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About HedgeHug

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    - | - Vulture - | -
  • Birthday 04/13/1997

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    The Spirit Realm

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  • Character Name
    Dlunar | Narmir

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  1. “If they rebuild the same arena as San’Thraka, then they’ve truly outdone themselves when it comes to forcibly re-inacting the orcish golden age of Vailor.” A distant elderly figure mumbles.
  2. More clarity regarding the Safety Team will be provided soon. Please do respect the effort of volunteering individuals with good intentions for the community overall. Though you might disagree with the proposed method – it is not as many of you perceive it to be, thus an update might clarify a thing or two. Please stay tuned.

    1. howard


      no lol get the ooc harassment guy out of your team first

  3. HedgeHug

    Vice City

    Shagarath muses “Ahn intureztin’ philozopheh... eigh muzt meet wif diz gahk ayed feller zome tik.”. The elder warlock then turns his eye to the night sky and reads the stars as he smokes his pipe.
  4. We’ve had our IC strife back in the olden days. I have mocked you among those that did but as of late, during the past or so year, I have had a change of heart and opinion on you and if you didn’t know that by now, here it is. I wish you the best in life, sincerely.
  5. The actual **** did I return to?

    1. _Jandy_


      welcome back, dont diddle children

    2. Apostate
    3. Tigergiri


      the apocalypse


  6. Been there since launch, among other interesting builds. Likely nothing usefulness to them as they serve an aesthetic purpose
  7. The loregames force narrative of roleplay to non magical, which is indeed an issue for magical groups. And there can be other reasons but they need to make sense. The issue here is that it’s a global thing that EVERY teacher has to deal with. It’s a bit odd if there come 100 ways of teachers saying that all of a sudden they lost connection or an old sports injury is hindering them from teaching. It would’ve made more sense, as this is a global happening, for a global reason irp to exist that would at least give characters a way to define and give reason to this phenomenon.
  8. I can go on a limb and write a thousand word thesis on this but instead I will bullet list my concerns and issues with the loregames as they are going on. - No public updates on loremags or progression in quite some time, even though lore keeps getting cut or shelfed. - Major infraction on character progression and roleplay in general – Major infraction on teaching of magic as all is blocked – the same done to creation roleplay of magical items as LT signatures for artificery magics are disallowed - No reason in roleplay given to at least mend this, forcing players to resort to in character skygod references as a reason for why something cannot be done - The Shaman rewrite has been effectively taken out of player hands. I’m only aware of this one but there might be other magics where player / magic user involvement in rewriting is effectively nullified Please civilly discuss this and mayhaps offer solutions? Haven’t heard anything from flambo either in a while, leaving many with questions of who’s in control of the loregames and what the line of progression is.
  9. Dlunar Irongrinder taps his chin as he reads the document “A thought all teh Elger were females... some jus’ a wee more masculine then teh others. Our wom’n ‘ave beards anehway.”
  10. Props to our man @Silverstatik for trying to manage this all. You did well bud, considering the circumstances.

