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Catarrh

Old Fart
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Everything posted by Catarrh

  1. 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.
  2. 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.
  3. I got to be in this podcast

    Edited by Catarrh
  4. 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.
  5. 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))
  6. Catarrh

    The NEW Mos Le'Harmless Cantina

    Maladem remarks, "I didn't want to go anyway."
  7. How long has the book copying mechanic been broken?

    1. Ogdan (Benben582)

      Ogdan (Benben582)

      I find I can only make copies from the original book or 'copy of original' a 'copy of a copy' will not make me a copy.

       

    2. Catarrh
  8. Catarrh

    [Denied]Pieman's Trial Application

    He seems to have drive in my experience. I'll +1
  9. 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.
  10. 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.))
  11. 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.))
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Is everyone ready for a visit from Yeshmiyek this year?

    usIxFy1.png

    1. Man of Respect

      Man of Respect

      helo mrs yeshmiyek i don't worship you i worship odin true son of your culture we are strong and you are weak you filthy rascal our army of one thousand frenchs with mexican moustaches shall put an end to your fake religion

    2. Catarrh

      Catarrh

      You're just asking to go in the pot, Sandk1ng.

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