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  1. -=- Language -=- Urukish blah has always been a rough spot, new uruks being told they need to speak blah because of the tusks, but this is where the truth is revealed. Urukish blah was created as a way for foreigners to communicate with English speakers in an organized manner. The First True Rex, Mogroka, could not speak complete english and so his solution to this was creating blah. Blah is just sounding out the words, except a few special words. Why do you think blah is easy to understand and master in a short amount of time. Now, over time, the uruks have been exposed to the facts of, the tusks make them speak blah, which is a lie. This is a common misconception and over time, this lie has been turned into false lore. Many uruks are forced into speaking blah when they don’t understand it, forcing many away from an interesting race. Blah was created as a bridge between languages, not a barrier between what character you should make. Leave the players alone that don’t wish to speak blah. They were never forced to. -=- Bone Structure -=- Many people argue that uruks need to be hunchbacks from their size, but little does anyone realized, uruks are meant to be tall and strong. They do not share a similar skeleton structure as a human or elf, they have one modelled to their body. If one wishes to argue that uruks need to be this way, years of evolution from 1.0 to now would have created room for their bodies to adapt. Dwarves have a bone structure that allows them to continue moving even though their weight to height and muscle mass would put them in wheelchairs, not dwarves charging into battle. What this is meant to be is an eye opener, uruks aren’t meant to be hunchbacks, they are warriors who stand tall and strong each day of their life. In RP, an uruk would chose death then to be deformed. Uruks aren’t meant to be disabled or mentally disabled, stop trying to force these features onto the players. You add more defects to a race that has little activity, which causes a higher rejection rate. The simple solution to this is to retract the lore of them being huge humans. They are a unique race, with their own bone structure. -=- Starguzh’Storh -=- The ancestral plane, a place for the bravest of Uruk warriors. This realm was a safe haven for the uruks who have fallen to duel, smoke kuzh, and live on from their honorable death. Many dark elves are noted to be living in Starguzh’Storh, when now of them died honorably. Also, the realm was created by Krug, who deemed the uruks to be the most honorable, who were dealt the greatest curse from Iblees. Krug created a realm so he could be with his brothers and sisters in the afterlife, after battle they could rest with their families at night. This realm was not made to be polluted by dark elves who are known for parties, or spying. Do not force Dark Elves into the Spirit Realm. Hellfiaz pushed his agenda which did no aid to the uruks, he did it for himself. The Dark Elves have no place in the Ancestral Plane and would have been banished by Krug, who still has the powers of Shamanism post death. Remove the Dark Elves from the Ancestral Plane if they have no honorable death to them. Suicide, death by alcohol, isn’t an honorable cause. And it would take one hell of a death for a Elf to land in Stargozh’Storh. -=- The Krughatten Project -=- A supposed legend which was started in 1.0. Building did occur of two nuclear bombs for the war against Iblees in the original fight. Fat Krug and Little Uruk were bombs that never were used for their original target as the Descendants fled 1.0 too soon. If they were never used, they would have travelled with the Uruks across each map, known to many, and the bombs would have been kept tight to the Uruks. Return Krughatten. Ten goblins spent months building it in RP and shouldn’t have their hard work being wiped because of the Rex not being informed. -=- Uruk History Removed -=- Beyond the strength of any orc, Crator’Lur existed as one of the most powerful orcs within Krugmar. It was told that he plucked arrows from the sky, and his hands were stronger than steel. During an undead attack,the undead began to cast lightning against the uruk lines, slaughtering them all but Crator stepped forth, catching the lightning with his bare hands before throwing it back at the undead. Don’t touch Uruk History. It happened, deal with it.
