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Catarrh

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  1. Catarrh

    Season of Burning

    Ghaashug Staun As the orcs make their way into their new camp, the Frumgrat Malog’Yar discerns that his brethren are in need of renewed purpose. He ponders to himself as he gazes into the campfire. After many hours of meditation, he understands and sets himself to carving. By morning, a new totem stands in the camp, and Malog calls out, wearing a new mask. “Mi bruddahz! Mi ziztahz! Da zkum uf owr relm kontinuez tu fezter. Nubflat, nekromanzurz, whiet-wazhez, burz zhamunz…detrituz tu bi burn’d; drozz tu bi melted awey; weedz tu bi gathur’d ub agh kazt entu da fire. Da Burnin’ Deyz bi upon uz. Mi deklare diz komin’ Kaktuz Week da Ghaashug Staun. Tayk ub da torzch! Buld da pyre! Wreeth da wurld en flaym! Burn da unkleen!” ((Translation: “My brothers! My sisters! The scum of our realm continues to fester. Undead, necromancers, whitewashes, dark shamans… detritus to be burned; dross to be melted away; weeds to be gathered up and cast into the fire. The Burning Days are upon us. I declare this coming Cactus Week the Ghaashug Staun. Take up the torch! Build the pyre! Wreath the world in flame! Burn the unclean!”)) ((In short, this is similar to the season of hate, though a bit more specific than just being hateful to anyone orcs hate. For the coming week of November 25 through December 1, send in screenshots of rp of your character burning undead, necromancers, whitewashes, and dark shamans, preferably in public or at the Skathach shrine pictured above. The reward this time will be a bottled hex Malog can brew for the winner.))
  2. Catarrh

    [Yar Culture] Shrunken Heads

    All throughout the Orcish lands, one finds them skewered on spikes, hung from doorposts, piled up in heaps, and adorning macabre altars; the heads of those slain by the sons of Krug. So common a sight are these ghoulish decorations that one almost becomes accustomed to seeing them within gois, forts, and trogs, until such a one finds his way to the bone-strewn halls of the Yars. Among hollowed-out tortoise shells and black and white banners, they hang with darkened, leathery skin, their eyes and lips sewn shut. Once they were ordinary heads, perched proudly atop confident --or perhaps simply foolish-- travelers. Maybe they were searching for treasure; maybe they were marching to war; or maybe they simply hadn’t realized where they’d ended up. To the followers of the Old Skhelll, however, it mattered little. There were intruders to be slain; sacrifices to be made. So they were, and now they swing from door posts and bone trees as shrunken parodies of themselves. The orcs of the Yar Clan create these shrunken heads through a lengthy procedure the exact details of which are kept within the clan. The purpose of this gruesome custom is largely symbolic; an added insult to fatal injury representing the lack of wisdom on the part of those who would oppose the Yars or their brothers. The scorn is extended not only towards the individual slain to provide the head, however, but also towards their ancestors in a ritual which follows the shrinking process. Once shrunken, the head is taken to an elevated area (ideally public) and held aloft, while the Yar performing the ritual shouts ridicule at the deceased ancestors of the victim, regardless of whether the orc actually knows of any specific relatives of said victim. The object is to show any departed family the sad fate of their descendant and his or her remains. For this reason, a Yar will never shrink a fellow orc’s head, even during times of clan war. Afterwards, the head is left on display as a warning to any who would offend the Yar Clan or enter their territory unwanted. ((To avoid meta, I didn’t actually include the shrinking process on here. It is to be learned and taught IC. Before someone complains though, it’s not magic.))
  3. Catarrh

    Yar Bone Trees

    Yar Bone Trees Bone trees are monumental offerings to Yar, consisting of tangled masses of bones, rope, string, hides, and hanging moss affixed to poles, posts, or pillars. The bones are typically acquired from slain enemies and hunted beasts. These “trees” serve as tributes to Yar and Clan territory markers, and can typically be found around Yar lands, halls, or homes. Essentially, the presence of a bone tree serves to tell Yar, “Look at all the bones I’ve gathered for you!” As a form of totem, the destruction of a bone tree is considered a vicious insult against the ancestor himself and, by extension, the clan bearing his name. Upon completion of a tree, a bowl of herbs is burned at the foot thereof, while the builder performs a ritual dance around the structure, shouting “Bartaas Yar-û!” He may dance alone or invite as many other orcs as he wishes, even from other clans. Once the herbs have been completely burnt, the orc or orcs involved sit by the tree to smoke. If more than one orc has been involved, the builder entertains his guests with a story about one or more of the bones included in the tree. For example, one bone may have been taken from a particularly interesting hunt or from a noteworthy fight. Bone trees vary in appearance depending upon the size or quantity of bones involved. Some may be comprised of whole skeletons cobbled together in morbid display on poles and spikes. Others may exhibit the skulls of enormous beasts perched atop thick beams. Regardless of the specifics, however, they all stand to the glory of Yar.
  4. Catarrh