  11. HedgeHug


    Dlunar sits in the high tower of his keep, reading over the news of the day. Quickly he writes word to the druid grove with two single words. ”Need shields?”
  12. Da Barimmar Oz Azidjen The Artisans Guild The guild of High Crafts For long the many professions of old have seemingly been forgotten or have been lost in but scripture as the times have gone on. The times of Vailor and Axios well remembered where many a professions thrived and many a crafts were brought into the realm to be worn or carried by those with the coin to pay for it all. It is the aim of the Artisans Guild to bring back relevancy to those that have studied and gained experience in many of the noble arts where one’s own hands are used to turn raw material into the grandest of creations. It is the virtue that many such Artisans shall work together under one roof in unison where all can thrive in the business it creates - the knowledge that can be shared - the secrets that can be uncovered. Distinction of the Crafts The Artisans Guild differentiates between the classes of goods that are created and sold to its clientele. Goods can either be created according to a clients specific wishes, but shall at times produce goods on its own and output these for the public to behold and save up for. The following classes of goods exist: Goods of Luxury Where items are fledged with great skill and often consist of complicated construction, ornate design and rare materials. These items are the creme de la creme for those clients that wish to carry with: items that shall surely create conversation and display their wealth directly. Tools of Defence Where an item’s purpose rests in defense. Often concealed crafts that the client can keep hidden until a moment of need presents itself. These products can be mundane or magically imbued and are reliable defenses to deal with the threats they are created for. Weapons of Might Where items are created that display might and can bring it if need be. Mundane or magically imbued items to strike fear into the hearts of men - intimidatingly precise and accurate crafts, often magically imbued. These goods are only limited to well aquaint clientele that are recognized to not use these grand crafts for malevolent goals. Runic Golems Dwedcraft of the old. From agile and speedy to robust and war-bred. Golems are created within the guilds walls and sold only to specific clientele. Ranks and Disciplines The Artisans Guild wishes to cover a broad spectrum of crafting disciplines to create all there is to be made with rare and complex materials. A ranking structure existing to display the level of skill each crafter possesses. Ranks Guildmaster - The individual in charge of managing clientele complaints, taxation of the guilds holdings, import of products and materials, export of items and client relations. Overseeing apprenticeships. Master Artisan - For those that truly excel in their fields of work and may declare them master in that field. At this level, the Artisan may take on an apprentice so that their craft may live on into the new ages to come. Artisan - For those that have shown great competence and uniqueness to the trade they possess. Capable of creating reliable and beautiful crafts worthy to be sold as an Artisans Guild item. Apprentice - For those that wish to learn an art. They must show their dedication through tasks and patience. Often offered mundane tasks for a lengthy time before ever wielding the tools of a true craftsman. With enough dedication and showmanship of talent they can ascend to become an Artisan in due time. Disciplines The Artisans Guild currently employs or wishes to employs individuals that posess the following disciplines of High Art. Let it be known that not anyone that declares himself to be a crafter of any kind is immediately elligable to join in with the Artisans Guild and must prove themselves - not only with results, but also their competency in crafting processes: Artificer - Those that, by means of magic or rune, can imbue items already made with magical spells. Golemancer - Those that, by means of runes and thanic cores, can create golems to serve the Guild and be sold to specific clientele. Grand Steelworker - Those that do not simply know the works of the forge, but dream it. A master smith versed in nae only weaponry, armoring - but also general steelworks to create sub-products for the other artisans to use. Grand Mechanist - Those that can create complicated tinkery - mechanics grand and small - to display time or fend off foes. Often in junction with the steelworkers. Grand Alchemist - Those that make an art of potion’ry. Creating mighty and delicate works with herbs found and imported from all over the realm. Grand Woodworker - Those that can work with the strongest and rarest of wood-kinds and create functional and beautiful crafts ranging from bow-parts to ornate staves. Grand Stonemason & Jeweler - Those that wield the hammer and chisel steadily and can decorate stonework as well as cut gems - producing anything from golem parts to jewelry. Grand Stichter & Sower - Those that can work with any fabric known, from the toughest of leathers to the finest of silks. Producing works of art to be worn by princes and princesses afar. Joining the Guild: Audition for your position by meeting with Dlunar Irongrinder. Send a bird with information about yourself and the craft you practise. When you are invited for an audition bring with works of your craft as well as tools, as we will request you to create in front of us (RP crafting) Ooc:
  13. I’m getting tastes of Abjuration in this magic. Reflecting and abjuring spells is already a part of the transfiguration magic. making Transfiguration, in absence of Fi, the current main anti-magic magic thingey – good read though, obviously you put a lot of time in this and I look forward to see what it will become
  14. Lutaumancy rewrite done, 18 pages of wisdom to be reviewed and amended with feedback come monday!

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