  2. "...The Sun will rise again, my brothers..." Within the Tahn desert, a small settlement lies just past the glorious Dwarven capital. The walls, like the rest of it, seem to be thrown together with little care. Each night, armies of the undead lay siege to the camp, and yet the loyal residents stay. These bandits and workers lead by an orcish Khagan live alone within the harsh deserts, as they do everything in their power to give their enemies hell. _._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._ The Khaganate remains in a small corner of the seemingly endless Urguan desert, the keep staying strong despite the onslaught of their many foes and the harsh sandstorms. The flame burning in the soldiers’ hearts brings them honour and bloodlust in every battle, unforgiving of their enemies’ deeds as they fight to avenge their doings. The Khagan’s army includes all low segments of society; Thieves, murderers, poor workers, and prisoners, as long as their souls are filled with orcish culture and the beliefs of Krug, the first Uruk. -+- Even those banished from civilization can find shelter, and a new family. Gutz Khagan, the leader of the Khanites, raised his group as an Elder farfolk Khaganate, the culture of which he heard from stories told to him by his friend Sahar Tha’un. The Khagan, an Uruk himself, proclaims Tahn deserts as Endless Wastelands of his own. Red, gigantic muscular figure, carrying a greatsword, which length reachs a normal human's height. Khagan's Word is Law. Gutz Khagan sirca 1588 art by Ka4xid As any well formed military group The Khaganate has a simple Rank System: Leadership: Khagan - The leader, a Khan of all Khans. Khan - The Chiefs that serves to Khagan and leads Khanite army. Boyan - The Lords of Tahn deserts. They rule the lands. Professions: Yurts - A Quater-Master of Khaganate Kharul - A Bodyguard and Carer of Khagan Army: Ikh’Orlok - A Commander of Raider Group Orlok - Regular Raider Noyan - The blood of Khaganate, a new soldiers. Nokud - A civillian, regular citizen of Khaganate, farmers and workers. ------------------------------------------------------------------------------------- ooc Fill down the form if you wish to join: IGN: IC name: Race: Professions:
  3. Shamanism Explained In a dimension as vast and unpredictable as the Spirit Realm, it can be difficult at times to understand how the smaller aspects of Shamanism work, what the limitations are, and how to apply what you can work with. It is my intention in this post to detail everything I currently understand about Shamanism, my interpretation of it and what I have come to clarify from my previous experience as the Shaman Lore Master; of which I believe there has been no replacement. If there is one, I apologise for not seeking you out in advance. I asked only on one occasion. So, before we get into the nitty-gritty details of how Shamanism as a Magic works, and what the limitations contained within are, let's explore how the Spirit realm came to be. The Birth of the Spirit Realm The Daemon, Apohet created the Spirit Realm after observing the realm of Mortals, and in his jealousy, attempted to create a dimension of his own which would come to rival the Realms of the Descendants. This became the space that would soon house the Spirits; the entities he created to inhabit this vast dimension. Yet in his blind arrogance and passion, he wanted each of the Spirits to come to control and represent something in the Mortal Realm, so that his creations would always have a hold and a sway over the Realm of Mortals. He started with the most prominent aspects of existence, and created two Spirits that were aligned to the concepts of Time and Space. These two Spirits would materialise in an explosive burst of energy and potential, and in an instant foresaw all of time and creation. Just as soon as they were birthed into existence they experienced time eternal, and came to understand and explore the unlimited expanse of the Universe. They foresaw all events and all possibilities, and instantly became more powerful than their creator. They became known as Sandru, the Spirit of Time, who often takes the form of an ice blue snake, and Omnizan, the Spirit of Space, who most often appears as a crimson serpent. The pair are invariably intertwined in this state, and are said to be in and out of reality as they continue to experience endless time. For this reason, it is impossible to contact them. Apohet continued with his voracious appetite for glory, and created the Elemental Spirits, who would collectively reign over the second most prevalent things in all of creation; matter. In their Elemental Realms they are unimaginably powerful, and dwarf their lesser cousins, who exist in a realm outside of their own. These Spirits are known as the Immortal Spirits, and represent many of the more specific things of the world, and they are the last of the creations of Apohet. Lastly, there are Spirits that reside in Star'Gush Stroh, which is the after-life that worshipers of the Spirits may enter. These "Spirits" are Mortal Souls, who were blessed with the ability to enter this afterlife due to Apohet's admiration of Krug; which caused his