    Malog's Parables

    The Gahk Scoffers In a bub’hosh klomp, an uruk urged gahk others to help him charge the enemy, which outnumbered them severely agh were prevailing against their goi. The gahk laughed agh blah’d, “Lat am a glob. We will nub help lat.” Agh they threw stones agh rotten grub at him as he charged alone to assist the rest of the brothers in defending their goi. In the end, the goi beat back the attackers with the help of the brave uruk who tipped the balance just in their favor. Soon after, he became Rex. How bub’hosh was his wrath against the gahk which mocked him before! The Scatternak A scatternak in the desert was trapped under a boulder agh pleaded to a pair of passing jabbernaks for help. The older of the dub blah’d, “Nub!” “Why?!” asked the scatternak. “Because,” he blah’d, “lat am a scatternak. Lat will sting us.” “Mi would never sting ash who helps mi in mi hour of need!” The jabbernaks reasoned among themselves, agh decided to help the scatternak. They pushed agh pushed, until the boulder rolled off of him. Then, as soon as he was free, the scatternak stung both of the jabbernaks. With his final gasps, the elder jabbernak asked, “Why?!” “Because,” he blah’d, “mi am a scatternak.” The Dub Boars In the wilderness, dub boars argued about who was the hoshest. As they bickered, a passing hunter crept up on them unawares, agh shattered both of their skulls. The Proud Tree A bub’hosh tree towered above the whole forest. It spent its days gazing at the sky, agh blahing of its own bub’hoshness. Soon, all the mighty beasts of the forest grew tired of its arrogance agh incessant bragging. So obsessed with itself was the bub’hosh tree, however, that it did nub notice its protectors agh companions had abandoned it. With none to guard it, axemen came agh chopped it down. The Fearful Goat A young goat was so frightened by all other creatures that he did nub gruk where to find relief. He fled in panic at the approach of any living thing, nub aware of the power of his own horns. Eventually, he fled his blarg in the mountains for fear of harpies. In the forests below, he feared the bears, so he ran to the plains, only to be frightened off by the wild howlers. Yet further away, in the savannas, the lions were too fierce for him. Before long, he found himself in the desert, where he fled into a cave at the sight of the jabbernaks. As he scurried desperately into the cave, however, the opening snapped shut on his spine, proving rather to be the mouth of a bub’hosh skhelll tortoise. The Man In The Well A man lived at the bottom of an empty well, agh boasted his knowledge of the world. He ignored all who corrected him. Ash day, a bub’hosh storm came, agh he drowned. The Bub’hosh Powers Ash day, the bub’hosh powers contended over who was bub’hoshest. “Mi am bub’hoshest!” blahed the earthquake, agh he shattered the earth. “Nub! It is mi!” Roared the tidal wave, as he flooded the lands. “All of latz are wrong!” shouted the volcano, agh he erupted with smoke agh fire. “Globs!” hissed the tornado agh his sister, the hurricane, as they devastated whole gois. Finally, after raining destruction from above, the lightning suggested they ask the people to pronounce ash of them the bub’hoshest. When they sought after somebody to settle their dispute, however, they found there were none left alive to ask. ((Fully Translated)) The Three Scoffers In a great battle, an uruk urged three others to help him charge the enemy, which outnumbered them severely and were prevailing against their city. The three laughed and said, “You are a fool. We will not help you.” And they threw stones and rotten food at him as he charged alone to assist the rest of the brothers in defending their city. In the end, the city beat back the attackers with the help of the brave uruk who tipped the balance just in their favor. Soon after, he became Rex. How great was his wrath against the three which mocked him before! The Scatternak A scatternak in the desert was trapped under a boulder and pleaded to a pair of passing jabbernaks for help. The older of the two said, “No!” “Why?!” asked the scatternak. “Because,” he said, “You are a scatternak. You will sting us.” “I would never sting one who helps me in my hour of need!” The jabbernaks reasoned among themselves, and decided to help the scatternak. They pushed and pushed, until the boulder rolled off of him. Then, as soon as he was free, the scatternak stung both of the jabbernaks. With his final gasps, the elder jabbernak asked, “Why?!” “Because,” he said, “I am a scatternak.” The Two Boars In the wilderness, two boars argued about who was the best. As they bickered, a passing hunter crept up on them unawares, and shattered both of their skulls. The Proud Tree A giant tree towered above the whole forest. It spent its days gazing at the sky, and speaking of its own greatness. Soon, all the mighty beasts of the forest grew tired of its arrogance and incessant bragging. So obsessed with itself was the giant tree, however, that it did not notice its protectors and companions had abandoned it. With none to guard it, axemen came and chopped it down. The Fearful Goat A young goat was so frightened by all other creatures that he did not know where to find relief. He fled in panic at the approach of any living thing, not aware of the power of his own horns. Eventually, he fled his home in the mountains for fear of harpies. In the forests below, he feared the bears, so he ran to the plains, only to be frightened off by the wild wolves. Yet further away, in the savannas, the lions were too fierce for him. Before long, he found himself in the desert, where he fled into a cave at the sight of the jabbernaks. As he scurried desperately into the cave, however, the opening snapped shut on his spine, proving rather to be the mouth of a great skhelll tortoise. The Man In The Well A man lived at the bottom of an empty well, and boasted his knowledge of the world. He ignored all who corrected him. One day, a great storm came, and he drowned. The Great Powers One day, the great powers contended over who was greatest. “I am greatest!” said the earthquake, and he shattered the earth. “No! It is I!” Roared the tidal wave, as he flooded the lands. “All of you are wrong!” shouted the volcano, and he erupted with smoke agh fire. “Fools!” hissed the tornado and his sister, the hurricane, as they devastated whole cities. Finally, after raining destruction from above, the lightning suggested they ask the people to pronounce one of them the greatest. When they sought after somebody to settle their dispute, however, they found there were none left alive to ask.
  5. Catarrh

