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Catarrh

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  1. The Clan Uuthlini forum post has been updated. Blueberries for everyone! Spread the word, or I'll tell your mom on you!

     

  2. Catarrh

    Clan Yar

    <O> Yar: Many years ago, the great shaman Malog raised the banner of Yar for the first time in Anthos, instating a long-running clan of wisemen and those dedicated to the worship of the spirits. Symbolised by the duhnah skhelll, the great man-eating tortoises of the desert, they revere the Ancestral spirit Yar, said to be the wisest of his clan. While Yars place great emphasis on spirituality and the attainment of wisdom, they follow the basic fundamentals of orcish life and value strength and honour; they are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle. However, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting, or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. “Wisdom is born of a strong mind. It is more practical than philosophy, agh goes beyond mere knowledge. It is the ability for right living, common sense, wit, resolution of life’s problems, agh success beyond material gain. Gruk for latself, but heed the blahings of those more experienced with the respect agh consideration due them. Learn from life, agh apply latz learning in a way that means something.” -The Contemplations of Malog, V1 \o/ Culture: Seven Pillars of Honor: Strength Valor Boldness Contentment Wisdom Forthrightness Discipline Seven Pitfalls of Dishonor: Weakness Irresolution Cowardice Avarice Thoughtlessness Duplicity Complacency Branding: Upon initiation into the Yar clan, and following completion of three trials presented by one or more elders, new members are branded with the image of the duhnah skhelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal: “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!” Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings These are offerings of living creatures. Humans, elves, kharajyr, and dwarves. Livestock. Grain Offerings These are burnt offerings of wheat or any other form of produce. It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Adornment: Due to the symbolic nature of bones within the clan, it is a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle, or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. See “Important Links” at the bottom of this post for links to the Yar Clan’s more interesting traditions. <<<D Law: The giving of the law, as originally told in Anthos: Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi guidenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan: ~ In order to ensure the Yar Clan did not stray from the path of honor, ten laws were set in place for the clan to uphold. ~ Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. Do not consume the flesh of your fellow orc, for such is an abomination to Krug. Do not steal from your fellow orc, for such is an abomination to Krug. Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. Do not practice the magic of the pink skin, for such is an abomination to Krug. Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. Do not speak the language of the pink skin, for such is an abomination to Krug. Do not take the pink skin as your lifemate, for such is an abomination to Krug. Do not worship the gods of the pink skins, for such is an abomination to Krug. ~ Failure to comply by the laws of Clan Yar will result in the following: ~ Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. Heart Removal: An orc who commits a particularly heinous offence is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. >>> <<< Yar Clan Chants: Blessed of Yar Shout unto Krug, Blessed of Yar! Throughout the Uzg, Bear it far; The glorious name! Glory to Yar! His wisdom will reign! Glory to Yar! Harvest Life is toil; Life is pain. Till the soil; Wait for rain. Blood coats plow, Workers groan. Harvest now Flesh agh bone! Raise the Luzk Raise the luzk! Shout aloud! Bare latz tusks! Make Krug proud! Bodies sever From their spirits! they'll forever Dread agh fear us! Cubs’ Chant Chant to the Wargoth, leading us to glory. Chant to the Choppers, on the battlefield. Chant to the Trappers, in the burning desert. Chant to the Workers, pounding steel. We are the Yar cubs, builders of the future, Agh we the Yar cubs swear to lat; Loyal devotion! Fearless devotion! Agh to klomp until we’re flat! Chant to the faithful members of the Yar Clan. Chant to the Skhelll lethality. Chant to the Yar Clan; ever wise and mighty! Clan of wisdom agh victory! <(*)> Important Links: Shrunken Heads: Bone Trees: Bone Gavels: Bone Singing (Throat Singing): Yar Clan Runes: Yar Funerary Rites: The Horn of Yar: Story of Yar: Information on the Duhna Skhelll can be found here under “Orcish Wildlife”
  3. As far as I can recall, I’ve never witnessed your villain rp, so I obviously can’t comment on its quality or whether you were at fault, but I can say this. While there are certainly more than enough poor villain rp’ers on lotc, for most people, the quality of any specific villain’s rp is irrelevant. If Tolkien himself could rise from the grave, join lotc, and play a villain with the full eloquence and richness of his writing, there would still be someone accusing him of poor villain rp. There are people who’ll say that no matter how good your rp is, because it’s not really about the rp to some people. It’s about getting their own way in every rp scenario. I don’t do much villainy rp these days myself, but that’s mostly because I don’t have the energy to deal with people who throw tantrums whenever something bad happens to their characters. Don’t get me wrong. Obviously, sometimes a villain’s rp is just bad, and everyone from time to time has a bad attitude about rp not going their way; but it seems to me like it’s very commonly just a line people try to hide behind in hopes that they can escape consequences or negative experiences for their characters. Anyway +1
  4. unknown.png?width=1083&height=610 
    It’s stuck like this when I log in