last influence in his dimension to be a pocket of the Spirit Realm in which Mortal Souls could reside for eternity. Based on this, we can come to understand there there are various levels or dimensions to the Spirit Realm. - For a detailed list of all of the current Spirits, refer to: https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/#comment-1453308 I imagine it would look something like this: Time & Space ---------------------------- Elemental ------------------- Immortal ---------- Ancestor ---- The Birth of Shamanism In isolation and rage, Krug called out for an answer to the Curse set upon him and his people by Iblees. For it was one of a deep Blood Lust, and had caused unimaginable harm to his people. For decades they had lashed out in barbaric fury, slaughtering one another in the streets for the momentary release it would offer them. Yet as Krug called out, all was silent. However, unbeknownst to him, his incomparable power had brought his message to the Spirit Realm, and he then received a response. The Elemental Spirit of Air came forth, and offered to work with Krug in order to achieve a goal. You see, the deep desire for recognition and advancement that fueled Apohet's ambitions had been instilled in his children, and in the interaction with Krug they saw a means of attaining more power, and more influence. Thus, from this encounter and subsequent co-operation, Shamanism was born. But how does Shamanism work, you might ask? Good question. How Does a Shaman Connect? Over time, the act of Shamanism began to branch into different specialisations. This occurred because no Orcs were as powerful as Krug, and could not reach the Spirit Realm in the same manner as him. For this reason, a method of connecting to the different Spirit Realms was imparted into the children of Krug, so that they could reach out of the Spirits in order to receive wisdom, advice, or even something more tangible. This is achieved through meditation of some form, and currently there are only two ways in which a Shaman may interact with the Spirit Realm. 1) Transferal of Consciousness One method is to transfer consciousness into the Spirit Realm, which is done through deep meditation, focusing on the realm and even the Spirit the Shaman wishes to visit. The Shaman's mana is used to transfer his consciousness into the Dimension, and his body is left behind in the Mortal Realm, where it is susceptible to damage due to being paralysed. If a Shaman were to be killed within the Spirit Realm, his physical body would also die, due to the connection of his soul/consciousness being torn. Typically, a Shaman would only visit the Spirit Realm in order to seek advice, to create a pact with an Elemental Spirit, or to visit Star'Gush Stroh, where he or she may speak with the deceased. 2) Connection through Ceremony In terms of tangible work, a Shaman will choose to instead connect with the Realm of the Spirits, as opposed to visiting it on more of a literal level. All acts upon the Mortal Realm are achieved through this second method. This is done by calling out for their attention, so that they may work through the Shaman's mana in order to influence the Mortal Realm. The Shaman must adopt and embrace the energies that the Spirit or the Realm represents. For instance, if a Shaman wanted to connect to Enrohk, the Spirit of Bloodlust, they might start by sacrificing a Goat. Then they would begin chanting in an aggressive and furious tone, finishing by dancing in a manner that also mimics a fit of rage. A Spirit will rarely manifest in the Mortal Realm of their own will, for if they were to be killed, their energy would shatter and they would ultimately die. Typically, it is only the Immortal Spirits who summon their energies into the realm of the Descendants, and do this by transporting one of their Lesser Servants into the Realm to act on their behalf. The Sub-Types of Shamanism Farseer Class: Healing/Enhancement Realms: Immortal & Ancestral A Farseer devoted his energy to heaing or enhancing someone by working with the Spirits of the Immortal of Ancestral Realm. To do this, he must connect with the Spirits through Ceremony, and once connected, may impart their influence into the chosen person. Currently, Farseers are unable to heal or enhance themselves. Latauman Class: Healing/Enhancement Realms: Immortal & Ancestral Latauman work in much the same way as Farseers, and devote their energies to healing or enchancement. Expect, in the case of the Latauman, he may only bring positive influence upon himself, to a greater degree than the Farseer. Latauman are unable to heal or enhance others. Spirit Smith Class: Enhancement Realms: Immortal and Elemental A Spirit Smith must connect to Gentharuz initially, in order to crate an item known as a Mortal Stone. This is used to contain a Minor Spirit, who uses it's energies to influence the world. Once this initial process has been achieved, anyone in possession of the item may call upon the Spirit inside the stone to utilise the energy it represents. Elementalist Class: Damaging Realms: Elemental An Elementalist must first take his consciousness into the Elemental Realm in order to make a pact