    The Season of Hate

    Within the towering bulwark of San’Kala, just up the hill from the city’s library, the Motsham Malog’Yar labors tirelessly until a new totem to the Father of all orcs finally stands proudly above the capital. Shortly after the construction of this great totem, a proclamation is made, “Bruddahz agh ziztahz, mani bi da enemeez uf Krugmar! Da Empier uf da zharaz zlavurz ad uz liek ztarvin’ howlurz. Da whiet-wazhez uf Atlaz zkwirm beyund owr bordurz liek da treezunabul maggutz dey bi. Da albaiz uf Glaydwyn perzch atop da mowntain en da jungul, zkeemin’ liek ratz mi nub dowt. “Bud da kubz uf Krug am nub zhaken! Diz komin’ kaktuz week ((Nov. 11-Nov. 17)), mi, latz Motzham, deklare tu bi Mokûrz Ztaun. Da orkz uf Krugmar zhall, az a demonztrazion uf owr rezolve agh a zhuw uf ztrength, hurd da enemeez uf Krug liek lambz uf zakrifiez tu diz totum agh pile da hedz high! Flat dem heer, agh kommit jenural aktz uf hayt agh zpite agenzt dey whu ztand agenzt uz. Da azh whu pruvez der zeel agenzt owr enemeez wull bi rewurded hozhli! Prepayr, bruddahz agh ziztahz, fur Mokûrz Ztaun wull bi upon uz zuun!” With that, meesengers are sent throughout San’Kala’s houses and clan halls to spread the word. ((Translation provided by a snivelling scribe-slave)) “Brothers and sisters, many are the enemies of Krugmar! The Empire of Man slavers at us like starving dogs. The whitewashes of Atlas squirm beyond our borders like the treasonable maggots they are. The elves of Gladewyn perch atop the mountain in the jungle, scheming like rats I don’t doubt. “But the sons of Krug are not shaken! This coming cactus week ((Nov. 11-Nov. 17)), I your Motsham, declare to be Mokûrz Staun. The orcs of Krugmar shall, as a demonstration of our resolve and a show of strength, herd the enemies of Krug like lambs of sacrifice to this totem and pile the heads high! Kill them here, and commit general acts of hate and spite against they who stand against us. The orc who proves their zeal against our enemies will be rewarded well! Prepare, brothers and sisters, for Mokûrz Staun will be upon us soon!” ((tl;dr Reply to this topic with screenshots of any rp you do for this event throughout the week specified. Doesn’t all have to be killing, though that’s acceptable of course, but feel free to get creative with whatever your character does for this. Burn some effigies, write some propaganda, commit vandalism, create general chaos. At the end there’ll be a reward determined by the screenshots sent in.))
  6. Catarrh

    The Season of Hate

    Mokûrz Staun has officially started and will continue for the next seven ((real life)) days!
  7. Catarrh

    Deeds to the Spirits & Ancestors - Send us your screenies!

    The frigid air stung his skin as he entered the frozen wastes of southern Atlas. Malog remembered hearing of such a place on his previous pilgrimage, but had only just now traveled there. The biting winds, the pelting sleet, the bleak, sunless sky. It was clear to the ancient shaman that this land was one of bitter misery and anguish; a glimpse into the icy heart of Krathol himself. This would be the next stop on his campaign for the Great Vulture. For hours upon hours, he toiled in the snow, bare-chested and shoe-less. He endured the hateful cold of this perpetual winter, driven only by sheer devotion. At last, he gazed upon his latest monument before beginning his return to the Uzg to attend to the needs of his people.
  8. Catarrh

    Deeds to the Spirits & Ancestors - Send us your screenies!

    Few places are more infamously inhospitable than the desert, and many unworthy souls have suffered slow, agonizing deaths in such places. True, the firelands far to the south where Malog made his long pilgrimage are far worse, but the desert remains harsh and cruel to the unprepared. It was for this reason the old Clanfather sought out a high dune, totally exposed to the scorching winds and oppressive sun for his next shrine to Krathol.
  9. Catarrh

    Deeds to the Spirits & Ancestors - Send us your screenies!