  5. Maladem Uuthlini, upon hearing news of war, opens up his prayer book and makes supplication to Jiub the Strong, “Stalwart Jiub, make me strong. May I never cower, nor shrink away, but face foe and fear alike. May I never not scorn peril, nor flee from hardship. May I never doubt myself, nor my kin, nor my Ancestors. Oh Iron ‘Ker, set our people on a bedrock foundation. Make our armor hard as obsidian, and our spirits solid as onyx. Make us unassailable by siege or subterfuge. May armies fail against us, and heretics flee before us. Make us mighty in battle and firm in faith.” He then glances suspiciously around, wondering if some random eavesdropper somehow managed to hear him from whatever far-flung corner of Arcas, as it seems to be a common power, even among those possessing no magical aptitude.
  6. OOC Username: Catarrh Discord (example#0000): Catarrh#5549 Timezone: EST Roleplay Name: Maladem Uuthlini Age: 180 Race: Dark Elf Desired Role: Amiable
  7. Well, it's a giant tortoise, so pretty easily, but they're not likely to, unless someone just insists on sticking their leg in the creature's shell for some reason. I included the bit about their bite more as an explanation of how they defend themselves if someone is determined to badger them, but it's not meant to be a likely occurrence since it shouldn't be too likely that people will reach into the shell of a large, scared animal. Like Sainthood says, it would take a pretty stupid person to make that happen, since they're not aggressive creatures.
  8. The Arcasian Emperor Tortoise (source for art: https://deepskystudios.com/project/portland-concept-art-production-design-services/ ) Brief summary, habitat, and origins: A species of large tortoise native to the savannas of Arcas. Totally mundane origins. Temperament: The Arcasian Emperor Tortoise is generally docile, but defensive in temperament. More-or-less what you’d expect of a tortoise. Description: Herbivorous and generally not aggressive, the Arcasian Emperor Tortoise’s first response to danger is to retreat into its iron-hard shell. Should this fail, the Emperor Tortoise possesses a set of powerful jaws, ideal for severing the hands of fools who refuse to respect the sanctity of its protective home. In general, however, this tortoise is docile, with the exception of competing males forced to share territory. In such cases, the males can become aggressive toward each other and even attack one another, sometimes resulting in serious injury. Commonly, one will even try to flip the other over on its back and leave it there to die of thirst and starvation. As a tortoise, the Emperor Tortoise is long-lived and grows throughout its life. Living upwards of 200 years, the Emperor has plenty of time to reach awe-inspiring sizes. Most adults grow to be roughly eight to ten feet long and four to five feet wide. There are some, though, which grow as large as a modest house (roughly 13 blocks long, 9 wide, and 6 high). A common method of determining the age of these tortoises is by judging their size and the abundance of scars upon their shells; many male tortoises will engage in fights over territory, and may inflict scars upon each other’s shells and limbs. In the wild a tortoise may not be sexually mature or capable of producing fertile eggs until 15 to 20 years of age. In captivity, should one seek to keep them captive for whatever reason, sexual maturity can be achieved from approximately 8 or 10 years of age. Their coloration varies between shades of gray, brown, or beige. Their diet consists mainly of grass and bushes, though the largest of them have been known to crane their necks into the trees, even chomping down whole branches at times. In addition to their usual diet, they also commonly swallow stones to aid in digestion. As all tortoises, the Arcasian Emperor is extremely slow, moving at a steady, even gate across its arid home. The females tend to lay and bury large clutches of eggs, many of which are likely to fall prey to various predators. Their natural predators include wild dogs, badgers, and occasionally wild pigs which at times dig up their tasty eggs. Wolf packs and other large pack predators, from time to time, manage to take down the more average-sized adults. Those which make it to the more colossal sizes tend to be too large for anything short of proper monsters. Red Lines: - They’re slow. - They’re not combative/aggressive, though they are wary. - Can’t swim. - General tortoise limitations. Authors: Catarrh, DarkSainthood, BebbZ
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. I got to be in this podcast