with an Elemental Spirit. Once this pact has been made, the Shaman may call upon that Spirit to assist them in influencing the mortal world. Elementalists can only work with existing elements, which means they vary from Evocation in this regard. Apart from this, the mechanism of influencing said elements works in very much the same way. However, it takes considerably less effort to harness existing material. Witch Doctor Class: Damaging Realms: Elemental/Immortal Witch Doctors connect with the Spirit Realm through chanting, and attempt to imbue the Spirits energy into a concoction known as a Hex. This liquid may be used to invoke a feeling or illness upon the victim, which is known as a curse. There are not often physical influences (though they do exist), but instead mental ones. For instance, a Hex of Fire will not explode into flame, but will instead give the sensation of being on fire. With great effort, a Witch Doctor may cause this same process without the brew, but it takes a considerable amount of time, and will often be stopped by the victim before it can be caused. Witch Doctors may Curse both forms of life: Plants and Animals. Dark Shamanism Class: Damaging Realms: All Dark Shamans devour Spirits in order to influence the world around them, by forcefully utilise their energies. Once they have control over something, it begins to contort and twist into a corrupted form, as the act is being done against the will of the Spirit. For more information on Dark Shamans, refer to: https://www.lordofthecraft.net/forums/topic/150801-lore-trial-2m-from-290916-ishurkal-dark-shamans/?page=1 How do Spirits Influence the World/How Does it Work? In order to have dominion over the Mortal Realm, Apohet had to bestow small parts of his energy into the world. He did this by creating Dormant Spirits, entities that are directly tied to what they are imbued within and indeed, the Realm they represent. When an Earth Elementalist calls to the Elemental he has a pact with, that Spirit will harness the mana of the Shaman to awaken the Dormant Spirits within the earth, thus allowing manipulation to occur. The Spirit awakening the energy has no real influence over the decisions of the Dormant Spirits, and so the Shaman must focus on controlling it with his mana in order to keep the Spirit in line, and is how he may direct where the earth moves to. This concept applies to all influence in the world, including physical and emotional, and it is the act of awakening these Dormant Spirits that gives rise to the subsequent control. I'll be adding more to this once I see what may be missing. I intend to start an F.A.Q at the end of this post so that I can answer questions I might not have thought of, and so I can implement them afterwards. So, fire away.
  4. Ilzgûl Udalgum - The Spirit Connection There where tool and spirit become one, to empower the Shaman. He shall act in honour and compensate the given powers well, for that… is the orc way. The concept of the Ilzgûl Udalgum is that of the connection a shaman can make between a spirit and a tool. The process itself is a ritual unique for each type of spirit and thus, for each sub-type of the shamanic arts with an exception for Lutaumancy. The ritual is performed during the forging of the weapon and goes on for a few days after the material weapon is done. Though different the ritual always consists of the following steps: ~ The creation The process where the tool of choice is crafted out of any material. The type of material chosen does not affect the result of the connection, though Aurum keeps its abilities against Undead. As do other materials, that have their abilities. The inscribing Here the Shaman inscribes the tool with lines of the old speech. The language is written onto the weapon, marking it and forming the framework for the connection. This is an essential part of the connection, for if the old speech is in any way damaged from its original form, the connection will fail to succeed. Atop of the shamanic scripture written on the tool, instrument or weapon, a part is to be copied on a part of the body of the shaman himself, or the future user/owner of the tool, instrument or weapon created. This way the tool is bonded and can only be used by the one that has this similar scripture. The sacrifice After the framework for the connection is made, a sacrifice is to be made to the spirit the shaman wishes to make the connection with. The type of sacrifice must be one that has any relation to the spirit, it must be one that is logical. It must be a fresh sacrifice, which is performed together with the last step of the process. The chant As the sacrificial ritual progresses and the tool is brought in with this sacrifice the Shaman has to audibly seal the connection made between spirit and tool, by ways of a chant. The chant itself consists of Four parts. The first part is evoking the spirit, the second one specifying the augmentation that the connection will bring, and the third is the command that is to be spoken for its activation. The last chant will be the assignment of the tool to its owner(s). By this is implied that only those who are named in this chant, can use the tool