O ʀ ɪ ɢ ɪ ɴ & C ᴜ ʟ ᴛ ᴜ ʀ ᴇ
K R U G
•• ━━━━━ ••𒋝•• ━━━━━ ••
The most hated of The Descendants, you shall always have the lust of war. You are strong? Well, the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatisfied and your descendants shall grow ugly and heartless.
•• ━━━━━ ••𒋝•• ━━━━━ ••
When the Arch-Daemon set upon the first of the Orcs, his fires burned the flesh of Krug, staining his flesh green and marking his children forever as apart from the other descendants. This curse granted the orcish people a unique strength at the cost of a brutish and maligned appearance from the world. The depravity of Iblees’ curse upon the Orcs birthed a diaspora of bloodlust and strength. Those most affected became Ologs, colossi of flesh and muscle. This steepening of the curse created giants, quintessential parts of Orcish Culture. Trolls, Jotun, Ogres, Giants and the like are thought to be direct descendants of Ologs, or Iblees' attempt at recreating Ologs through his own meddling.
P ʜ ʏ ꜱ ɪ ᴄ ᴀ ʟ ɪ ᴛ ʏ & M ᴇ ɴ ᴛ ᴀ ʟ ɪ ᴛ ʏ
Ologs due to the steepening of Iblees’ curse are far larger and taller than the Uruk counterparts. An Olog may range from [8-10]ft. Ologs appear as varied as their other Orc kin, varying in skin color, eye color, and hair color typically reflecting clan heritage or role within society. Ologs possess more fat and weight than any other descendant, weighing as lean as 400 pounds up to a maximum of 900. Ologs move and act as quickly as their descendant counterparts, though their size grants an insane constitution. Ologs possess physical endurance, not tiring easily in addition to eating whatever fits into their mouths. Ologs have been seen to eat rocks, metal, rotten food or other objects typically not digestible without any harm.
Mistaken for a blind stupidity, an Olog possesses an intense obstinance and arrogance born from Krug’s original refusal of Iblees, and the harrowing nature of the Descendant curse. While other descendants may take this as poor nature, an inability to communicate or understand, an Olog would much rather physically act on their emotions and impulses rather than listen to creatures weak in flesh and body. This intense respect for strength intrinsically ties Ologs to Orcish culture, and makes it extremely difficult to exist outside of their kin. Ologs are still as mentally competent as other descendant kin, though the expression of that is increasingly difficult to coax out when violence and physical force are far easier languages for them to speak. Ologs are incredibly literal in this way. Though capable of speaking any language, in their eyes teeth are made for eating, rather than speaking. This may be interpreted as childish or rash behavior, but to an Olog, it is more rash and childish to argue with someone half their size.
Ologs are incredibly driven, albeit only by their own needs and aspirations. The divide between Iblees’ corruption and Krug’s steadfast nature leads them extremely prone to gluttony and vices, while also being incredibly dogmatic. A storm constantly rages within a stone body, bloodlust and temperance constantly at odds with themselves. Ologs are still capable of performing the normal tasks and feats of descendants, but more prone to the negative thoughts and volatile emotions that may make things like study or advanced education difficult. This is not to say that it is impossible, but it would need to align with their authoritarian views for them to accept it as something worthwhile.
This constant battle continues as an Olog ages, and much like their supernatural growth bestowed through Iblees manifests after 200 years. Ologs may choose to aesthetically manifest this turbulent nature with vestigial heads, cyclopean features, or other traits typically associated with mythological giants, ettins and other creatures. These secondary traits cannot be bestowed without a [Conversion] ritual on a current Orc or Olog player, or upon an STreq showing proof of an Olog utilizing Rage and killing a target during it.
Rᴇᴅʟɪɴᴇꜱ:
⬢ Secondary traits gained must be done through a conversion ritual on a current Olog or Orc Player- or through screenshot proof in an Sreq of an Olog utilizing rage and killing a target during it.
