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Hedge

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About Hedge

  • Rank
    I've got Friends on the Other Side
  • Birthday 04/13/1997

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    Hedgehug#2111
  • Minecraft Username
    HedgeHug
  • Skype
    ask
  • Email
    [email protected]

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  • Gender
    Male
  • Location
    The Stargûsh'Stroh

Character Profile

  • Character Name
    Shagarath

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  1. Presence of the Past Previously in the story of Vorgo’Yar: https://www.lordofthecraft.net/forums/topic/151665-~-the-war-part-1-preparations-~ https://www.lordofthecraft.net/forums/topic/151666-~-the-war-part-2-a-painful-truth-~ ~ Many travels have Occurred The spirit lifted, vision Blurred Shall come upon on the Shaman Mind, A thought of quite a different Kind For the Lonely Wanderer, aged and Scarred, Ideas conflicted, true by Heart Shall find himself in between Planes, And in due time, find wrists in Chains To visit heaven, sighting Beauty, Enchanted by its Spell But forced back down, fulfill his duty Making it but Hell ~ A duo of Krug’s sons, both of green skin, awaken in the thick undergrowth of Tauob Bûbhosh Hoital - Stargush’Stroh. An elder, paired with a youngling make their way through the woods in search of a spirit. A great ancestor by the name of Vorgo’Yar, the old Rex of Ashen skin that had given his life to save his kinsmen from a most dark fate. A friend, and father … waited not far from them - seated atop a freshly shot stag in the Forest of Eternal Hunt. ‘Twas not long before the scent of roasted meat filled the part of the woods they found themselves in. Vorgo himself already started to prepare his bounty, having cut off the antlers as token of his skill. And it was this scent that drew the two visitors towards him. At first there was silence. Then came a smile... And then a collision of skulls… It was then that they sat together and spoke whilst they began devouring the cooked meat. A son spoke to his father on his adventures and proceedings in life… A father spoke to his son on the Stargush’Stroh and his life there… An old friend spoke to his fallen brother on the Spirits and more... Eventually came the time to depart, but not before Vorgo himself brought forth: a simple request for Shagarath. “Could you bring my son with you more often?” - the request met with a small nod and smile “You will see him. And he will see You” Eventually both Shagarath and Falum depart, taking a stroll from where they stood. Between the roots of a giant tree they halted, sitting down to meditate. And where two spirits sat down, their vision fading to black Two motionless bodies in a dusty old blargh wake up, reflecting on what had happened
  2. Indeedly
  3. Heading out to Kopenhagen for the next three days! Cya back come Friday o/