    Not long after the Clanfather Malog’Yar returns to the Uzg, burned and scarred from his pilgrimage to the firelands in the south, a strange new shrine appears in front of the capital. At the foot of the totem, a bed of coals smolders, where Malog can be found standing regularly, offering up his own pain as a gift to Krathol. Soon after that, Malog rallies a hunting band to fetch an offering for the spirit of suffering. In the hills near the city, the group finds a herd of wild cattle. Malog hurls his spear at a young cow in the back, weakening it for the two young cubs, Malohk and Thorn, to kill while he and a mighty olog known as Durr’Lak handle the primary business; the bull of the herd. With ferocious brutality, the two bludgeon the beast into submission, and drag it back alive as the first offering to the eerie new totem. As a token of thanks, Malog invites Durr to take one of the horns as a gift for Laklul.
  10. Catarrh

    Deeds to the Spirits & Ancestors - Send us your screenies!

    This happened months ago, but Malog found a big volcanic region, and built a shrine there to Krathol, then decided to live there for a long time, sustaining permanent damage to his own body simply in the name of the pain spirit. He even wrote a book about it, and left it at the shrine.
  11. Catarrh

    [OOC] : Shamanism Roleplay "Guide"

    To be brief, it's not combat magic. Actually making the magic happen usually requires too much rigmarole and concentration to be useful in a fight. It's easy enough to screw up when someone's not swinging a sword at you. Though, a witch doctor could make a hexed potion ahead of time, and just carry it around in case of a fight I believe.
  12. Catarrh

    Clan Uuthlini

    Clan Uuthlini Clan Uuthlini was founded by Veldryn and his partner Tyri during the time the Descendants were in the Fringe. The dark elves of Uuthlini are known for their love of celebration and, curiously, the color blue. Their most commonly venerated ancestor is Arganos Uuthlini, known by those who honor him as Arganos the Festive. A skilled musician and acrobat, Arganos is said to have been able to outdrink even dwarves and bring mirth and celebration anywhere he went. As his descendents, the Uuthlini seek to embody the very same spirit of festivity, welcoming bards, brewmasters, dancers, jesters, chefs, and general merrymakers into their embrace. Besides their capacity for conviviality and merriment, the Uuthlini are also very well-known for their rather extreme appreciation for the color blue. More than a mere general preference of the color, the Uuthlini surround themselves with it; members commonly coloring their hair and dressing in all blue. Unsurprisingly, their homes are also very commonly decorated very heavily in the clan color. Their adoration of this color has even earned them the affectionate nickname of “blueberries” among their fellow clans and kin. This moniker has, in combination with their taste for strong drink, inspired the creation of their blueberry-flavored brews, the best-known being their pride and joy: Clan Uuthlini’s Blueberry Lager! This smooth, fizzy beverage with its purplish hue and refreshing taste wonderfully captures the sweet, effervescent nature of the family which produced it. (Pictured: An Uuthlini ker proudly sporting his blue ornamentation) Ever since Veldryn stepped down as clan leader and bestowed the responsibility upon his son, Alakagh, Alakagh has decided to reform the Uuthlini clan, changing some of their traditions. All new recruits would have their hair dyed; however, those born into Clan Uuthlini are granted a choice of either dying their hair blue or wearing blue clothes, not to mention the blue eyes commonly inherited by natural-born members. Different shades of blue now have different meanings for the Uuthlini as well. For example, in an Uuthlini wedding, either the groom or the bride hosts a party for the entire city to attend and witness the bonding of the couple. The ceremony and festivities are decorated generously in cyan and light blue to represent bonding, love, joy, and merriment. Collectively, however, all blues represent freedom, creativity, and inspiration, in accordance with Veldryn’s original design. What Each Blue Represents Dark Blue – Honor and Virtue Light Blue – Joy and Merriment Cyan – Love and Bonding Faith Since there are a number of clerics and shamans within the clan, they both have learned how to cooperate with each other by respecting one another’s religion. It is not unusual to hear prayers offered to both Tahariae and the ancestors coming from their halls. Initiation Ritual When a new ker becomes an Uuthlini, there will be a small ritual of dying the new recruit’s hair. The recruiter will ask the initiate a series of questions as follows: “For the love of the blue and celebration, would you accept this dye in your hair?” “Would you respect clericalism and shamanism, which your fellow members follow, and would you tolerate any religion with the exception of Xionism or any of the dark arts?” “When the time comes, would you find a mate and spread the blue so long as it is a mali’ker or mali’ame?” “Will you preserve the honor and virtue of the clan and vow not to stain our family’s name in any way?” “Will you love and cherish your new family?” After the initiate agrees to the terms, the hair would be dyed. Once the ritual is complete, a feast is to be held later on for the clan and its friends to attend. Contact if interested Current Blue Father Alakagh Uuthlini ((HarstyleRaver)), Maladem Uuthlini ((Catarrh)) ((Much credit to HarstyleRaver for laying the foundation for this post and for the traditions listed))
  13. Catarrh

    [Denied]Pieman's Trial Application

    He seems to have drive in my experience. I'll +1
  14. Catarrh

    Pure Gold Guild

    Malog'Yar, in his nearly constant wanderings, happens across one of this guild's fliers on a noticeboard somewhere. With a derisive scoff he produces a piece of sharpened coal from his satchel, and draws an large, obscure rune across the entirety of the flier.
  15. Catarrh

