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hellfiazz

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Everything posted by hellfiazz

  1. Srsly, why is the TS less reliable than plates on sticks balanced on a ship that's in a Jupiter-level storm?

  2. Buubztik is angered by the use of the word "spirit". It is an insult to Orcish faith.
  3. Buubztik is confused. He was told High Elves were smart, but whenever he gets in Tahn'siol all he he sees is, as he says, "dumskahz".
  4. Buubztik prepares to bust his funky moves. "Yub boiz"
  5. Don't kill good or neutral people. Evil people yes.
  6. I don't really know. It doesn't really matter, but that was what I was told. And if "dishonour is being greedy, proud, cowardly and deceitful", then honour is the opposite. Not being greedy or proud or cowardly or a backstabber.
  7. Witch doctors aren't bound to potions. They can perform curses and blessings which are basically the unbottled versions of potions (though in actuality it is the other way round). Refer to Grool's Witch Doctor lore.
  8. The Spirit Realm, the Spirits and Shamans (Skip to summary for TL;DR of story) The Daemon Apohet looked at the ongoing fight between Iblees and Krug, marveling at how the creature could hold his own against the powerful Daemon. He envied the power that had been shown in the descendant, and turned away. He went into a small area of the Seven Skies, hoping to keep his machinations away from the prying eyes of others. He poured a large amount of his divinely-granted power into one creation: what would later be called the spirit realm. It was not as complex, or as beautiful as what his superior had created, but it was his own special dimension, with which he could play around. It was quite separate from anything else; Apohet had made sure of that, not even being subject to time, as the Creator's world was. However, it was devoid of inhabitants, and he soon grew bored of manipulating a world that would never be seen. And so, he resumed his work. Apohet smiled as his second marvel awoke, or marvels. Again, his handiwork was slightly crude in appearance compared to the Creator's, but they were conscious. They were partners, intertwined in almost every aspect of each of them. Spirits, he called them, one able to manipulate space to an extent, the other having limited control of the temporal. Their appearances were both serpentine, space blue, and time red. Together, they birthed several children, each also able to control a certain aspect of the world, many coming in contrasting pairs, others more independent. The second generation was birthed from the less powerful elementals, and so they themselves were less powerful, finding that they were only able to control much more minor parts of the world, such as specific biomes, or things such as emotions or concepts. Feeling that these other creatures were somewhat unworthy to associate with them, the first generation beseeched Apohet, asking that they be allowed to separate. Apohet eventually agreed, and so created two separate planes, one for the first generation, and another for the second. Apohet almost cheered in glee as his world was slowly filled with his own denizens. But they too soon grew bored of the world's relative blankness, and Apohet had grown bored of watching them do very little. And so, he did something rather risky, and he made a small connection between his realm and the world, so that his creations could play. And play they did, using their power to make slight alterations to the world, all that their power allowed them. But soon, that risk had some repercussions. The dead that had perished in the battle against Iblees were flooding into the spirit realm. Apohet knew that the Creator would be perturbed, at the very least, at this development, and so he made sure that all dead passed through, so hastily that they barely even noticed where they were. He made sure this happened for the rest of time, and even now Apohet makes sure that the dead pass swiftly through his realm, to their respective afterlives. Several years later, after Iblees had cursed the four races, Apohet noticed something distinctly odd. One of those original four children of the first Man and Woman, had contacted his realm, Krug, father of the self-proclaimed "Orcs". He did not attempt to stop the "Orc", instead observing what he did. Krug even talked to one of the spirits, one who manipulated air, and soon after the air spirit, who was curious, decided to assist him by casting up a large wind for Krug. Krug had smiled a rather devilish grin, Apohet noted, but he still did not stop him. A few days on, the air spirit gave the father of the Orcs another favour, by conjuring up a sandstorm of massive proportions for him. The sandstorm headed for the city which the children of Horen, called "humans" had built. Apohet wondered still where the power of these races ended, if one of them could not only contact his realm, but also utilise his children. The city was destroyed by his creation’s power, and he found himself smiling. Impressed deeply by Krug, he made a decision, a rather brash one. Seeing that the descendants could indeed do great acts of spirituality and honour, he looked back to the passageway