-
Posts
1586 -
Joined
-
Last visited
Content Type
Profiles
Personas
Wiki
Rules
War
Systems
Safety
Player Conduct
Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines Comments
- Roleplay Leadership Guidelines Reviews
Forums
Everything posted by HedgeHug
-
Reviving the Angathgul: The Naakh'Ilzgul
HedgeHug replied to HedgeHug's topic in Arcas Orcish RP Archive
reserved -
Picking up the Hammer The Revival of the Angathgul as the Naakh’Ilzgul History The Spirits’ Hand - Shamanic Order “The Spirits Touch all” - The Uruk Buubztik of Lur, Late Vailor times And so I, Shagarath, pick up the hammer and smite it upon the anvil to revive the Angathgul, now named Naakh’Ilzgul: The Spirits’ Hand. For we Spiritual servants are the ruling hand upon this Mortal realm. It is WE that abide their will and WE that execute their demands. For too long the Spiritual faith hath been cast aside, Spirits mocked and forsaken. Now is the time for all descendant souls of Atlas to have the opportunity to show devotion. All that already follow and all that are intrigued are welcome. Let no ignorance on the topics of Spirituality or Shamanism stand to create unnecessary conflict. Let the spirits be praised by all, for they Touch All, not just the sons and daughters of Krug. This is how I preach to you, denizens of the mortal realm. A speaker from the spirits. These are my teachings for all who agree to follow. “Afar Ilzgul, Lup Ilzgul!” “Praise the Spirits, Fear the Spirits!” Mission Preservation The Shamanic and Spiritual faith has long been a tight organisation; a clique if you will. Now the time has come for all to prosper and spread the faith. If shown to be loyal and to have proven their devotion to the Spirits, all descendant life should be able to take part in worshipping and serving the Spirits. Balance All still know the horrors, that brought down the Realm of Vailor, and the Shamanic council knows well that such should be prevented at all cost. The blind ambition of a single shaman brought forth the end of a Realm, and the destruction of a Spirit. The Spiritual Realms were out of balance, for no Spirit should become powerful enough to access the Realm of Mortals. Therefore, we task ourselves with maintaining the balance that has been restored with Orgon’s destruction. Assist Furthermore, the council and members shall occupy themselves and devote their time to aiding all in need of their guidance, council, or help. Among these services are: the contacting of Ancestors, the creation of curses, che aid in elemental matter (Such as moving boulders from paths), the creation of Spirit imbued items, and bestowing blessings. Purge Lastly we shall fight and condemn all that is unholy, undead, or unnatural. Those who play with lifeforce, create abominations that are from beyond this Realm, or access and use the void in a manner that is self serving and harmful to both the Realm and Others shall be purged. The order wishes to clean the Realm of such filth. Inclusion As said numerous times, any descendant that is motivated, loyal and devoted enough shall be tested and accepted. Shaman Elder has the ability to accept a new member and thus it is advised to find out these individuals and speak with them. - To join the Naakh’Ilzgul is not to bound one’s soul for life. It is merely to pact themselves with like minded souls to better serve the greater good of Spirituality. - To join one must be Spiritually attuned or be willing to follow the Spiritual path. This entails that the person lives by the ways of The Spirits and wishes to serve and please them. - Upon joining one is not guaranteed to be gifted the shamanic arts. - A joined member shall live by the rules of those that lead the order and both agree and enforce their stance as listed below. - Members shall respect the alliances that are and were made. - Acting against the interest of the Naakh’Ilzgul shall result in banishment or punishments. Stance of the Naakh’Ilzgul The Naakh promotes peace among Descendants and the spread of the spiritual faith among them. The Naakh answers to the Spirits, and Spirits alone. Mortal leaders of nations and land are not acknowledged to have power over them. They are left be if they form no obstruction. The Naakh recognizes other beings of Aengelic nature, and those that follow them. They are left be if they form no obstruction. The Naakh condems that which is unnatural and undead, and shall act to purge such. The Naakh condems that which falls under the taboo of Dark Shamanism, and shall act to purge such. The Naakh condems those that access the abnormality that is the void in a self serving and harmful manner towards the Realm and the Descendants, and shall act to purge such. The Naakh recognizes and respects the Aspects and their followers as separate entities that act alongside Freygoth and work in Unison. The Naakh supports the Temple of the Ancestors and the Dark Elven religion within Velunor of the Dominion, for their ancestors and ours live alongside one another. An attached note: This message to any remaining Raguk uruks that wander the Realm: come see us should you wish to speak with your ancestor Kharak’Raguk, or to be granted your red-skin birthright of forging bloodsteel. In the early days of Angathgul, there was an alliance between the Raguks and Shamans. We would wish for this alliance to live once more. [ooc: Hedgehug#2111 for anonymous letters]
-
What do I smell off?