    The Creature Index [2017]

    Urrûrz’Rukh (Repulsive Horror) ((Updated to better fit the format. Origin story now included!)) ((Credit to artist Brent Hollowell https://www.pinterest.com/pin/90072061269803076/)) Habitat: The Urrûrz’Rukh lives primarily in swamps and jungles, preferring hot, wet, humid climates. The creature tends to stay close to water bodies. It seems to especially favorstagnant bodies in which movements in the water are more easily detected, or murky waters, allowing it to more easily remain unseen. It will, however, commonly leave the water for varying reasons. Size: 16-18 feet (4.9-5.5 meters) in length; 4-6 feet (1.2-1.8 meters) tall at the shoulder. Diet: Carnivorous. Temperament: Extremely hostile. Territorial. Aggressive. Brief summary of the creature: The creature is a large reptilian monster, reminiscent of a crocodile. It's extremely violent, and unpleasant in every possible way. Characteristic: (Behaviour, Reproduction, Gathering food) The Urrûrz’Rukh, a name meaning Repulsive Horror in the Old Tongue of the orcs, is so named due to its absolutely grotesque appearance, smell, and general behavior. Other names include Skunk-Gator, Murk Lurker, and Muck Stalker. It is, in nearly every way, a total offense to the senses. The creature measures 16-18 feet (4.9-5.5 meters) in length from head to tail and 4-6 feet (1.2-1.8 meters) tall at the shoulder. The Urrûrz’Rukh possesses armored skin made up of scales on the upper side. These scales are composed of bony deposits and make their skin almost impossible to penetrate. The hard skin of this nightmarish monster can easily withstand swords, spears, arrows, and most conventional means. The underbelly is easier to penetrate, however striking at said underbelly requires one to somehow topple the sturdy beast, or for one to be stupid enough to crawl beneath it. The Urrûrz’Rukh stands upon four thick, powerful legs armed with black claws. Its tail makes up a considerable portion of its body length, and can propel it through the water at frightening speeds, sometimes reaching as fast as 25 mph (11.176 m/s). It has in some cases even been known to use its powerful tail to launch itself from the water at unsuspecting prey wandering too close to the banks of the rivers, lakes, and ponds in which they commonly stalk. Needless to say, the tail serves as a formidable danger in combat. On land, the Urrûrz’Rukh can charge up to 45 yards (41.15 meters) in 3 seconds, in similar fashion to the charge of a bear, which by comparison can run as fast as 50 yards (45.7 meters) in the same amount of time. Unlike a bear, however, it is completely incapable of climbing trees, which is a far wiser escape strategy than trying to outrun the beast. The Urrûrz’Rukh commonly attempts to maim and cripple prey which try to run away by using the superior reach of its long neck to bite at the legs of fleeing victims, usually resulting in broken ankles or mangled thighs for the one foolish enough to think he could outrun the monster. It is also known, upon overtaking prey, to stomp the limbs of its victims underfoot, or crush bones between its jaws to prevent escape. The powerful jaws of the Urrûrz’Rukh are capable of biting down at 3,700 pounds per square inch (1678.292 kg) of bite force. By contrast, the average human male can generate a bite force of approximately 265 lbs (120 kg). Their bites, in addition to being capable of crushing force, are also known to cause dangerous and potentially lethal infections, though anyone unfortunate enough to be bitten by this monster will likely be eaten before infection even becomes an issue. Behind the eyes and near the top of the head of the Urrûrz’Rukh is a pair of vulnerable openings, which secrete a rancid-smelling musk used to mark territory near water. This musk contributes to the already horrendous stench that lingers about the creature and its territory. These openings are one of the beast’s only vulnerable areas, however they’re known to contract and narrow considerably in addition to spewing forth copious amounts of fetid liquid when the Urrûrz’Rukh finds itself threatened. While a recommended target, they are not an easy target, and the smell of the fluid secreted can approach the unbearable. Telltale sounds to listen for when hunting, or simply hoping not to encounter an Urrûrz’Rukh when travelling through a swamp or jungle, include hissing, grunting, huffing, and a blood-curdling roar described by one traveler as “something between the bellowing of a bull and the squeal of an enraged boar.” The low grunting is typically only heard during mating season, when the beast attempts to attract mates and is even more dangerous and aggressive than usual. To the human ear, this sound is difficult to pick up. A good rule of thumb is that if you can hear the grunt of this temperamental reptile, you’re too close. Their huffing is really nothing more than the sound they make as they blow water and mud from their nostrils. The beast hisses when it feels threatened. Anyone who doesn’t want a nasty experience should heed the warning; it’s never given twice. Should one hear their hellish roar, it’s time to either escape or get ready for a thoroughly unpleasant fight. The roar of the Urrûrz’Rukh is used to intimidate other Rukhu (the plural of Rukh), or any other people or animals that fail to flee the creature’s territory after it hisses at them. Usually these monsters are solitary, due to their extremely territorial nature. The exception to this rule is during mating season, which occurs during mid-summer throughout the hottest and most humid months of the year. During this period, the male Urrûrz’Rukh will attract a female and pair up with her until just days prior to the eggs hatching. At this point, the female