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HedgeHug

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Everything posted by HedgeHug

  1. They can basically re-create their characters to fit in. I highly doubt its difficult to pick as most already know what kind of halbreed they are (most are humanxorc) and simply go from there, no voidings whatsoever.
  2. It would seem, as you can see from earleir comments, that the opposition is quite numeruous. I have sought a middleway and made only elf x orc bloodlines mules.
  3. No more undead creatures. We have enough already!
  4. To me tusks were held accountable and to most new orcs or if you'd like them to call the 'newer generation' orcs too claim it is the tusks that make it difficult for uruk kin to speak. Playing an orc for a year straight we've encountered multiple scenario's where orcs were threatened to be banned for ignoring lore by not speaking blah.
  5. It's perhaps malworded but it simply means all half orcs have the orcish curse of bloodlust
  6. As stated - if you would've read it - It's a combination of both anatomical AND Social things that made it so. Tusks play a big role as to how they started speaking like this.
  7. as said before - I'll happily drop this if the LT dictates its the only point holding them back from accepting the lore. See lore - changes made.
  8. It's a minor point that can be changed at the LT's discretion if it comes to that alone. Right now I see it as a unique quirk of the halfbreeds *inhales* INSPIRED ... by the video linked above.
  9. Worth a watch See above Confirmed o7 Guidelines I was simply inspired by this video, even though there is no reason 'technically' shouldn't mean it is possible. See it as a quirk of my own makings, as this is semi-original lore.
  10. The mother would die whilst giving birth then - logically speaking
  11. Half Orcs Introduction For long these people have roamed the lands unscated. Often pursued by the orcish warbands of old. Whitewashes by birth in the eye of the uruk kin they most often can be found in foreign settlements trying to keep their heads low - to simply Exist. Though never there was given a full description as to how they live and are, what they look like or how their mixed blood affects them in any way. This was mostly the players say and thusly this lore piece will bring insight and clear set boundaries / choices for the player to make. Birthing complications The first complications arise after the impregnation of the female orc or other descendant. After the moment of Fade to Black it will take the usual time of nine months for the unborn to be birthed. The process itself for a Fe-Uruk should not bring a lot of trouble as these are beasts themselves. The issue however is that any other descendant will find this process extra difficult as the unborn are extra demanding for resources - the orcish genome forcing them to be larger than any known descendant babies. The second big issue is the birthing itself. Again - Fe-Uruks receive little to no penalty or disadvantage due to the above stated fact. Other female descendants will be in life-danger at the moment of Fading to Birth - the event potentially able to ask too much of their body and tire them too much. The following rule would apply: Birthing a half-orc of any combined races as a non-orcish descendant requires a roll. 1 being death, 2-10 extreme backlash(i.e. Passing out, unable to undertake anything for a week), 10-15 medium backlash (i.e. fatigued and most likely not able to do things for a day or two. And > 15 being a successful birthing. Orcs and Humans The human body is the base of every descendant. A combination between uruk and human blood will bring about skin deformations: The orcish hide can prevail and a greenskin, redskin or blueskin may exist - though the usual beige human skin can also win this and thus offer for another color that is a little more out of the ordinary. The physique would be that of a more beef human. Both male and female half orcs will have a bigger muscular mass on their body. The facial features can be one of two ways: more orcish means bigger tusks and rougher features. Or more humanoid and thus subtle, with smaller tusks. The reachable size or height lays somewhere in between that of an Orc and Human - reaching anywhere between 4 ft to 6’4” (4ft being an Orc Halfling mixture.) Orcs and Dwarves Dwarven anatomy attains that of a smaller humanoid body. A combination between uruk and dwed blood will bring about similar skin deformations though here the available colors might mix. The hide of this creature is thicker than any of the other mixtures. The physique is, like the orc human combo, much beefier than the regular dwarf. They are also prone to gain more weight and can be considered obese. The dwarven blood will force a neat beard onto the chin being it male or female halfblood. The reachable size or height lays somewhere in between that of an Orc and Dwarf, making them basically midget orcs (and no - not goblins). Their height not surpassing 5ft. Orcs and Elves Elven inbred stand