-
Where's the damn sprouts!
-
I ******* rest my case lmao, also @volcel, preach.
-
They're Fae, lesser souls apply. You're oncemore pushing the boundaries here because you want magic as well - even though in the earlier iterations I had very clear reasons why they couldn't and shouldn't have it. (apart from communion by default). Also, why is it so damn important to you all that they must be able to FTB or that it has to be stated as an actual guideline in their lore. ******* hell I can remember the satyr playerbase arguing for 2 hours on end vigorously defending the ability to have sex. It's sickening. I agree with Smaw that any future playable creature should be more diverse from the existing descendant pool - this race is basically yet another nature cult with some aesthetic changes. Might as well play woodelves or halflings for that sake and have a culture around music and nature alltogether AND have your so desired druidism. It's evident that satyrs in earlier iterations didn't work and couldn't sustain a playerbase. Making them more like descendants will not help your case.
-
A "guide" on roleplaying shamanism Various subtypes and situations, as written by Hedgehug I sat contemplating on a bus-trip on my way home from a long day of school to write something for LotC again. From time to time I get little ideas of roleplay that would be fun or perhaps reminisce older roleplay. Shamanism is an interesting magic, interesting as it is elaborate. Were it not for the Codex, there would be a lot of unclarity about the subtypes and what the actual word for word capabilities of shamans are. However, as it is inherit with this magic, much is left to the individual interpretation. It is thus that I write this thread tackling some roleplaying ideas for shamanism. I will mainly be taking on subtypes that I’ve mastered myself, instead of writing on how something I don’t roleplay should be roleplaying (because that would just be absurd). Elementalism: The elemental pact is an interesting piece of lore that dates back quite a bit. Though the lore is written it leaves much up to the individual interpretation and so various people roleplay it in various ways. I personally see it as follows: When one finds themselves in need of their pacted elemental spirit, they will call them from the elemental plane and summon them within themselves. What occurs is that the spirit enters the mortal realm through a tether created by the chanting shaman. The spirit and the shaman take up the same space at the same time, moving and speaking in unison like a coordinated choreography. Because of this ‘joining of force’ I like to implement speech from the spirits side into the mix. Often I’ll emote (after about 2 previous emotes of chanting and actually summoning the spirit -assuming at this point the spirit would’ve arrived and taken its place within the shaman) the spirits voice mixing in with the chanting. 2 voices chant the same verse at the same time. One orcish (or… elven if you’re like that) and one spirit. Often I use the phrase that a “Daemonic duality” can be found in Shagaraths chanting voice. After summoning, the choreography continues. Various chants from the shaman let the elemental know what he wishes to do. Throw a boulder, spit fire or lay waste to a house - the spirit must vocally be made aware of how the two entities will start physically moving their matter of choice. The stronger the connection, the less time is needed for the spirit to understand their bound shamans wishes. The stronger the bond between shaman and spirit, the more they are capable of. Consider the following rp-example of Shagarath calling upon his pacted Elemental of Earth: Simple focus and summoning emotes, followed by a phrase in Old Blah: “Etos, spirit of earth. My ally from the other side. Shagarath calls for thy aid.” After repeating that same chant for a few times, the spirit will be summoned and enter the mortal plane. At this point the spirit is summoned fully and the Shaman is ready to cast. Note that casting elemental shamanism will take more time to charge up than say elemental evocation - though what results is a more reliable, powerful, potent and non-wearing connection to the spirit. The shaman may cast as many casts during a single combat instance without getting tired or wearing off to the point that they have to stop. This is however, assuming