to the afterlife, and for the last time, tampered with his realm. He created what some would describe as a filter: allowing those with souls of honour, spirituality and virtue to enter his realm. Knowing that his other creations may soon grow angry at the intrusion of mortal souls, he made the plane they went to entirely separate from the ones inhabited by the others. When Krug passed, he granted him entry to the Spirit Realm, and personally welcomed to the area, taking care to explain to him what had happened. Not too long after, Krug's living descendants also began contacting the spirits, and naturally Apohet allowed them to, but made sure the Spirits only answered to those who were honourable. Some contacted the first generation, otherwise known as the“Elementals”. Others contacted the second generation, to the living known as the “Immortals”. Some even contacted the long dead, seeking their guidance and invoking their blessings. Soon the mortals began teaching one another how to do this, and thus the art of shamanism was born. Summary A Daemon named Apohet created the the Spirit Realm, and the Elemental Spirits, who could each manipulate one element of the real world. They then went on to birth the Immortals, who could only manipulate minor aspects. After seeing that Krug had used the Spirits to his advantage, Apohet decided that some mortals could be honourable, and so granted those he deemed worthy entry into the Spirit Realm, including Krug once he died. Soon, the Orcs had learned from Krug’s use of the Spirits, and so they also began contacting the Spirits, creating shamanism. The Spirits The Spirits, the inhabitants of the Spirit Realm that fall under Elemental and Immortal, are able to manipulate certain aspects of the world, pertaining to the Spirit’s own aspect. As well as Elemental and Immortal, there are also two other distinctions in Spirits: Greater and Lesser Spirits. Greater Spirits are more powerful than lesser, as the name suggests. Both kinds are almost constantly committing acts of malintent against one another, be it either direct fighting, conspiring against a certain spirit, or getting shamans to praise themselves more rather than others, the latter being much rarer in the case of the Lesser Spirits, as explained later. The Spirits themselves are virtually countless in number, due to many being created on the whims of Apohet. However, they are often not heard by shamans, as their voices are drowned out by the more powerful Greater spirits, and so despite their being an innumerable amount, only the Greater Spirits can be heard from the spirit realm, as well as the fact that the many Greater spirits are often brought under the control by other Greater spirits through means of war and such, and so are silenced by them. A Lesser Spirit could become a Greater Spirit, however it would have to fight and control many other Lesser Spirits so that their power grows enough to be considered such. However, while Lesser Elemental Spirits cannot be heard directly, they can still be accessed by shamans. This is because all Lesser Elementals are under the control of their Greater Elemental counterpart. When an Elementalist or Witch Doctor calls upon the power of an Elemental, it is not the Greater Elemental who directly intervenes, instead they “send out” one of their Lesser minions to do the job. Spirits gain power through a number of ways, which are: 1. Age of the spirit, how long since their creation 2. Interaction with and praise by the living. Spirits who get more mention, or more use gain more power 3. Amount of spirits said spirit controls. As mentioned before, Greater spirits will often bring other ones under their control, so that they are able to influence more aspects of the world. ​ Inversely, spirits can lose power in the same way, for example if a spirit receives less praise, it will lose power, or if one of the spirits it controls breaks free, it will lose influence on an aspect. Power within the spirit realm allows the spirit to control a larger area of the spirit realm (this has no effect on the real world, it’s just like how nations vie for land in the living world), and attain higher standing in the eyes of their peers. As a side note, ancestrals are not spirits as such, like Elementals or Immortals, they are merely just departed souls residing within the Spirit Realm. However, some souls that are exceptionally spiritual, or strong in life in a certain aspect may be made a certain kind of spirit, different from Elementals and Immortals, although this is a rarity, with even such spiritual leaders as High Shamans seldom being granted this honour. These very lucky souls are able to lend Lataumans who come to them in the Spirit Realm some of their power, such as Rax giving a Latauman greater physical strength, or Gorkil granting greater prowess in military command. Ancestrals who can share their power are called Greater Ancestral Spirits, with the ones who cannot being Lesser. Here is a list of some of the Greater Spirits. (Mostly Zogtar's list, with parts of Mogs, and slight editations to fit lore) Immortal spirits Votar - Spirit of the Hunt, depicted as a giant wolf with a bloodied snout. Enrohk - Spirit of Bloodlust, Savagery, and War, depicted