must force the male to leave by means of violence (which invariably leaves the female brutally battered) and by secreting a fluid specific to the female of the species, not to be confused with the musk secreted for territorial purposes or the liquid all Rukhu produce when threatened. This substance is particularly foul-smelling to the male, and even more so to anyone or anything else. Even by the standards of this already putrid animal, this secretion is truly abhorrent. Any whiff of this smell should tip travelers off to the presence of a frightfully protective mother in the area. Should the female fail to evict the male from the nest, he will cannibalize his own young. For this reason, it is crucial that the mother force the male to leave by whatever means necessary. Until then, however, the two will stay by each other constantly, and will be even more territorial and aggressive than usual. Extreme caution is advised when travelling jungles and swamps during mid-summer. The female lays 35-50 eggs at one time in a nest measuring around 8 feet (2.4 meters) in diameter and 3.5 feet (1.07) in height. The eggs incubate for approximately 120 days with vegetation covering them for protection and warmth; the eggs tend to require high heat and humidity. Days before hatching, the eggs will begin to quiver in place as the unhatched offspring move inside. This is usually the queue for the mother to evacuate her mate from the nest. Shortly after hatching, roughly 80% of the hatchings typically die due to other predatory animals or males who happen to catch them away from their mothers. Within just one month, the young are on their own, and ready to fend for themselves. Origin: The origin of the Urrûrz’Rukh is the result of the sins of a wayward tribe of orcs who inhabited the land centuries prior to the arrival of the descendants who fled Vailor. These orcs came to Axios from Aegis shortly before the establishment of the first Rexdom. For over one hundred years, these orcs dwelt in the jungles of Axios, preferring to remain tent-dwellers, rather than concern themselves with the complexities of city life. This tribe lived contentedly as simple hunter-gatherers for some time. After over a century, however, they began to fall on hard times. Their numbers were dwindling in the harsh jungles due to disease and predators. They eventually grew desperate, as leaving their village became harder with more and more of their best hunters and warriors falling prey to the many dangers of their forest home. Before much longer, desperation gave birth to dishonor. In their hunger and fear, the tribe turned to cannibalism; many of them even devoured their own cubs. Krug, looking down on this tribe from his glory in the Ancestral Plane, saw these descendants of his betraying and consuming each other, and hated them for it. In his disgust and fury, he cursed the rivers near their camps. As the dishonorable tribe drank of the cursed waters, they began to change. Their skin became scaly, and their backs hunched. They became even crueler, and fouler. Before the tribe ever even knew what was causing their transformation, they'd become far too bestial to even think beyond brute animal instinct, even losing the power for speech. Instead, they hissed and groaned at each other, lashing out and hating one another. Before much longer, they had become the first of the Urrûrz’Rukhu. All their generations after them have since been born, not as orcs, but as the cruel, vicious, hateful monsters which Krug in his wrath cursed them to be. Weaknesses: The underbelly, and the openings on the top of the head. Also, it can't climb trees. Author: Catarrh LM Approval Required: No. If playable, what are redlines? ((You cannot tame/ride them. They’re aggressive, dangerous, nasty, and unpleasant in every way. Anyone who could tolerate their smell long enough to spend extended periods of time around them would find they’re far too vicious to tame or really be close to at all without getting hurt. They cannot be used as companions of any sort. Capturing them is obviously possible as with most creatures, but they remain violent, feral, and impossible to domesticate.))
  16. Urrûrz’Rukh (Repulsive Horror) Habitat: The Urrûrz’Rukh lives primarily in swamps and jungles, preferring hot, wet, humid climates. The creature tends to stay close to water bodies. It seems to especially favor stagnant bodies in which movements in the water are more easily detected, or murky waters, allowing it to more easily remain unseen. It will, however, commonly leave the water for varying reasons. Description and Behavior: The Urrûrz’Rukh, a name meaning Repulsive Horror in the Old Tongue of the orcs, is so named due to its absolutely grotesque appearance, smell, and general behavior. Other names include Skunk-Gator, Murk Lurker, and Muck Stalker. It is, in nearly every way, a total offense to the senses. The creature measures 16-18 feet (4.9-5.5 meters) in length from head to tail and 4-6 feet (1.2-1.8 meters) tall at the shoulder. The Urrûrz’Rukh possesses armored skin made up of scales on the upper side. These scales are composed of bony deposits and make their skin almost impossible to penetrate. The hard skin of this nightmarish monster can easily withstand swords, spears, arrows, and most conventional means. The underbelly is easier to penetrate, however striking at said underbelly requires one to somehow topple the sturdy beast, or for one to be stupid enough to crawl beneath it. The Urrûrz’Rukh stands upon four thick, powerful legs armed with black claws. Its tail makes up a considerable portion of its body length, and can propel it through the water at frightening speeds, sometimes reaching as fast as 25 mph (11.176 m/s). It has in some cases even been known to use