there are no major distractions that break the bond. One such action is acted out here: Witchdoctory: The art of Wicked Witchery is a more complex and versatile tool for a shaman to have. It can be considered more utilitarian as it has offensive, torture and healing abilities. Offensive: A fun example I recently thought of was clever usage of Veist, Spirit of Illusions and Trickery. Through chanting and summoning this spirit, a shaman can successfully corrupt the mind of his or her foe with Veist’s trickery and disorient them. One of many possible effects that “Disorientation through Trickery or Illusions” might be is double or even triple vision. Especially to creatures or low-intelligence foes overall, appearing as more than you are can easily scare them off. One elder shaman is a prey, 5 elder shamans is a pack and so: danger. Torture: I doubt that I have to go in depth with this … Voodoo Dolls are described in depth in the Codex already and on top of that “Hexing” makes up 80% of a Witch Doctors work. The only thing I can say here is: be creative and keep the rp fun for the victim as well. On top of hexing creatures or so - consider land-based curses. Also described in the codex (Though we don’t want another orgon, pls no) Healing: Before you shout “what the ****, this was shamanism right?” - by healing I imply our so called ironic blessings. It’s essentially a curse that has both positive and negative effects. Examples would be a cut off tongue. What’s there to do? Well using Witchdoctory it can be healed back - though with the ironic blessing that the ‘victim’ can only speak gibberish, speak the opposite of what they mean or speak inverted. Lutaumancy: Lutaumancy was my first and will always be my most treasured shamanic subtype. Though it’s potential from a ‘power’ or strength point of view it may lack behind other if not most LotC magic - it’s the social potential it has that works so greatly. Lutaumancy to me is 90% social with 10% combative potential that’s rarely used due to better alternatives being present. One thing I’d like to say regarding this magic that isn’t in the codex is a Lutaumans relation with the concept and the spirit of Death: Kor. It’s a feature my character Shagarath has that not many know about: his lack of fear for it. When an orc dies (or any spirit-worshipping creature or descendant) they will venture to the Stargush’Stroh where Kor awaits them at the Mortal Gates, the entry into the afterlife. A lutauman ventures here often, passing either through the gate, or waiting at this very gate to guide friends or family through it and into the afterlife. These shamans can see heaven, but are not to stay there lest they die too. This comes paired with interactions and even conversation with Kor, Spirit of the Dead. A little piece of rhymery I wrote for roleplay pages depicts this situation: ~ Many travels have Occurred The spirit lifted, vision Blurred Shall come upon on the Shaman Mind, A thought of quite a different Kind 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 ~ Shagaraths relation with Kor over the years has lead him to have no fear for death or dying. He ‘knows’ (though obviously this is a falsity, as this is never for certain) his death will not be permanent, knowing Kor has their plans for him. This could lead to his zealotry reaching suicidal levels. So any Lutauman, or player of one - perhaps a piece of guidance or a question you’d like to ask yourself is: “In what way shape or form does my Lutauman’s relation with Kor and the concept of Death itself affect his mindset on that topic - and how is this reflected in his actions?” I’ll leave you with a list of written roleplay on shamanism. It’s about 100+ pages of google docs so jeah… have that. May it inspire you to roleplay Shamanism in a fun way, or even in a way you haven’t yet discovered. Yar https://www.lordofthecraft.net/forums/topic/143433-~-the-first-voyage-~/ Drelthok https://www.lordofthecraft.net/forums/topic/146013-~-down-the-rabbit-hole-~/ Arwa https://www.lordofthecraft.net/forums/topic/146132-~-through-the-fields-~/ Izus https://www.lordofthecraft.net/forums/topic/146226-~-a-goodnight-kiss-~/ Xaakt https://www.lordofthecraft.net/forums/topic/151543-xaakt-spirit-of-rebellion/ Orgon (1) https://www.lordofthecraft.net/forums/topic/151749-haunting/ Orgon (2) https://www.lordofthecraft.net/forums/topic/151983-retribution/ Etos (elementalism) https://www.lordofthecraft.net/forums/topic/153057-of-stone-bonds-and-monoliths Luara (ft. Criala & Dakir) https://www.lordofthecraft.net/forums/topic/153258-adorable-innocence/ Laklul https://www.lordofthecraft.net/forums/topic/165018-abominable-me/ Phaedrus (1) https://www.lordofthecraft.net/forums/topic/145165-his-last-words-or-not/ Phaedrus (2) https://www.lordofthecraft.net/forums/topic/150953-~-there-and-back-again-~/ Muyakelg Creation https://www.lordofthecraft.net/forums/topic/149170-creation-of-an-abomination/ The Unison https://www.lordofthecraft.net/forums/topic/151424-unison/ Vorgo (1) https://www.lordofthecraft.net/forums/topic/151665-~-the-war-part-1-preparations-~/ Vorgo (2) https://www.lordofthecraft.net/forums/topic/151666-~-the-war-part-2-a-painful-truth-~/ Cursing some Helf https://www.lordofthecraft.net/forums/topic/151825-nightly-terrors-of-an-aheral/ Apohets Vision (fiction) https://www.lordofthecraft.net/forums/topic/152699-apohets-vision Shagaraths return https://www.lordofthecraft.net/forums/topic/160687-returned-i-am/ Lunar Convergence (1) https://www.lordofthecraft.net/forums/topic/157504-lunar-convergence/ Lunar Convergence (2) https://www.lordofthecraft.net/forums/topic/160551-lunar-convergence-ii/ Vorgo (3) https://www.lordofthecraft.net/forums/topic/164893-presence-of-the-past/
-
Why do you never call me, son?
-
Greetings friends, It's been a while since I have said anything on any LotC platform - I've had a busy few months and have returned here briefly to offer some closure. My time on LotC has come to an end. I have simply outgrown minecraft roleplay as this platform presents it. Much have I enjoyed my 2+ years here and regret little of the time I have spent in this community. The reasons for leaving are simple: I've outgrown it, I no longer have the time due college and the simple fact that the IRL has kicked in for me. I've met a lovely girl I now may call my girlfriend that has laid her claim upon a lot of my time. Aside from all this, I have lost the drive to invest time in this server - as it's simply not worth it. Those that have known me for a while know my philosophy: I always make decisions about spending currency (it being time or money) based on what it will offer me in return. Spending time on LotC is no longer worth it in my opinion, as the alternatives are simply better by a longshot. The community has withered from what it was. Toxic. Unpleasant. If any, the message I wish to leave you with is this: it's a game. You're discussing the rules of a game that's been made within a game. You're verbally assaulting someone over a disagreement in a game within a game. You're bashing someone's creative input because their investment of time and effort simply doesn't fit within your vision of this made up game within a game. Anyways ... you get it. Stop taking things too seriously and focus on that thing which matters most: enjoy your ******* free time. Spend it on something that will bring you true joy, and not bring you stress, sadden you or even make you feel like **** at the end of the day. That's simply unwise. As stated, I haven't been around for some months so things might've changed. But these words have been stuck for way longer than that. Either stop taking things too seriously, and get along in a truly enjoyable way - or stop wasting your time and invest it in more productive or enjoyable things. I wish each and every one of you the best in life. I will always be available on Discord through DM's: Hedgehug#2111 My characters Shagarath, Narmir and Dlunar are all MIA. They might return in another verse on another platform, as roleplay remains among my list of interests/hobbies I've ranted for long enough now. Be on your ways, ya nerds. A Hedge, hoggs off.
- 19 replies
-
23
-
Willing to offer the inventory below to the highest bidder seeing the boat I'm on is marked blue~! I'll take interesting items that can be placed in one's vault, so surprise me if you wanna have some fun during the end world event.

-
Due to lost of interest, drive, motivation and time I will be putting all characters except Shagarath on the shelf. I 'might' hop on on that character every now and again, but way less than I used to. Irl stuff, feel free to DM me with questions if you're affiliated with any other character. They are considered MIA or on Pilgrimage.