out from the previous two - as they lack a significant feature that they do have: their beefyness. For the half elven half uruk blood will make for more slender built orcs in comparison to the other combinations. They have long and pointy ears and relatively small tusks due to their more subtle features. The same skin conditions apply - where the orcish green, red and blue can either replace or mix in with the elven beige, brown or black (depending on the subrace of elf thrown in the mix!). Remarkable would be that there is little to no facial hair growth, nor anywhere else on their body much like elves. The reachable size or height lays somewhere around human length. Compared to the Uruk kin and the other blood mixes these are the more fragile kind. Speech Considering the fact that the original orcish dialect is both a social and anatomical thing mainly caused by their tusks - the half bloods (who generally have smaller tusks) suffer less from the forced Blah and may speak in a more common tongue - like form. Examples are: Orc: Ug Bruddah, am lat nub rite in lat Grukk’r? Skah uff from mi uzg ohr mi wihl flat lat! Half orc: Greetingz brother, are yuw nub right in yuw hed? *** off from mi landz or mi will kill yuw. The mingling of Iblees’ Curses Their very being of half impure blood makes them incapable of producing offspring. It is given that Half-Orcs with elven blood carry with them the elven curse of infertility (not sterile). Aside from this the specific types The orcish part of bloodlust remains present at all times. Where such things as Greed or a longer life may be added onto this. TL;DR Human + Orc = Short lifespan, smaller/weaker orc with bloodlust if aggravated enough. Dwarf + Orc = Medium to Long lifespan, dwarf sized orc kin, fatties with bloodlust if aggravated enough. Elf + Orc = Long lifespan, elven fertility curse, slim/weaker orc with bloodlust if aggravated enough. Edit: Changed fertility after discussion.
  12. Just look at Cervitaurs. A race that isn't played as much or more than two players - does not mean it can't be part of the realm.
  13. Sprouts The fungi Kin [Hype-Gallery] Disclaimer: The previous lorepiece that received a negative verdict by the LT received such for the following reason: The sprite playerbase is too small to have any additional lore written for it. Get a playerbase and repost the lore and it shall be accepted. It became apparent that the internal written lore was good and well written, ready for acceptance. But the state of the creature Sprite was not well enough for this new addition. The task given: revive the playerbase / get a playerbase going in order to get the lore accepted might seem a bit contradicting with the LT’s verdict of denying the lore - as acceptance of such would have aided in this ‘revival’. My solution, however, is something different. I removed the connection between sprite and sprout and made the Sprouts creatures of their own. Most of the following lore is taken from the initial submission and thusly ONLY COUNTS FOR SPROUTS. This lore has nothing to do with Sprites whatsoever. If activity is a problem for the LT then I recommend this lore to be put on Trial for a short period of time. There are a few individuals that have indeed exclaimed interest in playing a sprout. 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, here the mushrooms grew bigger than usual, a large variety of colorful and even glowing shrooms came to be! Much marvelling this, the druid set up camp nearby. Observing as more and more of these little shrooms grew and each of them became such small dwellers of various kinds. Sprouts: the name given to them by the observing druid, as they found out that these mushrooms of the most odd and too: colorful kinds grew out to be… living! These Sprouts dwelled in the shadows of the undergrowth. Acting in utmost care not to be sighted by predators. “They speak? And walk?” The druid cried out with both hands holding their head. The reply of most Sprouts close to him simply shrugged and replied with something along the lines of: “So?” 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 the shrooms that grew, now sped up by the Druidic influence, lived. The Druid found themselves capable of aiding the Aspects in their work of creating this Fauna … or Flora, and speed up the process of its birthing. For growing the shrooms felt akin to that of bestowing the aspects gift onto seeds as Druii usually do. And thus as swift as that, the mushrooms grew exponentially faster than the natural process. Producing Sprouts. [Implementation through a single or two events using an event character druid] Appearance & Lifestyle Sprouts are living fungi that grow to a maximum height of about 10 inches tall. They have small arms and legs - their hands containing digits making them capable of handling things (of their size) perfectly fine. Faces can be seen though covered by their mushroom heat/hat. The life of a sprout is simple: it is within its basic instincts to survive and stay clear from predators. Often shy and careful creatures, though when befriended grow