  4. Note to FM's: don't nuke me just yet - just helping the guy out. Feel free to hide this message but warning points are a bit unecessary innit? @Inquisitioners, to give you a tip regarding evidence: minecraft logs are easily manipulated and are often not found to be great evidence. Though I know you didn't make any screenshots at the time, you can actually ask a GM to rollback the text and grant you officialized screenshots which depict the scenario that took place. This is in fact official and untempered evidence and is valid. Just a note for future BR's - and a friendly bit of help. I'll refrain from stating anything related to the actual BR as I am not in a position to do so.
  5. A singular instance shouldn't be your aim in judging my ability as a GM. At that time, a late evening for me, I was going through a tough breakup (the weekend before christmas) and played lotc purely to lighten up my mood. to then see spooks ruin an event that people had been preparing for for a week just shut me down even more. There is also the fact that there is a considerable chance that I was intoxicated at that event, though I cannot fully recall the evening. Whenever I did such in the past, whilst also being on a staff team, I declared myself unfit to do my duty and was "not working" for the duration of that time. "He lost it, once, 6 months ago. Therefore he shouldn't be a GM"
  6. Good lad +1
  7. Cheeky lil' ... aah, love you too ; ' )
  8. Vote hedge 4 GM now!
  9. ~ Sprites and Sprouts ~ Link to the Original Lore page: https://www.lordofthecraft.net/forums/topic/142670-lore-revision-playablesprites/ Birthing At first, ‘twas but a mystery how these small creatures came to be. Cerridwen's breath or perhaps even the Creator being connected with their cute and mischievous appearance. It was only until recently that an unnamed druid found themselves wandering the grand woods of axios, where they witnessed the spectacle of its birthing. For… in a corner of the forest they found a Fae circle, and here a small flower grew out to be the birthplace of a sprite. Much marvelled the druid set up camp nearby, and observed as more and more of these little flowers grew and each of them produced these small faeries of various colors. However, not only did this fae circle bring forth the sprites that now inhabited the forest, it too produced creatures akin to them, dwelling the floor of the woods: Sprouts. The name given to them by the same observing druid, as they found out that mushrooms of the most odd and too: colorful kinds grew out to be… living! Akin to the Sprites that flew about, these Sprouts dwelled in the shadows of the undergrowth. Acting in utmost care not to be sighted by predators. The druid, having stayed most of its time in these woods, sought to leave… though was curious of one thing. Before it left the woods for good, to bring out word of this fantastic discovery, meditated in front of the fae ring. After time, they blessed the soil of it… and what grew out to be… lived. The Druid found themselves capable of aiding the Aspects in their work of creating this Fauna, and speed up the process of its birthing. For growing the flower felt akin to that of bestowing the aspects gift onto seeds as the druii usually do. And thus as swift as that, the flowers and mushrooms grew exponentially faster than the natural process. Producing equally as good Sprites and Sprouts. Appearance -Sprites and Sprouts stand about 5-7 inches with Elf-like features. Where Sprites have translucent wings sprouting from their backs, the Sprouts have the top of their mushroom like being as sort of a hat. -Sprites and Sprouts are genderless, but do take on masculine and feminine appearances, oftentimes being referred as male or female, despite being asexual. -Sprites and Sprouts clothe themselves in flower petals and any soft, pliable forest-growths they can find. -Sprites and Sprouts speak an odd tongue that can be learned but is quite difficult for Descendant minds to understand. They also have Natures Communion as a basic foundation of their being by default. As they are both Flora and Fauna. Part of Nature. Color The color of the sprite or sprout determines almost exactly some of the mannerisms of the creature, similar to how a mage’s aura is defined by their own personality. There is no definite reason as to how, or why they are born as these particular colors however, it is simply a random factor. Green “Wisdom and immaturity in a stunning union.” Sprites born with the color green are wiser and more intellectual than their kin- often more keen to learn something new. They can provide interesting outlooks upon a situation based on their observations, and are even known to have a larger attention span. Blue “Curious and kind.” Sprites born with the color blue are considered the most likable of all. They are known to be the first to explore, and the first to make a new friend. Taking that in mind, they are much more adventurous than their kin, wanting to seek new places and new friends, which can often lead to trouble. Sky Blue “Deceit and deception in the wings of the sky.” Sprites born with the color of the sky are known to be the most deceitful. They use their similar coloring to their blue kin to lure people to trust them, only to torment them and trick them for their own amusement. Grey “Laziness and ambition in the wings of the clouds.” Sprites born with the color grey are very similar to their sky-colored kin, appearing to be much more sickly, or oftentimes gloomy, in a depressed manner. It is because of this, they are able to manipulate sympathetic people to do their bidding. Red “Rage.” Sprites born of the color red are known to have a temper and fuse that