-
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
I believe you've either misunderstood or misread the lore. Never does it state that there is a merger of spiritual meditation. It is merely stated that the theoretical knowledge on the mechanics of plane walking, namely those of meditation, tether use and guidance, contribute to druids being capable of this feat. The entirety of your three-point argument is invalid except for the third. Read the lore before you post. This was made to support/bring interest to interaction between the groups. This is on an entirely voluntary base leaving shamans that do not wish to do this any less powerful. Your argument on orcs raiding druids is an in character matter, not a lore matter. And it can be considered Metagaming as well, if done solely by the acceptance of this lore. -
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
This about sums up the issue. I will thank @WuHanXianShi14 for his efforts in explaining and answering questions on this thread. -
Love you too sis
-
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
The very fact that hate boners for elves as a race can be seen as critisism for druidic lore (a magic held by any known descendant right now.. pretty much ...) is idiotic. -
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
I will reply to this statement alone and not to the statements linking to this one. In simple terms: this is all left to roleplay as this doesn't have anything to do with the lore itself and everything with social in character interactions. The foundation of the lore and mechanics are by default non-shamanic by nature, and in technicallity there can be some convoluted way how druids can learn this ability. The means depicted through shamanic help are merely a way of achieving this without 'conjuring' up a way as to how this can be brought to roleplay and, god forbid, promote roleplay to be done between groups that aren't from the same type. There is no reason why orcs should suddenly start raiding the druids after this lore gets accepted because of obvious meta reasons. Only the first few druii will be nearled the Feat by a shaman after which this skill is distributed amongst yourselves. The only reason this bit is added is for roleplay diversity and to promote interaction between these groups after the Unison bit. I don't see why not! This seems like a creative addition and I will not rule out that this is possible. Based upon this comment I'll be neglecting any further criticisms and feedback coming from you as a "orc playerbase representative". It's evident that you have an inherent problem with anything I produce so long as it doesn't favor orcs and or relates shamanism to anything else bu the orcish race. It's evident you have no understanding on shamanic / spiritual lore. -
[✗] [Racial Lore] A Categorization of Human Cultures and Ethnicities
HedgeHug replied to Unknown User's topic in Denied Lore
I can recall a plugin suggestion not long ago that would work with this. Remove the subtypes of human race - race is set to be just "human" for all of them They will then have a 'culture' slot on the character profile card which can specify their subculture. -
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
I suggest you read the two links that are in the credits of the lore. Based on this there were previous attempts on giving druids some sort of way to enter this realm one way or another. -
Druidism Addition [Feat] Druidic Transcendence
HedgeHug replied to HedgeHug's topic in Outdated Lore Archives
But of course my friend. The Husk has a direct tether to the soul that resides in the soultree. Therefore when their soul departs from the body it will leave an anchor in the soultree, travel through the tethered husk and from the husk in to the tether of the Fae Ring. A bit far fetched but managable. -
This current Guild has been deemed inactive and has hereby been moved. If you wish to appeal this decision you must present evidence to myself proving the guild is still active.