⬢ Secondary traits are only aesthetic and function the same as other body parts, (i.e an Olog with [1] eye still looks around normally, still can be blinded, etc)
⬢ Secondary traits cannot be used within CRP to gain additional actions or effects, (i.e an olog with 2 heads can still only make [1] action with one of the heads)
⬢ Attacks done to secondary features function the same as their normal counterparts(i.e an olog with 2 heads would still die if one head is severed).
R ᴀ ᴄ ɪ ᴀ ʟ T ʀ ᴀ ɪ ᴛ ꜱ
Fᴇl Blood - [Passive] [NC]
Ologs are limited in the magics they may learn due to Iblees tampering and their closer allegiance with Krug, as such, they cannot use the magic or feats of known Aengudaemons. While Ologs may be transmuted or corrupted into other CAs, they would lose their strength and abilities, behaving identically to an Uruk who had been transformed. Ologs who take on physically crippling magics like Voidal Magic, Necromancy, Mysticism, or Naztherak would be corrupted the same, losing all passives and traits of Ologs, sapped to that of an Uruk Void Mage or comparable magic. Similarly, Olog's innate armor prevents them from casting magics that cannot wield [Medium] Armor, [i.e Kani].
Ologs can learn Shamanism, Seer, Blood Magic, Corcitura, Alchemy Feats, Housemagery, Bardmancy, Golemancy, Sorvian Crafting, & Feats; any other that doesn't alter the soul or corrupt it while preserving their Olog traits. Ologs may still be born as Cursed Children,possess Vivification, or other birth-based affects should the requirements be met. Other magics may be added in the future with amendments.
[Conversion][NC]
While this accursed blood bears no additional genus or effects, Shamans, Naztherak, and Blood Mages, may steep this curse further in Krug’s children, artificially creating Ologs through a restrained or willing Orc. This ritual requires [3] T5 magic users of compatible magic and a freeform ritual of at least [4] emotes and descendant blood. Converted Ologs may have aesthetics reflecting the magic they were forged with, in addition to mutating secondary traits described in Physicality.
Fᴇl Blood Rᴇᴅʟɪɴᴇꜱ:
⬢ The Fel Blood ritual requires magics with direct connection to Orcs, I.e Shamanism with the Ancestral Realm and Krug, Naztherak with Ixris, or Blood Magic’s affiliation with both. Other magics may be added with story events or amendments.
⬢ Converted Ologs are still liable to magic compatibility and will lose Olog traits should they take on a Magic or CA that physically weakens them or corrupts them.
⬢ Ologs who previously were weakened by a Magic have their strength and traits return after [1] OOC Month.
⬢ Fel Blood conversion only works on orcs, this includes goblins with [2] additional magic users.
⬢ This ritual cannot be used as reason to shed or alter the Descendant Curses and instead is the result of Iblees’ initial tampering.
⬢ Successful conversions require screenshots and the creators involved documented on the new [CA].
⬢ This ritual requires OOC consent and cannot be reverted.
⬢ Ologs are an open CA with Uruk Strength unless utilizing Rage. They possess 5 magic slots and may learn compatible feats and magics described above.
Hardened Visage - [Passive][C]
Ologs possess intense fortitude. Aesthetically, Ologs may possess stone-like skin, moss protrusions, or hide-like skin to showcase this durability. While Ologs are unarmored this durability functions as [Medium] armor, providing no benefits when an Olog equips [Medium] armor or greater. This innate armor prevents Ologs from casting magics that cannot wield [Medium] armor or greater.
This constitution bears consequence, as Volatite greatly harms them, ignoring the [Medium] armor when striking them. Similarly, when wielding Volatite, they are incapable of striking with [2x] the force, at risk of splintering their hardened exterior. Ologs are capable of using Thunderclap, but gain no damage or strength benefits.
Hardened Vissage Rᴇᴅʟɪɴᴇꜱ:
⬢ The armor effects may only be present while an Olog is unarmored.
⬢ Medium armor adheres to techlock and does not apply to sensitive places like an eye, the inside of one’s mouth, or other openings like nostrils.