is near as short as their own height. They are judgmental, rude, and apathetic, their level of dislike only being below Black and Yellow Sprites. Black “Anathema embodied in the smallest of souls.” The rarest of their kin, this Sprite possesses a heart as black as it’s very visage, wishing pain upon those whom it may face, with tendencies to wreak havoc and pandemonium as much as it can. They are to be wary of, as these little cretins possess naught a drop of compassion within them. Purple “The mediator of their kin.” A Purple Sprite, alternatively violet, is the embodiment of balance, matched with the mindsets of both Red and Blue, they are believed to be wise and level-headed, more so than any of their kin. White “Those of innocent heart.” Sprites of absent color are pure and kind, admittedly the most bright of their kin (Literally), they have oftentimes been mistaken for starlight in the darkest of nights. To those lost in the woods, these Sprites have been known to guide to safety, using the prominent luminescence of their body as a beacon. Yellow “Manipulative and Mean.” The oddly yellow colored Sprite possesses an alien aura to it, they are daring and cruel, using emotional manipulation to instill fear unto their kin and use their reactions for their own amusement. They are the most mischievous and tricky of Sprites, and much like Black Sprites, are to be wary of. Orange “Heroics lead to ignorance.” The orange Sprite will automatically attempt to solve any conflict it can, without the assistance of any other being. Should someone be in some sort of trouble, or a conflict has unfolded, the orange Sprite will be there to save the day. These Sprites don’t often do heroic deeds out of the kindness of their hearts, but rather for their own reputation. Should they fail, however, they’ll slide into a deep, temporary depression, upset that they didn’t reach their high expectations. Brown “The feral outcasts.” Sprites born with a brown skin are social outcasts, foreign to even the rest of their Sprite community. Often known for taking shelter in secluded, isolated, and rather odd locations, the brown Sprite does not enjoy communicating with it’s kin. They’ll often act as if they’re a wild dog with wings, and will tear up their food before eating it. They’ll rarely speak in any tongue, as they often just don’t care enough to communicate. Pink “Intimacy and energy bound by the same soul.” Sprites born with the color pink tend to be ditsy, energetic, and animated. There’s always time to play fun, silly games, and they truly embody the childish trait of every Sprite. However, as much as they enjoy to be immature, they enjoy the prospect of love for other sentient beings. These Sprites are willing to go out of their way to ensure that two people who love each other stay in love. Acerfolia & Modnar The Acerfolia is a small flower with a large oval shaped bud and triangular leaves. It grows five inches from the ground, and is the birthplace of all Sprites. The Modnar is the name given to the spore that produces the Sprouts, little is known about them as they are but tiny and most of its development is under ground. They can only be found in fae rings. When a sprite dies, another flower will sprout in the nearest fae ring. Advantages/Disadvantages + Have Natures Communion by Default. + Despite their mischievous and often dull appearances, they are extremely intelligent. + Sprites may fly, but no higher than that of an Olog (Three Blocks), as they would exert too much energy whilst attempting to fight back against gravity. Due to using too much energy they would need a surface to rest on before taking flight once again. + Sprouts may seems small, but move rapidly through forest undergrowth. They are difficult to catch. + They may defend themselves with toxins - the Sprite lore add-on "Scary Toxins & Nice Sprites" Still applies on both Sprite and Sprout. - They may not learn magic due to their natural origin. - Sprites and Sprouts can not wield the weapons of the Descendants, as they are much too small. - Due to their small bodies, and overall weakness, they are easy to take hold of and imprison. -Not many of these creatures exist, If one was to destroy the faering during the development or destroy the tree around the ring. Before the Sprite or Sprout is born, it will die. - Injuring the wings of a sprite can be potentially fatal, as the sprites main blood vessels are located there. Theirs wings are of the same material as their body, of plant. The same counts for the mushroom heads of Sprouts. -Magic is super effective towards the sprites and sprouts alike, and can kill them quickly due to their connection to nature. - They can learn the Common tongue but it would be difficult due to their poor attention spans. - Sprites and Sprouts, when consumed are practically toxic, as after death they are reduced to a fine, gray ash. This metaphorical pixie dust will not grant any flight, but instead will lead to an extremely quick and painful death. Redlines - They may not be domesticated, as they are entirely sentient beings, not animals. - Sprites and Sprouts can only thrive in areas filled with natural life, such as forests. Deserts and tainted areas are practically deadly. - They are incapable of learning any form of magic, however they may communicate with Flora and Fauna.(They get this by default). - they can only live in a flora rich environment. Entering cities is not a problem, as long as their stay is short. - The Scary Toxins & Nice Sprites lore applies to both Sprites and Sprouts.
  10. In absence of the first, I will exclaim a wish for this to be changed to: a Tier 5 farseer + a Tier 5 Elementalist or 2 Tier 5 elementalists, that both have their respective tier in the same element they wish to make a muyakelg with.