-
Feat: Druidic Transcendence Forenote: Given the revisions for this lore, Hedge has shifted full lore rights over to Delmodan with it’s creation and execution. Credit still goes to Hedge for the idea and aid with creating this lore which is found below in the credits. “Though it is a great lost feeling those brothers and sisters that depart this realm, we know they only return to that of nature and wander eternally within the realm of the Aspects.” ~Arinislia, the Owl Druid Stories held within the old tomes of druidic lore tell of the legends and myths that hold the vast secret knowledge of nature and the realm of the Aspects. Visions caught within the dreams of the Elders speak of the brilliant majesty that is the realm parallel to our own yet entirely different in its own right. The feeling within a druid’s connection as one of their brothers or sisters perishes from this world is indescribable at the lost yet also known deep within there is a certain peace and unspoken truth that they now rest within the Eternal Forest. The Demi-Aspects of old carved in stone and displayed in various shrines of druid groves gives a hint to this very thing that perhaps those druids that have departed may eternally wander there. Communion being more than just speaking to flora and fauna, it’s step above that which the eye merely sees and opens up to many possibilities. As such, a druid has attempted to study and find a means acceptable in the deities eyes to transverse and commune with those departed. Without the approval of such, one could never truly transverse such a realm without feeling the absolute wrath of such divines. Thus an acceptance was sought and found through the hints and studies of the Fae creatures, but most notability the mysterious Fae Rings. The connection made uses the existing tether between the Eternal Forest and the Mortal Plane - empowered by a full moon. Similar to how a shaman's spirit departs from their body, leaving but an anchor behind, so will the druids soul exit their body and leave behind an anchor. Their body will be left behind in a state of meditation and connection whilst their mind enters the Fae Realm. When here they shall be disguised as an animal. Which one will be left to the creativity of the player. In this disguised form they are free to exit the Fae Ring in the Fae Realm and roam freely in this divine garden. When wandering around they are able to encounter many a kind of Fae that naturally live there. Though more interesting are encounters with passed Druii - who have lived in the Fae Realm ever since their departure from the Mortal Plane. These ancestral druids are capable of communion with the wandering, disguised, druid. This is done through nature's communion, much like how this is performed on the Mortal Plane. A logical way of communication - for the Fae Realm or Eternal Forest is considered a mirror dimension of the Mortal Plane. One where nature prevails above all through the Aspect’s influence and Fae rule. A connection can never last too long, for the longer it lasts, as by nature the Fae Realm: the druid shall be persuaded to stay there. No active actions are taken by the realm or the Fae that reside within, but there will be a strong influence that will warp the mind of the visiting druid - encouraging them to stay. They will be tempted, by this influence, to cross the line and exit the Fae Ring in which their body resides. This all whilst still having an established connection. This will render the anchorpoint useless and will ‘trap’ the Soul in Limbo between the Mortal Plane and the Fae Realm. (to people around them it will look as if they are sleepwalking, as soon as the body reaches outside of the Fae Ring - they will pass out). If body and soul are reunited in the Fae Ring they will fuse once more. But not without heavy mental damage. If in an elven days time (24 hours) no one has come to the trapped druids aid, their Soul will forever remain in the Fae Realm. (PK Clause) It is noted that during this state of limbo the druid appears in the Fae Ring in the Mortal Realm as a ghastly near-spectral entity. Incapable of stepping out of the Fae Ring, speaking or influencing the realm around them. All they can at this point is appear there in the hopes that someone sees them before time has ran out and their Soul is forever severed from its body. Red lines: 2 months of holding the Feat before one can make a TA. A soultree druid can practise this in their husked form yet even then the Soul is capable of slipping from the Soultree and therefore has the same risks a normal druid has. A connection can only be made when the Fae may travel from realm to realm: during a full moon. (once every day - assuming a day irl is a month ingame and there is one full moon a month) Must be Tier 5 to be able to learn this Feat. No more than three could perform this feat within the same ritual at any given time. A connection cannot take too long - for else the Fae Realm will try to keep the visitor in. Since time is relative we are to keep the maximum time limited to a decent encounter with an individual inside this realm. A conversation lasting no longer than an hour will be harmless. Any longer and effects are to be roleplayed. This influence by the Fae Realm is to be roleplayed by the player themselves. Up to their creativity. A druid with shapeshifting does not have to appear as their assigned animal in the Fae Realm. Fading to Black in this Fae Realm is prohibited as that breaks all rules bestiality related - and is outright disgusting. You may only roleplay yourself disguised as an animal in the Fae Realm. In the Mortal Realm you will simply remain as a still body that’s in meditation in side a Fae Ring. When been in Limbo for quite some time, mental damage is to be roleplayed as a consequence of this. Must have OOC consent to speak with the past PK druid characters from the player. Credits: Delmodan - Prime Druid MT help & writing (thnx so much) Hedgehug - Ideas & writing Leowarrior14 - Original Fae Realm lore Delmodan - Origins of Druidism lore
- 63 replies
-
13