as an armored bastard covered in blood. Shezept - Spirit of Revenge, Plots, and Stealth, depicted as a woman with the lower body of a snake. Jevex - Spirit of Order, Hard Work, and Self-Sacrifice, depicted as a giant hammer. Enemy of Shezept. Ixli - Spirit of Forbidden Knowledge, Truth, and Judgement, depicted as an eye. He provides knowledge at the cost of sanity. Ogrol - Spirit of Despair, sapped strength, and entrapment, depicted as a cage full of writhing bodies. He attempts to lock all who summon him away in his prison. Kor - Spirit of the dead. Depicted as a cloaked man with an open hand. Ankrus - Spirit of the sea, fishermen, and safe travels. Depicted as a aquatic woman wielding a spear. Arwa- Spirit of fertility, harvest and farming. Depicted as a plump female with over 700 boobs (thanks Mog) Anyhuluz - Spirit of destruction, malicious intent, and internal strife. Depicted as a warrior covered in open wounds. Akezo - Spirit of Health, Vitality, and Healing. Depicted as a winged whale with a blue aura. Paxahru - Spirit of arrogance and stupidity, depicted as a boasting fool Ublulhar - Spirit of hope and new beginnings, depicted as a tree sapling bursting from the ground Ghorza - Spirit of Travel, depicted as an ever-turning wheel. Rolfizh - Spirit of Assassinations and Poison, depicted as a dagger with poison dripping off. Trokorl - Spirit of engineering, machinery and building, depicted as a Goblin with goggles and a hammer Luara - Spirit of the moon, depicted as a pale white wolf Ramakhet - Spirit of the desert, barren lands, and sand. He is never seen and therefore is only represented by his name. Sworn to scour the world of all life at the end of time. Krathol- Spirit of Pain, suffering and starvation. Depicted as a pile of dry bones Veist - Spirit of Illusion, Tricks, and thievery. Depicted as a goblin with four eyes. Freygoth -Spirit of the wild and wild animals, he takes any natural form he may desire. Glutros - The spirit of greed and obesity, he is depicted as a cake. Thulezia -Spirit of lust, pleasure and beauty, depicted as a naked slave girl Isuz - Spirit of love, caring, and tranquility, depicted as an open-armed woman. Orgon - Spirit of Disease, Pestilence, and failure. Depicted as a festering, starving man with six arms, each holding a rusted and broken weapon. Urin - Spirit of rain and hail, depicted as a dark cloud Kesaroth - Spirit of envy and jealousy, depicted as a golden bull Leyd - Spirit of dominance and physical strength, depicted as a clenched fist Scorthuz - Spirit of cleansing and purging, depicted as a vial of clear water Theruz - Spirit of intelligence and learning, depicted as a wise old teacher. Brother of Betharuz. Betharuz -Spirit of alcohol, cactus green and celebration, often depicted as a young dim man, in direct contrast to his brother, Theruz Gentharuz - Spirit of smithing, smelting, industry and forging, depicted as a man with no legs, hammering an anvil Drelthok - Spirit of sleeping and dreams, often depicted as a dark cloud Eathruz -Spirit of dawn and dusk, often depicted as a red sun Kotrestruu - Spirit of memory and the recording of knowledge, depicted as an endless book Letrothak -Spirit of hindsight and excuses, often depicted as small man with eyes on the back of his head. Elemental spirits Only the first 6 of these (labelled *) can be utilised by Elementalists, the rest’s power being far too great to be channelled through a mortal Skathach - Spirit of Fire, depicted as a burning wolf.* Akathro - Spirit of Water, depicted as a iridescent blue fish.* Bregthar - Spirit of Earth, depicted as a Shur’Dru* Fiarza - Spirit of Air, depicted as a albino white hawk* Kulthark - Spirit of Metal, depicted as a silvery snake* Neizdark - Spirit of Storm, depicted as a lion with a mane of lightning* Binazdar - Spirit of Light, depicted as bright white cat the brother of Radzanib Radzanib - Spirit of Dark, depicted as a jet black cat, the brother of Binazdar Fanzra - Spirit of Chaos, depicted as a crumpled piece of paper with scrambled numbers, the brother of Arznaf Arznaf - Spirit of Order, depicted as peice of paper with numbers in order, the brother of Fanzra Ringat - Spirit of Life, depicted as a white fox, brother of Tagnir, they are always seen chasing each others tails Tagnir - Spirit of Death, depicted as a black fox, brother of Ringat, they are always seen chasing each others tails Omnizan - Spirit of Space, depicted as a red snake, intertwined with it’s partner Sandru Sandru - Spirit of Time, depicted as a blue snake, intertwined with it’s partner Omnizan Greater Ancestral Spirits Ancestral spirits are always depicted as their form when they were alive. Here are the more powerful ones. Krug - The first ever Shaman, and naturally the greatest Orc and the greatest Shaman who ever lived. Due to his power as a Shaman in life, he is a powerful ancestral in death, and so summoning will require a convention of at least 5 T5 Lutaumans to even have a possibility of summoning him, though even then it’s likely that attempting to toy with such great power will result in failure, and potentially great harm or death. Lur - The greatest hunter in history. Rax - Said to be the greatest warrior of all time. Gorkil - Known as a great military strategist and tactician. Braduk - Famed as a great Chieftain Dom - Said to be a exceptional shaman, second only to Krug. Ugluk - Third born kub of Gorkil, renowned as a great warrior. Azog - Said to be the greatest smith in history. Kurak - Also known as the wolf of Lur, when summoned causes the shaman to transform into a half orc, half wolf creature, losing their mind for the short while they are transformed. Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength. Trickster - Trickster of Lur, he was renowned for his subterfuge. His skills at deception and diversion were so great his identity was unknown. Bralkor - The Axe of Lur, known for his great resistance to physical damage. Jarkun - The Sword of Lur, known for strength combined with dexterity and speed. Yaggo - Sometimes called the greatest rider of all time. Dregort - The greatest boat builder and captain to have ever lived, legend holds his mother was Ankrus herself Grumbag - Known in life as a great builder, he is the patron off all Yazgars Vargo - Known for being a great alchemist. Shamanism Shamans are people who communicate with the spirits, and depending on their type, ask spirits to curse or bless, manipulate elements, to share power, or for insight into the future or past. A shaman will not be accepted by the Spirits if they are not honourable, which in their eyes, dishonour is being greedy, proud, cowardly, overly lustful and deceitful. As well as this, it is impossible to be self-taught any sect of Shamanism from scratch, as not only is there a language required to communicate with the Spirits, but the Spirits will disassociate with anyone who does not have the respect of fellow shamans. Anyone who does not fit this mould will face refusal and rejection if they attempt to speak with a Spirit, never mind ask a Spirit for their power or guidance. Particularly powerful and testy spirits will sometimes even strike down these people for their insolence. Also, Spirits speak only in True Blah (Black Speech), and so a Shaman must be taught the language to be able to communicate with the Spirits, even after connecting with the Spirit Realm. There are four different sects of Shamanism, each one communicating to different kinds of Spirits, and using their power in different ways. These four sects are: Witch Doctors: They use the Immortal and Elemental spirits to curse and bless people, as well as using them to create elixirs and potions, which are effectively curses and blessings in bottles. Witch Doctory is quite chaotic, and it is not for definite that a witch doctor gets the type of curse or blessing they wanted. The power of the curse or blessing, and the likelihood they get the spirit they intended to depends on tier. Elementalists: They use the Elemental Spirits to shape and change the world, for example they may use Scathach to manipulate and control fire. The amount of an element they can manipulate depends on tier. A Tier 5 Elementalist may, with enough concentration, be able to control two elements simultaneously (either manipulating a mix of two elements I.E. Mud, or just plainly manipulating two separate elements), however with only T3 power for each element. Elementalists are able to make a pact with one of the first 6 Elemental Spirits, whereby their skill in manipulation of the Element corresponding to their chosen Spirit increases. However, the Elementalist will find that the opposite Element becomes harder to control, as the Elemental Spirit is displeased with the shaman for choosing it’s rival. The opposites are: Fire - Water Earth - Air Metal - Lightning Lataumans: They speak with the Ancestrals, asking for their guidance in matters. They also invoke and evoke the power of Greater Ancestral Spirits, using their power to boost their own. How much they are boosted depends on the tier, and only higher tier Lataumans can invoke the blessings of the more powerful Ancestrals, such as Gorkil or Dom. Farseers: They speak with all the Spirits, and due to the non-linear nature of the Spirit Realm, they are able to gain snippets of the future and the past from them, as well as being able to see very vague portrayals of events in other lands as they occur. The distance they can go backwards, forwards, and the clarity of their visions of events in the past, present, or future depend on the tier. As well as this, they can administer blessings to groups of people, albeit at less power per person that a Witch Doctor blessing might provide. After being taught Shamanism, it is indeed possible that a Shaman may stumble from the path of honour, which of course displeases the Spirits. As such, they will inform any honourable shamans that such a Shaman exists, and while they cannot remove the power themselves, they can have the Shamans intervene. They do this by having a more powerful shaman have a ritual in the presence of the offender, that will permanently sever the dishonourable one from the Spirit Realm, at least until they can regain their honour. Should the Shamans feel as such, they will have to relearn their magic from scratch, as if a new student, to be retaught what it is to be a Shaman, and what the Spirits expect. Should the Shaman who strays be too powerful for a single shaman, more can be included.