its powerful tail to launch itself from the water at unsuspecting prey wandering too close to the banks of the rivers, lakes, and ponds in which they commonly stalk. Needless to say, the tail serves as a formidable danger in combat. On land, the Urrûrz’Rukh can charge up to 45 yards (41.15 meters) in 3 seconds, in similar fashion to the charge of a bear, which by comparison can run as fast as 50 yards (45.7 meters) in the same amount of time. Unlike a bear, however, it is completely incapable of climbing trees, which is a far wiser escape strategy than trying to outrun the beast. The Urrûrz’Rukh commonly attempts to maim and cripple prey which try to run away by using the superior reach of its long neck to bite at the legs of fleeing victims, usually resulting in broken ankles or mangled thighs for the one foolish enough to think he could outrun the monster. It is also known, upon overtaking prey, to stomp the limbs of its victims underfoot, or crush bones between its jaws to prevent escape. The powerful jaws of the Urrûrz’Rukh are capable of biting down at 3,700 pounds per square inch (1678.292 kg) of bite force. By contrast, the average human male can generate a bite force of approximately 265 lbs (120 kg). Their bites, in addition to being capable of crushing force, are also known to cause dangerous and potentially lethal infections, though anyone unfortunate enough to be bitten by this monster will likely be eaten before infection even becomes an issue. Behind the eyes and near the top of the head of the Urrûrz’Rukh is a pair of vulnerable openings, which secrete a rancid-smelling musk used to mark territory near water. This musk contributes to the already horrendous stench that lingers about the creature and its territory. These openings are one of the beast’s only vulnerable areas, however they’re known to contract and narrow considerably in addition to spewing forth copious amounts of fetid liquid when the Urrûrz’Rukh finds itself threatened. While a recommended target, they are not an easy target, and the smell of the fluid secreted can approach the unbearable. Telltale sounds to listen for when hunting, or simply hoping not to encounter an Urrûrz’Rukh when travelling through a swamp or jungle, include hissing, grunting, huffing, and a blood-curdling roar described by one traveler as “something between the bellowing of a bull and the squeal of an enraged boar.” The low grunting is typically only heard during mating season, when the beast attempts to attract mates and is even more dangerous and aggressive than usual. To the human ear, this sound is difficult to pick up. A good rule of thumb is that if you can hear the grunt of this temperamental reptile, you’re too close. Their huffing is really nothing more than the sound they make as they blow water and mud from their nostrils. The beast hisses when it feels threatened. Anyone who doesn’t want a nasty experience should heed the warning; it’s never given twice. Should one hear their hellish roar, it’s time to either escape or get ready for a thoroughly unpleasant fight. The roar of the Urrûrz’Rukh is used to intimidate other Rukhu (the plural of Rukh), or any other people or animals that fail to flee the creature’s territory after it hisses at them. Usually these monsters are solitary, due to their extremely territorial nature. The exception to this rule is during mating season, which occurs during mid-summer throughout the hottest and most humid months of the year. During this period, the male Urrûrz’Rukh will attract a female and pair up with her until just days prior to the eggs hatching. At this point, the female must force the male to leave by means of violence (which invariably leaves the female brutally battered) and by secreting a fluid specific to the female of the species, not to be confused with the musk secreted for territorial purposes or the liquid all Rukhu produce when threatened. This substance is particularly foul-smelling to the male, and even more so to anyone or anything else. Even by the standards of this already putrid animal, this secretion is truly abhorrent. Any whiff of this smell should tip travelers off to the presence of a frightfully protective mother in the area. Should the female fail to evict the male from the nest, he will cannibalize his own young. For this reason, it is crucial that the mother force the male to leave by whatever means necessary. Until then, however, the two will stay by each other constantly, and will be even more territorial and aggressive than usual. Extreme caution is advised when travelling jungles and swamps during mid-summer. The female lays 35-50 eggs at one time in a nest measuring around 8 feet (2.4 meters) in diameter and 3.5 feet (1.07) in height. The eggs incubate for approximately 120 days with vegetation covering them for protection and warmth; the eggs tend to require high heat and humidity. Days before hatching, the eggs will begin to quiver in place as the unhatched offspring move inside. This is usually the queue for the mother to evacuate her mate from the nest. Shortly after hatching, roughly 80% of the hatchings typically die due to other predatory animals or males who happen to catch them away from their mothers. Within just one month, the young are on their own, and ready to fend for themselves. ((You cannot tame/ride them. They’re aggressive, dangerous, nasty, and unpleasant in every way. Anyone who could tolerate their smell long enough to spend extended periods of time around them would find they’re far too vicious to tame or really be close to at all without getting hurt. They cannot be used as companions of any sort. Capturing them is obviously possible as with most creatures, but they remain violent, feral, and impossible to domesticate.))
  17. Catarrh