⬢ Ologs with Hardened Vissage cannot cast magics that cannot use [Medium] armor, i.e Kani. These effects persist whether armored or unarmored.
⬢ The passive effects of Hardened Visage are ignored when striking with Volatite.
⬢ Ologs gain no strength bonus from Volatite’s Thunderclap but may use it for its other effects.
Titan’s Strength - [Passive][NC]
An Olog’s strength is supernatural- lifting strength and possessing the endurance of two orcs. Ologs may exert this strength and endurance to move and lift objects, as well as growing tired less easily than their descendant counterparts. This strength only functions outside of combat.
Titan’s Strength Rᴇᴅʟɪɴᴇꜱ:
⬢ This is a non-combative ability that allows Ologs to function as durable workers and siege equipment within orcish society. It has no effects on combat or harming others.
Indomitable - [Passive][C]
Ologs are incapable of having their strength changed by any means unless activating Rage. Iblees’ corruption permanently prevents them from having it increased or decreased by any magic or items, remaining at Uruk levels otherwise. Items that normally sap a character’s strength at the cost of activation or similar poisoning afterward would not allow an Olog to use them. An Olog loses the passive effects of Indomitable should they take up magics that weaken them, or be transmuted into something incompatible with their base forms.
Indomitable Rᴇᴅʟɪɴᴇꜱ:
⬢ Indomitable prevents an Olog from having their strength sapped or buffed via magic or other means.
⬢ An Olog’s strength will always be the same as an Uruk within CRP unless utilizing Rage.
⬢ Items that sap strength or poison the character’s strength(i.e Voidal Poisoning) would be unable to be used by an Olog.
⬢ An Olog who learns a physically weakening magic would lose Indomitable and all other abilities related to being an Olog.
Rage - [Active]
Rage unshackles their normal restraints, Olog tapping into a deeper magical strength. Rage can be activated [2] times per combat encounter, and lasts for [4] emotes each time. Activating Rage a [3]rd time would cause cardiac arrest, PKing the Olog at the end of the encounter. Should an Olog kill a target while Rage is active, they may cast Rage an additional time without penalty. Rage is hindered by armor and weapons, lacking the same efficacy when utilized. Rage requires [1] emote of focus to incite, inducing the state of being and disconnecting them from all other magics. Rage grants the following abilities.
» An Olog’s weapon-ed attacks strike with the force of [2] average descendants.
» Unarmored Ologs gain [3] additional blocks of movement. Armor immediately disables this effect. This may be represented as a charge or sudden movement and may only happen [1] time per Rage activation.
» Ologs without a weapon strike with the force of an Uruk’s warhammer, capable of breaking stone and buckling heavy armor with fists, teeth or other combative parts of their body. Attacks made with weapons defer to the lore above.
» Similarly, Ologs may throw any projectile and have it function the same as if it was shot from a Long Bow in accordance with Techlock. An olog still must take [3] emotes to ready, aim and fire the projectile.
Direct strikes on an Olog's flesh with Azhl reduces an Olog’s Rage by [1] turn and a second strike would totally prevent them from utilizing Rage in addition to its usual effects. Similarly, Volatite’s Thunderclap and loud sounds that would disrupt magical connection would prematurely end Rage.
Rage Rᴇᴅʟɪɴᴇꜱ:
⬢ Rage cannot be used in conjunction with any other kinds of magic that would require connection, focus, or rhythmic breathing.
⬢ The satisfaction gained from an earned victory, one in which the Olog themselves snuffs the life out and sates their Bloodlust allows them to cast Rage [1] additional time within a combat encounter without penalty. This effect may only trigger [1] time per combat encounter.
⬢ The state of Rage cannot be held in concurrence to magical connections and disconnects the Olog from magic until Rage ends.
⬢ Rage cannot be prematurely ended by the Olog, and instead only disconnected through loud sounds that would disrupt magical connection.
⬢ Rage's sound based weakness cannot be ignored by covering one's ears, earplugs, or similar.