created, or rather more: can activate it. ~ During the last phase of this ritual, and the creation of the tool, the spirit is channeled. If the sacrifice made is deemed honorable and worthy, the spirit shall allow a connection to be made. This way the Shaman may utilize the tool to honor the spirit in the future. The bond between user and tool, instrument or weapon sealed by the similar old blah that is written not only on the tool, instrument or weapon, but also the user himself. The workings of this craft will then offer an augmentation upon command. This way only the creator and owner of this tool have the ability to activate and use the spirit’s power. Upon activation the inscribed text will emit a soft hue, in the color that is most likely to appear with the spirit connected. Next to the scripture on the tool, instrument or weapon: the old blah on the users body (where ever they were inscribed into the flesh during the sealing of this bond) will emit the same colored hue of dim light. ~ Elemental connections: Can be created by either a Witchdoctor or an Elementalist, and allows the Shaman to connect a tool to a lesser or greater Elemental Spirit. ~ Witchdoctor: Curses, therefore activation of a connection will cause drawbacks to the Shaman itself. Aside from which, the augmentation the connection brings is one related to cursing and the spirit chosen. Elementalist: Pacts, therefore an elementalist can only create a connection with an elemental spirit that they have a pact with. The augmentation the connection brings is one related to this spirit and can reach beyond the applications that a witchdoctor variant of an elemental connection can bring. Examples for Elemental connections could be: The creation of an orcish cleaver, smithed through roleplay. Then a sacrifice to a lesser spirit under Skathach (Spirit of Fire) must be made paired with the needed chants in order to create a cleaver that, when activated, heats up and glows a red hue. (or at least the inscribed text will emit a red hue) The creation of a steel rod. Within this rod is room for a small reservoir of water. Then a sacrifice to a lesser spirit under Akathro (Spirit of Water), or more specific: Ice paired with the needed chants will create a rod, that upon activation: will grow a pike-like ice shard on the top. (Using the water in the reservoir as 'fuel') Immortal connections: Can be created by either a Witchdoctor or a Farseer and allows the Shaman to connect a tool to a lesser or greater Immortal Spirit. ~ Witchdoctor: Curses, therefore activation of a connection will cause drawbacks to the Shaman itself. Aside from which, the augmentation the connection brings is one related to cursing and the spirit chosen. Farseer: Blessings, therefore activation of a connection will not cause any drawbacks and the augmentation of the connection is one related to blessing and the spirit chosen. Examples for Immortal connections could be: The creation of an orcish Lumber Axe, smithed through roleplay. Then with inscriptions, a sacrifice and chants to a lesser spirit under Jevax (Spirit of hard work) will create an axe that, upon activation, will cut lumber faster and with more ease. The creation of an orcish spear, smithed through roleplay. Then with inscriptions, a sacrifice and chants to Votar (Spirit of Hunting) will create a tool that, upon activation, will gift the hunter improved scent and ability to track animals. Red Lines: This is all up to change for it is but a concept. Your feedback is very welcome!
  5. Posters have been pinned around in mayor locations all around Vailor. Female orc slave for sale. She can and is willing to do leather tanning and other daily duties. Her name is Sloomalah. Bidding starts at 500 Mina, send your offers to the Azghari camp or visit in person to give your offer for the slave. A surprisingly accurate picture has been drawn of the orc.
  6. Many opinions were given on the topic of Orcish heights, and after discussing with the Lore team and polling the Orcs, we've come to a decision. Of course, thanks to the glorious AlpineAl for bringing this issue to light. Without him, I don't know what we would have done. Rulg, brudda. I. The taller an Orc is, the more his/her posture will be hunched (varying hunch). This can be role-played out at the discretion of the player, but know that Orcs pushing the boundaries of their height are very likely to have some variety of posture problems. The following heights are if the Orc/Goblin/Olog is standing straight. i.e. an Orc standing at the max of 8ft would probably have a hunch, NOT be hunched at 8ft but really stand taller. II. Average Goblin height is from 4ft to 6ft, with 6ft being the absolute max. III. Average Orc height is from 6ft to 8ft, with 8ft being the absolute max. IV. Average Olog height is from 8ft to 10ft, with 10ft being the absolute max. Thanks for contributing and reading! EDIT: Updated in the wiki as well.
  7. *a sloppy hand-written note with large letters is posted outside the uruk walls* (Forgive my blah, still learning.) Mi and klan gLoGoL are luukin fur hurze breedarz. Fur furdar infurmation blah wub nArgUlg'gLOgAl. alzo luukin fur blaksmeth az well.