more extravagant. They may eat and sleep - drink and smoke though their being is completely comprised of fungi. Sprouts do not procreate though are capable of having all emotions including hate, anger, love, happiness and my favourite: grumpiness. Modnar & Fae rings 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 Sprout dies, another mushroom will grow in the nearest fae ring - the same Sprout can simply be reborn though no memory of their death is kept. This memory loss may stretch up to multiple years of their lives post mortem and post regrowth. [For the technical explanation: like a soultree their (inferior nature)-soul is bound to Faerings. If the faering is destroyed and their being too they are to regrow at another ring.] Advantages/Disadvantages + Have Natures Communion by Default. (they may communicate with both flora and fauna) + Despite their mischievous and often dull appearances, they are extremely intelligent. + Sprouts may seems small, but move rapidly through forest undergrowth. They are difficult to catch! + They maintain the poisonous ability that the natural fungi of the realm have. Exotic types of mushrooms may be more dangerous.. Or perhaps their toxins can have more of a hallucinogenic working on potential predators. - They may not learn magic due to their natural origin. (their being is classified as Flora like Cervitaurs) - 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(if caught). -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 Sprout is born, it will die. -Magic is super effective towards this creature, and can kill them quickly due to their connection to nature. - They can learn the Common tongue but among one another commune like a druid communes to nature: a descendant could not keep up or understand a conversation between two or more Sprouts unless it is specifically said they speak a sentence in common tongue. (like ents conversate with groans and creaks of bark, Sprouts have their own ways) - Sprouts, if consumed are practically toxic. Redlines - They may not be domesticated, as they are entirely sentient beings, not animals. - 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. (natures communion) - they can only live in a flora rich environment. Entering cities is not a problem, as long as their stay is short. Though this is disadviced at all as they are shy/scared beings. Bigg’unes are baddies! Meet archibalt - a purple headed sprout whom’s a grump and has taken up residence in a druids shoe!
  14. Flyers spread around the realm of Axios bring to you the following offer. To bid simply reply to this forum - don't raise with anything less than 50 minas! The flyer reads: Hear Ye Hear Ye! For auction this day: a cartload [Double Chest] of Protection [ I ] ! Though this might not protect ye from getting pregnant, they sure do on the field of battle - or wherever blows are dealt to armor. Bidding starts at 3.2 thousand minae [60 per book] for this large amount of glyphs [54 books] Added, a nicely drawn picture of a cart carrying the goods: (( And for the love of ****... don't pm me ingame with biddings or offers... just do it in here. I'm making this for a REASON! ))
  15. HedgeHug

    Ambient Music!

    Just posting this here beforehand. Watch it from the given mark.
  16. City of San'Garath - Orcish Stronghold in Axios https://imgur.com/a/2R3Ee Various Screenshots - Lord of the Craft screensavers https://imgur.com/a/1nSEw San'Zagh - Shamanic Hideout in Axios https://imgur.com/a/rOUU4 For fun moments in OOC and RP check my signature!
  17. http://fantasynamegenerators.com/hobbit-lotro-names.php#.WHT5YfkrLcc
  18. of course you may @SuperDuckyGamer @Gladuos @Jentos @Matthew AKA Soviet
  19. I too like a lot of things - if you think the old lore is better then that's your opinion. For the creatures to live in cities goes against the main principals of Fae: which is that they are forest creatures. They have a connection to the Aspects in that they have a MAGIC BY DEFAULT. Which is communion with nature (the ability a druid receives upon attunement). Like sprites, ents and cervitaurs - satyrs are fey. The old lore was too short / shallow for the attention this race seems to be getting. A rewrite with more depth is necessary. Good gracious yes, this has been removed. on this issue - your assumption is corrent as they have natures communion the voices can be counted as music meaning if a Satyr spends too long in an area with little to no nature this must be compensated for. they won't die due to it - but they will feel fatigued if they're exposed to longer silence (Namely captivity)
  20. The whole point of being a sprite is being weak, I'm not giving them a buff since they don't need one. I honestly forgot about the defensive capabilities, I have not seen the lore addition nor used it to influence my current lore piece so it may be considered as still applying to this lorechange. Sprouts will obtain the same abilities sprites have. these abilities will be dictated in the other lore which I will put up a reference for.
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