⬢ A fatal casting of Rage will still kill the Olog at the end of the encounter, even if they kill someone and proc an additional use.
⬢ A kill is defined as killing a Player Character, and not summons or similar evoked entities.
Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ:
⬢ Ologs are an open CA with Uruk Strength unless utilizing Rage. They possess 5 magic slots and may learn compatible feats and magics described above.
⬢ Ologs cannot denature from their innate affiliation with Orcs due to their conceptions of strength birthed from Krug. An Olog within non-orc society will always feel out of place, frustrated and depressed.
⬢ Ologs still require a CA application, even when converted from Uruks.
⬢ Ologs may only crossbreed with Uruks, and are incapable of hybridization, creating whole Uruks or Ologs only.
⬢ Ologs are incapable of romancing other creatures as they do not align with Krug’s visions of strength and honor.
⬢ Ologs are capable of transfusing with Uruk and act as blood ingredient to the muritor elixir for them. Other racial based lore follows the same logic.
⬢ An Olog who learns a physically weakening magic would lose Indomitable and all other abilities related to being an Olog.
⬢ Ologs, like all orcs have their souls transferred to the Stargush’Stroh upon death unless claimed by other means.
G ᴜ ɪ ᴅ ᴇ , P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ , & C ʀ ᴇ ᴅ ɪ ᴛ ꜱ
[ Cʜᴀʀᴀᴄᴛᴇʀ Gᴜɪᴅᴇ ]
Ologs are misappropriately labeled as being completely devoid of thought or played as drooling babies. This misconception ignores the deeper nuances of bloodlust and the ramifications of Iblees’ on an orc’s outlook. Orcs, and to a more extreme extent Ologs are othered by descendants despite their sacrifice. This dualism reflects their emotional state, constantly battling the bloodlust and need for vices with their innate respect for Krug. Ologs are deeply complex in this eternal struggle, and must find outlets to vent their conflict. It is these ties that prevent them from aligning with other descendants in society and finding a place outside of orcish culture, or those dark enough to match an Olog’s vices and the innate violence needed through Iblees’ influence.
While this does not mean Ologs are incapable of living with non-orcs, the ability to do so would constantly be hindered by outbursts of emotion, or the constant aversion toward their weakness. As such Ologs are often nomads when outside of orcish society, or form familial clans tightly bound by conviction. Orc societies will always be considered home first because there is no other image of Krug within the world, no icons who remind them of themselves.
These traits play into how an Olog views honor and strength, or how they may fall prone to corruption and rash decision making. As an Olog player it is that nuance that provides an intense intrigue to what typically is seen as a “less” intelligent character, when in reality, Ologs are merely less diplomatic to those unworthy of their time.
This rage and emotional liability are the keys to creating a nuanced character, as well as deeply tying one’s self to the origin story of Krug and the orcish people. Clans, historical figures, and legends become backdrops by which Ologs aspire, and use to align themselves more in tow with their Father.
[ Lᴏʀᴇ Pᴜʀᴘᴏꜱᴇ ]
Orcs as a race have been maligned on Lord of the Craft because of their strength and often stereotypical approach to character mentality. While every group has had bad actors on the server, few have been so easily accessible and gifted mechanically to be abused. Worse, I believe that the standardizing of “Orc” strength and “Olog” strength go directly against the ideas of the Techlock when said strength is not defined in Orc race lore. I do not think “Orc Strength” relegates Ologs to being lobotomized when many other CAs have the same strength without the same caveats. Should this be accepted “Olog” strength would be no different than an Uruk’s strength in CRP, and Rage a totally different metric than how [CA]’s typically frame their strength, while preserving the unique niche of Ologs as larger brutes.
[ Credits ]
- Me, IndignantShaman
- Thank you John forumslop (Pallodium) for the formatting.
This is one of the many projects I have stewed on for a few years now. I am very grateful for the few long term Olog players (thank you Dutch) who have been through the ups and downs of playing this CA.