  11. The Yar Clan ((image courtesy of http://www.deviantart.com/art/Turtle-tribal-tattoo-79848067 )) As the orcs of the War Nation go about their usual business of the day, Malog’Yar ascends the plateau of San’Vitar, carrying the black and white flag of his clan. Most would likely pay no heed to this until the mighty blast of the Horn of Yar resounds from atop the hill. Once Malog has the attention of the city, he makes his announcement, “Bruddahz agh ziztahz! Mi annownze diz dey dat da Yar Klan am rekruutin agen! Aneh bruddahz whu am intrezt’d en joynin, ur juzt wunt tu helb mi rebuld diz klan, kom blah tu mi ur Thurak! Zpirutz bi wif latz awl, bruddahz! Glureh tu Yar! Glureh tu da War Uzg! Glureh tu Krug!” The Yar Clan was founded in late Anthos by the shaman, Malog, in honor of his great great great grandfather, Yar. The duhnah skhelll, a giant man-eating desert tortoise, is their symbol, and is used by this clan to represent wisdom and lethality. It waits patiently under the sands for its prey to approach, and devastates it with powerful jaws. While still valuing strength as all orcish clans, the Yar Clan has always placed a special emphasis on wisdom and spirituality. Yar himself was regarded as the wisest in his village, and was their spiritual leader and guide throughout his life. A member of the Yar Clan is expected to seek a firm understanding of life. He must strive to be as Yar was: a source of wisdom for his people. Mind you, this is not to say that Yars aren’t expected to fight. 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. Clan Founding 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 gydenze,” 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. Law and Punishments: In order to ensure the Yar Clan did not stray from the path of honor, Malog wrote ten laws for the clan to uphold. ((Written in Common here for convenience)) Law Code: 1.) Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. 2.) Do not consume the flesh of your fellow orc, for such is an abomination to Krug. 3.) Do not steal from your fellow orc, for such is an abomination to Krug. 4.) Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. 5.) Do not practice the magic of the pink skin, for such is an abomination to Krug. 6.) 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. 7.) 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. 8.) Do not speak the language of the pink skin, for such is an abomination to Krug. 9.) Do not take the pink skin as your lifemate, for such is an abomination to Krug. 10.) Do not worship the gods of the pink skins, for such is an abomination to Krug. Punishment Code 1.) 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. 2.) 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. 3.) Heart Removal: An orc who commits a particularly heinous offense 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. 4.) 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. Customs/Culture: Branding: Upon initiation into the Yar clan, members are branded with the image of the duhnah shkelll. 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. 1.) Humans, elves, kharajyr and dwarves. 2.) Livestock. Grain Offerings: These are burnt offerings of wheat or any other form of produce. 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. Burning of herbs: 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. 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. Adornment: Due to the symbolic nature of bones within the clan, it has recently become 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. Clan Runes: The Yar Clan has its own set of runes for communicating certain ideas between its members. See Important Yar Links below for more information on runes. Yar Clan Chants: These are the traditional Yar war chants written by Malog to raise morale in battle. It is not uncommon for the Yar Clan to recite these chants when a battle is progressing particularly slowly. Blezz'd ob Yar: Harvuzt: Rayz da Luzk: The Cubs' Chant Current Members And Ranks: Wargoth: Warlord of the Clan Shagarath’Yar Malog'Yar (on pilgrimage) Elders: Members that have been part of the clan for a long time, and established a reputation worthy of being considered clan elder. ((Rank can be given by Wargoth)) Thurak’Yar Skhell’Gondul: Members that have shown great bravery, strength and other grand feats that thus deserve to be part of the Skhell’Gondul: the Yars elite fighting force. They also are honored with a Skhellaazg: a great shield made from a turtle's shell. Part of becoming a Skhell’Gondul is to complete the task of hunting down one of these great creatures and killing them on their own. Using these shields they have a very unique form of combat that is mostly aimed towards defensive formations. ((Rank can be given by Wargoth or Elder)) Members: Az-rakah’Yar Gul-San’Yar Elphaba’Yar Xug’Yar Kobuh’Yar Daros'Yar Yuglix’Yar Deceased Members: Phaedrus'Yar (deceased) Vorgo'Yar (deceased) Shunned: Gurak'Yar (outcast) Important Yar Links: The Story of Yar: Information On The Duhnah Skhelll, the Yar Clan’s symbol: Horn of Yar Rebuilt In San’Vitar and Later, Vailor: Yar and Nargii: Yar Runes: Yar Funerary Rites:
  12. @Smawyou misspelled it, again. Lutaumancy ya dumnwit. also, it looks good! +1 The exact same social reasons why a woodelf wouldn't. it's taboo and whitewashable.
  13. Don't think you have anything on me. I have an evidence locker full of your beautiful toxic attitude in skype chats and PM's. The only reason I didn't take it higher up is because of others asking me not to. People I respected. You didn't respect me, so I don't respect you. Simple as that.