    [✗] [Creature] Urrûrz’Rukh

    Yeah, sorry about that. I took quite a break from the server, and wasn't sure if creature lore was still submitted that way anymore. Saw some lore submitted directly in this subforum, and figured that must be okay now. Apologies.
  18. Catarrh

    MPM not working?

    Have you tried uninstalling and reinstalling? Back on my old pc, I think that's what I had to do when I had the same problem, if I recall correctly.
  19. Catarrh

    [✗] Merge Lutauman and Farseer already.

    Probably the meanest would be the basic fire curse, which causes the sensation of being on fire. It's more of an interrogator's curse. Earth would be more of a slowness or even a petrification curse. Back when I was learning, air curses were more related to energy and emotion, so it'd be more about causing a sense of depression or physical exhaustion. Shortness of breath would also be a possibility. The water curse Malog first learned was a disease hex, which admittedly overlaps heavily with immortal business, which is why I personally prefer nausea (as in sea sickness). Of course, it's worth mentioning that these are just suggestions. Not every fire hex, for example, has to cause pain. Altered mental states are also possible, or excessive body heat. Honestly, if it reminds the average person of fire, it can likely be a fire curse (within reason, of course. Obviously, one can't just say that chronic constipation or something reminds them of fire lol). To be fair, it was easier to implement the elements when witch doctors also had their own form of blessing, but witch doctors can't bless anymore. It was believed to have made farseers less interesting. Anyway, There's not really a set list of elemental curses, or even of immortal curses for that matter. The general idea is that, if you can link the curse to some kinda spirit, and the curse isn't too ludicrous, it's possible. So, when it comes to elemental curses you'd want to consider what kind of emotions or conditions one would typically associate with a particular element. So, perhaps you'd want to make someone unreasonably passive. The water spirits could probably answer that call for you. It's why when I teach witch doctory, I usually like to give little creativity related tasks before the student even touches any actual magic. Anyway, in summary elemental curses can vary depending on what you associate with the element in question. Sorry if my reply was rambley and repetitive, by the way.
  20. Catarrh

    [✗] Merge Lutauman and Farseer already.

    Well, farseers are also supposed to be able to have vague visions, which I've always thought was cool. Also, all the first curses my orc learned when he first began his witch doctor training were elemental curses.
  21. Catarrh

    [Bug] Bonemeal

    #Nature of the bug: When I try to apply bonemeal to the ground, it doesn't create grass or flowers. #First occurrence: (Providing an exact time helps us locate the error messages, which can help in fixing the bug)I don't remember the exact time. Very sorry. # Describe exactly all the actions you took leading up to the bug: I took some bonemeal in my hand, and right-clicked the ground. Then nothing happened, but my bonemeal was still used up. # What messages are/aren't you getting that you would/wouldn't get normally : (in the event of a crash, please also provide the error log) No messages, nor am I supposed to receive any. # Frequency of occurrence:So far, every time I try to use bonemeal. # Are you able to reproduce the bug: Yes.
  22. Catarrh

    [Complete][Bounty] An odd request.

    Malog reads the poster, and watches the others for a while as they struggle to decipher "tree spel men," and finally says out loud, albeit in his thick Orc accent, "Druidz."
  23. Catarrh

    The Creature Index

    Drûth Skhelll Habitat: This massive tortoise exclusively inhabits jungles. Description: The Drûth Skhelll, or Bush Tortoise in the Common Tongue, is the jungle dwelling cousin of the famous Duhnah Skhelll. While similar in its enormous size, the Drûth Skhelll differs from its desert relative in temperament and general behavior. Unlike the Duhnah Skhelll, the Drûth Skhell is herbivorous, finding its sustenance in the dense foliage of its jungle home, and often swallowing stones to assist in digestion. As such, it is noticeably safer to approach. Some might even consider it relatively docile. This is not to say the beast can’t or won’t defend itself when it feels threatened. It shares the powerful jaws of the Duhnah species, and can use them with lethal efficacy. Its shell also provides a near impenetrable defense, rivaling that of the great tortoises of the desert. Unlike the shell of the Sand Tortoise, however, the shell of this species doesn’t become brittle upon death, but stays behind as a proud monument to its previous owner long after the stalwart beast passes away. Like many other reptiles, the Drûth Skhelll grows for as long as it lives, as evidenced by the discovery of rare colossal shells left behind in the jungle, though most specimens only seem to live long enough to reach the size of a respectable house. Their coloration has been noted to vary from deep grays to dark greens, well-suited for their hostile jungle homes. The females tend to lay and bury large clutches of eggs, many of which are likely to fall prey to the various predators of the jungle. Needless to say, the Drûth Skhelll is extremely slow, with the exception of its devastating bite, much like that of the common snapping turtle, but on a far grander scale. ((It should be pointed out that, if tamed, this is not a combat mount. It’s a tortoise. It’s slow. Not something on which one gallops into battle. Since it only attacks in defense, it cannot be forced to fight. It defends itself if attacked, but it cannot be commanded to attack people.)) ((Edit: It should also be noted that this lore is being submited in preparation for a future event that's still being worked on by members of the ED. We just wanted to post this now, so the lore would be ready in time for said event. Obviously, this little note at the end doesn't have to be included if the lore is accepted.)) Authors: Catarrh and Nolan LM Approval Required: No
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