  8. Tun'Lak Basic Information Age: 22 Gender: Male Race: Olog Description Height: 12'6" Weight: 1,387 lbs Eyes: Black Skin: Deep Red Personality: Generally simplistic and friendly Life Style Alignment: Chaotic Neutral Deity: Laklul Religion: Heiling Laklul Alliance/Nation/Home: The Swamp Job/Class: Olog Title(s): Weaponry Fighting Style: Smashing things. Alternatively, picking things up, and then smashing them. Favored Weapon: A large battleaxe. Biography Parents: Wun'Lur and Wan'Lak Extended Family: Cousin once-removed Kryllal'Kog'Vanir History Tun was born in a small, innocent orcish farming village, away from his parents, not knowing his family. His life was ruined when he was naught but a lad of six, when the peaceful village was attacked by a horde of Halfling bandits. The village was slaughtered; Tun found himself to be the sole survivor. Tun struck out and wandered until eventually, he happened upon the Trog, and met Shreck. Shreck took him in to his clan, clan Lak, and introduced him to the wonders of the swamp and Laklul. Tun eventually met Wun'Lur, who was determined to be his father via similar appearances advanced orcish genetic testing. Tun went on to have numerous incredible and episodic adventures, such as when he met Laklul, or the other time he met Laklul, or any of the multitude of other adventures that he totally had that just don't spring to mind at the moment. Artwork
  9. Cactus Green (( The following post is read in a Gobo's journal. Written in English for ease. )) Cactus Green. Cactus Green was given to us by the will of the great spirit Betharuz. The purpose, to mend our spirituality and become closer to the spirits and our great ancestors. But yet, despite this great purpose, very little is known about this gift. We use it during rituals, and gatherings but we don't really appreciate it. Such a gracious gift from our guiders being so under appreciated. This heedlessness will disgust the spirits, and they'll grow upset in due time. We shall show gratitude to the spirits, and take more pride in this gift, to explore it and understand more of it. So, me took it upon meself, out of my respect, appreciation, and will to the spirits to find out more about this important gift to us. Doing so, will allow us, the Orcs of the War Uzg, to use this gift more efficiently, to create a better bond of communication between us and the spirits, allowing us to fulfill their biddings and trials. As soon as me could, me began to grow many cacti. Me think me may've pleased the spirit Ublulhar, because quickly my cacti began to grow, and prosper swiftly. From small ball cactus, to large, proud tree cactus. After many days of trying and testing the fruits of my labor, me found out something interesting. Cactus Green comes in two varieties... Sativnubobo ((Sat-eev-nub-oh-bo)) Cactus: Smaller, ball cactus Grows: In small groups/bundles Traits: Lighter colors Faster growth Easy to burn into cactus green More cacti in bundle = more green Effects: Increased concentration Perfect ratio of creativity and productivity A calm feeling Head high Cerebral Relaxed Relieves stress Combats depression Sativnubobo comes from the small, bundled up ball cactus. The more cacti, the more product you can extract. This cactus green gives more of a calming feeling, and a head high. Perfect for social activity, and rituals due to how it allows you to still be able to think clearly. Uplifting and energetic, this cactus green is perfect for day time use. Indibublog ((In-duh-bub-log)) Cactus: Large, tree cactus Grows: In large, singular plants Traits: • Darker Color • Longer growth • Larger plant • Harder to burn • More pungent smell Effects: • Laziness • Increased appetite • An entire body high • Very deep relaxation • Helps sleep • Pain + Nausea + Stress + Anxiety relief Indibublog comes from large, tree cactus. Rather strenuous to extract, but entirely worth it. This type of cactus green is much more potent then its Sativnubobo counter type. This cactus green gives a very deep, relaxed and mending feeling, a body high. Preferred for night time use due to it being able to be used as a sleep aid. Relaxing and euphoric, this cactus green is perfect for night time use. Such an amazing realization. Orcs, Gobos, and even Ologs of the like have been using cactus green for many centuries now, and to think that this has just be discovered now... But not only does it go deeper than just two archetypes. Each archetype does have its own massive group of special types. Not only just different effects, but different colors, tastes, flavors, etc. Me've compiled a small list of certain strands me found... (( Very short list of Orcish strains. Just for an example. )) Gorkil Wisdom Cactus: Sativnubobo Traits: • Average Sativnubobo traits Effects: • Sharply increases focus • Calming • Relaxing Gorkil Wisdom, the perfect type of Sativnubobo for rituals and gatherings. Allowing you to think straight and rationally, but also give the user a nice relaxed feeling. This strain gives no cotton mouth, but does give the user slightly dry eyes. Lur