    Edited by Catarrh
  14. Catarrh

    Clan Uuthlini

    Clan Uuthlini (source: https://www.redbubble.com/i/ipad-case/Loki-Snake-Symbol-by-miniverdesigns/31941377.MNKGF) Clan Uuthlini was founded by Veldryn 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 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 descendants, 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 always either coloring their hair and/or 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) When Veldryn stepped down as clan leader and bestowed the responsibility upon his son, Alakagh, Alakagh decided to reform the Uuthlini clan, building upon the clan’s traditional symbology surrounding the color blue. Different shades of blue now have different meanings for the Uuthlini as well. Collectively, however, all blues represent freedom, creativity, and inspiration, in accordance with Veldryn’s original design. What Each Blue Represents Royal Blue – Honor and Virtue Light Blue – Joy and Merriment Cyan – Love and Bonding Adoption Ritual When a new ‘ker becomes an Uuthlini, there will be a small ritual in which the adoptee is presented with a stunningly strong drink. The adopter will ask the adoptee a series of questions as follows: “For the love of the Blue Spirit and revelry, would you accept Uuthlini as your new family?” “Would you respect your brothers and sisters, and would you steadfastly reject Xionism or any of the dark arts?” “Would 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 adoptee agrees to the terms, the drink is consumed. Any current members of Uuthlini present each take one sip to symbolize their new familial bond, then the bulk is drunk by the new member. The new Uuthlini will then either dye his or her hair blue and/or find blue clothes or ornamentation to wear. The clan may even choose to gift the new member with some blue ornamentation. Once the ritual is complete, a feast is to be held later on for the clan and its friends to attend. Embodiment of the Blue Spirit The Mali’Ker of Clan Uuthlini seek to embody the jovial, free spirit of their Patron Ancestor Arganos in their own lives. Even in battle, they remain positive and radiate exuberance. If any elf could be said to have been the personification of buoyancy, jauntiness, playful impishness, vivacity, or imperturbability, it was Arganos the Festive. Perhaps the greatest example of his unshakeable spirit was his legendary battle against the Giant Lurker that terrorized Magarah’lin; a battle in which Arganos lost an arm, laughed about it, and called it a fair fight! The epic tale has been detailed in a Clan ballad known as The Sapphire Song by Maladem Uuthlini: Uuthlini Weddings When an Uuthlini wishes to marry, he or she presents a sapphire to the intended betrothed. During the wedding ceremony, in keeping with Veldryn’s own wedding, the sapphire is split in half and made into a pair of earrings; one for each spouse. 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. Joyous Camaraderie, but Fierce Solidarity The Dark Elves of Clan Uuthlini are a famously mirthful bunch, rarely bothered by much! Many are surprised, therefore, to learn that any threat to their family is met with swift, fearsome retaliation. Some Uuthlini may become surprisingly grim in such scenarios with little warning. Some, however, may attack their enemies with laughter on their lips and a dance in their steps. Should one decide to harm an Uuthlini or anyone held dear by an Uuthlini, such a one should expect to find a new hole in his head or to discover a group of well-armed, blue-clad ‘ker drinking, singing, and joking in front of his burning house. The Carnival Commission After the week-long celebration inspired by Arganos’ slaying of the Giant Lurker, Betharuz, Greater Immortal Spirit of alcohol, cactus green, and celebration, appeared and bestowed upon the Festive the task of spreading his celebration and glory. To this day, his descendent clan continues this divinely appointed task, seeking to cultivate joy and festivity within and among themselves, and to extend it to all around them! Contact if interested: Current Blue Father Alakagh Uuthlini ((HarstyleRaver)), Maladem Uuthlini ((Catarrh)), Veldryn Uuthlini ((FactButt)) ((Many thanks to HarstyleRaver and FactButt for helping me with the clan post in its current form))
  15. How long has the book copying mechanic been broken?

    1. Ogdan

      Ogdan

      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
  16. 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.
  17. 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.))
  18. 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.
  19. 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.))
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