  9. As for Shaman lore, I submitted a piece a while back and some LMs gave me feedback and then said they'd have the LT review it. That was in like, February. That's hardly our fault. As for OOC attitude, I didn't think we were unfriendly, and we have a PvP core because we're a combat orientated race (that's the point of Orcs) and PvP is much easier, quicker and cleaner than RP combat. @Piercing Orcish honour was outlined in Grool's post "Honor Laws of the War Nation"
  10. Buubztik whispers into the wind, then pushes said wind all the way to Tahn'siol. Anyone outside at the time would suddenly hear two words, almost too quiet to hear. "Skah latz"
  11. "Oondazta am Wargoth bruddah. Wolzug hab dikreed id."
  12. "Kumplit ekzturminayzhun ub pinkiz? Whu wull mi flat avtuh dat?"
  13. "Wi zhud zhuu dem ohnur eevun wen dey am nub. Uvurwyz wi am uz nub'hozh uz dem. Ehniwai, Konklayv am ded."
  14. Buubztik informs Rap "Wi duu diz bikuz kik'n zum'azh owd der blarg-goi wen dey hab nubwer elz tuh guu am nub ekzaktli ohnrabul, bud er am zdil wur!"
  15. "Wi zhud fulluh trudizhun, agh hab duh Wargothz klomp tuh peep whu am Rex."
  16. Dark Elves are not sexy, especially when compared to the irresistible charms and looks of Buubztik!
  17. Lur Wolves are loving creatures! They're not vicious, they're viciously protective!
  18. Buubztik shouts at the walls "Zum ob uz am nub grun, lat durti rayziztz!"
  19. Buubztik writes a letter to High Elves "Diyur Nuutiz, Mi am rytin tuh egzprez mi ekztrim dizplezhur ud duh graytizt aht evur dun, zhamunizum, biyun ekzkluudid frum latz' lizt ub mojo. Eevun duu zhomojo am nub mojo, neevur am druuidojo, zuh der am nub reezun wah id zhud nub bi inkluudid. Mi huup tuh hir bak frum latz zuun. Buubztik, azh ub iz naym, bub'hozh'izt zhamun uhlyv, Kaptin Krugmar, frend ub ohl hizpanikz, Eldur ub duh Akz, Paytrun ub duh Arkayn Delvuhz, truu nuut-kingeh ub Zkyrim, rytful Kingeh ub Orun, Alraz, Urgwan, Malinur, agh Hahlunur, purjuh ub heruhzi, skah'ri, zodumi, agh nub'hozh mojo, nuut-pimp ub Krugmar, Lur"
  20. At times of peace Orcs have at most 3 active players. In war, our numbers increase dramatically, and stay up as long as we maintain war. Right now, because of war, we have about 20 active players. War is integral to Orcish activity because Orcish RP is war. That's the whole point of Orcs: wage war, run rampant, and burn buildings. That is what they are meant for. So whilst it may have helped doom the Adunians, war certainly benefits the Orcs massively. That's what war brings. The prosperity of some factions and the downfall of others. Without it, things would become stale, and who honestly wants to RP in a server where there's no chance of anything changing outside of the personal level anyway? Perhaps rather than saying "nations are crushed under it, so it's bad", maybe people should not get too possessive of a concept (that's all nations on here are, concepts) on one server for one game in the whole of the internet? In times of war, activity on LOTC soars, whether there's a battle or not. So obviously the amount of BRs will go up, because there's more people and therefore more chance of someone breaking rules. Speaking of BRs, they're not the fault of wars. They're people breaking rules, and whilst war may offer a win if a person breaks rules, griefing is rule-breaking = reward, as is powergaming and metagaming. All rule-breaking has a short-term reward for the player, so saying a war incites rule-breaking is as useful as saying diamonds incite rule-breaking and therefore BRs, or winning an RP fight incites rule-breaking and therefore BRs.
  21. How would this affect things like Orcs? Considering their image of perfection is basically the most powerfully built and muscled Orc, not beauty, and that is in direct conflict with Rosaenic perfection, I imagine it would be unsuccessful with them?
  22. Lin'tahu speaks up "Perhaps rather than persecuting the entire branch of Illusionist magic, perhaps we would be better served in hunting down any mages who would seek to do us harm, on the basis of threat rather than the type of magic they use?"
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