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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. 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.
  2. 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.
  3. 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.”
  4. Dlunar Irongrinder curses as he tosses the writ into his campfire “A nae recall aneh of this ‘appenin’ – All be seen on teh field of battle be a surprise invisible blizzard tha’ froze us by our feet. Lyrian scum ‘nd allied forces alike.”
  5. Props to our man @Silverstatik for trying to manage this all. You did well bud, considering the circumstances.

  6. Da Barimmar Oz Azidjen The Artisans Guild Goods and Services The Guild of Artisans and High Crafts is pleased to present the goods and services it creates, to be bought by you – the interested customer. ~ The Artisans offers the following services to it’s loyal customers: ~ General repair 100 – minae Enchant refuel 150 – minae Enchant repair 150 – minae Rune recarving 200 – minae Golem recarving 250 – minae Golem full maintenance – 300 minae Insurance – 300 minae The insurance terms are that the item’s full maintenance is covered for an extended period of time. Meaning that no charge is asked when a customer returns a broken or empty ware. The costs of these are a single payment of 300 minas on top of the item’s price and includes all maintenance services associated with the item in question. ~ The Artisans offers the following goods, designated into three tiers of clientele: ~ Tier 1: the common descendant These items are sold to any descendant, unbiased of race or come-from. The Artisans Guild holds the right to refuse services for nations that stand in conflict with the Under-Realm of Urguan. Luxurious jewelry – 500-750 minae Finely cut gems set into majestic pieces of art. The finest of golds and silvers. Wedding rings, bracelets, earrings, necklace, etc. Ornate battle-staves – 500 minae Staves for any magus, traveler or nobleman that wants to exhibit wealth or might. Possibly complimented with a mage focus or enchant. Carved from fine woods and decorated with woodcarvings or metalworks Dwarven-forged weaponry – 500 minae Swords, axes, hammers, etc. forged from the fires of dwarven forges – shaped by dwed hammering and sharpened with fine edges. True dwarven works of art. Golem limbs – 600 minae Replacement limbs, golemic in nature. Medical appendices that can replace where once was a limb. Enabling the disabled – for a price. Mage focus crystals – 300 minae Crystals that can be placed atop a stave to increase focus during casting of magic. Aesthetic enchants – 500 minae Can be applied to all staves, swords or jewelry to add on to the aesthetic Magical wards of the fourth tier – 1000 minae Capable of defending one against incoming attacks, voidal in nature. Weakening their strength. Tier 2: dwarves and allies of the Under-Realm of Urguan These items are sold to a limited audience because of the potential power they may hold. Therefore the clientele that buys it must be in positive association with the state of Urguan. Magical wards of the fifth tier – 2000 minae Capable of defending one against incoming attacks, voidal in nature. Weakening their strength if not nullifying it. Combat enchants either defensive or offensive – 3500-4500 minae Enchants to be placed onto jewelry, staves or forged weapons that add magical spells onto them. Examples of such are arcane shields or a flaming ring around the edge of a sword. Tier 3: Private clientele These items are limited to the elite clientele. To become part of this tier and purchase goods from this list you must be positively associated and recognized as a client of the Artisans Guild. As these items hold either great power or status. Agile- or Wargolems – 8000 minae True dwarven legacy in walking form. These golems are custom made for the client and outfitted with a basic set of commands on top of Impera level ownership. Arcanist Blades – 7500 Rare and radiant weapons from the sainted day of yore. Capable of as much a well-made steel sword can – but forged with arcane instead of metal. These glowing swords are a fine tool of war to rest in a sheathe on one’s belt. See the amazement in your foes eyes as you draw forth such a magical blade. Runic weaponry – 4000+ minae Weapons imbued with runes that make them terrifyingly powerful. And rare. To purchase any of the above or have one custom made – please contact Guildmaster Dlunar Irongrinder (Hedgehug#2111) for details, arrangements and prices. The same accounts if you wish to become a third tier client. Examples of Artisans Guild crafts are provided:
  7. 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?”
  8. 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:
  9. Whispers.... silent whispers... A looming sense of ominous dread as the dark tongue is spoken. A creature, no... a Spirit – a duality of faces. For hope and hopelessness might stand apart yet are forever bound together in an endless cycle. Crawling.... oh quiet... Through undergrowth of a now dark grove as nightfall fell upon the Spiritual Plane. It’s Lord lurking around the center pool, to which the small creeks stream flows upwards. Defying the mortal laws of gravity in this absurd and odd place. Lurking.... with a smirk... As the Spirit approaches the center pool and dips it’s clawed hand asunder. Drawing in shadows that float around – circling around His hand. One such shadow, a wicked and twisted creature of blackened mist, is pulled from the waters and stands upright – two bright white eyes peering down at its hunched Master. Lord of Hope and New Beginnings. The silence broken.... with the flick of His wrist... And the shadow is sent wayward. Flying off – ascending into the Plane of Mortals … to a very specific target. The Spirit Lord stands up and peers down at the waters in the night. Mumbling to himself in mild amusement – in the crooked crackling tongue of Old Blah. “Do you really think I wouldn’t remember?” And at that very moment, the voice of the Spirit echoes through the mind of the targeted mortal. The poor soul. This first Nightmare shall be the beginning... Of his end.
  10. Lutaumancy rewrite done, 18 pages of wisdom to be reviewed and amended with feedback come monday!

  11. Dlunar Irongrinder signs the grudge and begins his contributions to the war effort. ”Fook’n Umri.”
  12. @Tha_Mystery_Man Somewhere far off inside the Under-Realm, a stout dwed magus prepares his arcane shields.
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