs closer to their uruk brethren are fat and lazy. Large, and bloated, they are soaked within the curse of Krug, angry and violent, seeking little more than to eat and kill. Many of them sit like dragons of lore, atop mountains of gold and possessions, seeking to own the world, and all of its belongings. They are fond of metal and steel, forging massive brutish weapons that allow them to strike down their opponents. Ologs range from 10-13ft, depending on the mix of Orc and Troll blood. Their weight range from 650-1100 pounds. The dumbest of ologs will struggle to comprehend dialogue and instructions, while the most intelligent of ologs are able to read basic sentences(no writing), and possesses the mental wherewithal of a mentally impaired adult. An olog’s mind is dim and dark, devoid of complex thought or rumination. Beastial instinct drives them forward, with words and thought only a means of basic interaction with their world. Despite their size, their feeble minds can only hold so much information. Their personalities, defined to only a few key characteristics(usually hunger, apathy, and greed) rarely expand beyond this, and require great change. As its mind swells and grows, the information festers and shakes, bouncing around within the olog’s thick skull, beginning a terrible transformation. As it begins, an olog will experience intense migraines, a period of blindness, synesthesia, and soon madness. Its anger will grow, as well as any other emotions that it seeks to pride itself in. As this is going on, the olog’s skull risks rupturing. Its transformation is slow and tedious, taking a months(irl week) as it battles and wrests with this tumor of information, details and facts, people and faces, all of which coalesces into a new entity: A second head. (A newly sprouted head, one dim, one angry) This comes with a host of issues the two now face. Arguing and bickering, the olog now faces the peril of dealing with two dim-witted beings in the body of a thick-hided giant. The days following the formation of the new head would be some of the most difficult for the Olog as it becomes accustomed to being controlled by two clashing personalities. Each personality controls half of the olog, and without proper control, leads to them constantly fighting and bickering between themselves. The two mental forces would clash on even grounds, with many of these mental battles having no winner, thus causing the Olog to cease functioning properly for moments at a time. There is no way for an olog to overcome its new partner and companion. Once present, if the olog wished to remove the second head, it would a host of motor functions, complex thought and eventually perish. When fighting, if one of the heads were to be severely injured or maimed, it would cripple the olog, though once healed, the personality would eventually begin to reform. The second head grants better hearing and senses, as two heads are better than one. Magics that afflict the mind are more taxing and ineffective against the olog, as it requires involving both personalities. The olog/troll is not stronger, and may only grow a maximum of three heads, requiring a CA for each additional head, as well as explaining the reason of such growth. Transformation Examples: An olog seeks to study the Spirits. A second head may form when a great act of spirit worship is performed, only to have the second head sprout forth in anger, seeking to worship another spirit. A troll, after amassing a large fortune may sprout a second head, surging with greed as the new personality desire more and longs for great wealth. A warlike olog, drenched in the blood of his enemies may see the verdant and beautiful forms of nature, and shoot a second head, a spirit-focused nomad longing to engross himself in nature. Redlines: -Ologs above 11 feet will develop stonescales in sunlight, inhibiting their movement as well as making blunt wounds more severe, breaking away bits of flesh and bone along with it.With orcish blood, they do not suffer as greatly as their trollish kin. -Ologs cannot learn magics though understand how shamanism and other basic forms of magic work, and can practice faiths and creeds in their stead. -Ologs who are are greater than 12 feet will be unable to understand advanced commands, and struggle to string together basic words. -Ologs can lift a maximum of 1600 pounds. -Although they are large and generally lethargic, they are able to charge quickly(25mph), though are limited in the speed of complex motions or actions Multi-head Redlines -Multi-headed ologs or trolls require a CA that detail the impetus of their change -Fatally injuring one of the personalities greatly cripples the body, as half of it is now ‘dead’ -The heads do not offer greater strength, but may enhance general senses slightly -They may grow only a maximum of three heads, each requiring a CA Thanks to Ye_Haw for helping me edit and write this! An OOC Note: Ologs lack any sort of roleplay other than smashing and bruting about, as well as being restricted in intelligence and in learning magic. There was no significance to their origins as well as nothing to seek in terms of developing greater RP. I hoped the addition of growing more heads would offer more character development, when it is severely lacking in ologs/trolls.