Ambition Cactus: Sativnubobo Traits: • Average Sativnubobo traits Effects: • Very Sharply increased focus • Very energizing • mind clearing Lur Ambition, nearly the opposite of Indibublog. Gives the user a very energized, and mind clearing feeling. Able to think extraordinarily clearly, and focus without having that lazy feeling. The user of Lur Ambition will be able to accomplish many things while on it, while with other strands you'll just be tired etc. Pushdug'buub Cactus: Indibublog Traits: • VERY pungent smell • Very potent effects Effects: • Dry eyes • Awful cotton mouth Pushdug'buub translates roughly to "Stinky pig". Quite the accurate name due to the very pungent smell of this strain. The effects of this strain are very strong, but it also gives you awful cotton mouth and dry eyes. Intended for singular, nightly use. Thunder Krug Cactus: Indibublog Traits: • Has enough potency to kill a small Halfling • Incredibly strong effects • Small purple pieces Effects: • Strong effects • See colors • Cotton Mouth The legendary Thunder Krug. Has the potency to kill a small Halfling. One of the strongest Orcish strains and is incredibly hard to produce. Often maintenance and the perfect atmosphere for the tree cactus is needed for this strain. Too much of this and you'll find yourself falling into a long, deep sleep. There's still much to find about this gift from the spirits. Me'll do more searching of this. *The following were some excerpts from a Gobo's journal* Final OOC Notes: In no way is this supposed to be 'trolly' or anything The whole reason for this is to add more in depth Roleplay to cactus green. Maybe even decrease some of the "420 blze it" trolling and add some sociable passive-Roleplay. Hopefully even add some market buying/selling business Roleplay. Will add more strains/information later. Suggestions please!
  10. So as a new player I was looking for Orc history or timeline, but found nothing but a few unspecific events. In order to advance roleplay and make applying easier I suggest adding something like this.
  11. Urolem and Urim are seen squatted down between the jungle’s foliage, the two look down at the map the Rex has given them and nod in unison. Shortly after they quickly scurry back to the city in order to gather their chosen 20, the warband of Orcs ready their blades, spears and axes as they head out towards the bordering island, preparing themselves to ambush the foreign region and it's inhabitants. OOC: Warclaim Type of Battle: Conquest, ambush. Time & Date: Saturday the 14th of February, 6pm EST. Manpower: 20 on each side. Attackers: Orcish Warband Defenders: Thesserion[?] Location: Thesserion[?] Terms: Attacker Victory: If the defenders are all killed or driven out of the battle area. Defender Victory: If the attackers are all killed or driven out of the battle area. Rewards: Attacker Victory: Conquest of the region. Defender Victory: Region may not be warclaimed for a month by the Orcs Rules: Server rules apply No falsifying status
  12. This will prove I am either entirely inept, or not as inept as you think I am. Likely the latter. Excuse any awful spelling or grammatical dipshittery as it is 2 in the morning and I've been up since 5 the day before. A bedraggled sage-esque Orcish woman would saunter into any city or town with a large populus, clearly dazed and emaciated. She’d creep to the largest group she could find, regaling her tale of the spirits informing her of a grand catastrophe that’d lead to a great finding. Later she would tell the group who accepted the task that she is a shaman, despite how obvious she may have made that fact. They would trek deep into the spookiest bit of whatever the new map is called, as we will switch to it in less than a week, and eventually come across a frightfully deep chasm in a massive basin, which would later be found to be a drained lake.. The shaman would warn the group of the perils beneath, and I’d [!] to make it seem as lackluster and typical as possible to breed suspicion about the group. After some time, the shaman would shout at the group, continuing to warn them. Either after some time still, or after someone would inquire how dangerous, the shaman would tell them She’d show them, and ask for the party to stand back. She’d rip a dried and marred skull, whose openings would be sealed with fat and sand, from her bandolier of many shaman-y things, and toss it in the hole. A fiery heat and light would wash out of the hole, provided with a noise similar to a flood. The shaman would shriek to the group to run up to the shore of the basin as an awful sludge would spring from the chasm. The shaman would make it out in time. The goop fills the majority of the once-lake’s basin, sloshing up in a slight wave that’d pool at the slight of the shore, before reeling back into its mass. In the puddles’ pseudo-nucleus, deduced by its darker colouration, would be a blackish boulder, quite hefty in size. The sludge would quiver and quake, shifting about to eventually come alive. I’d [!] something pertaining to the fact that the lake was filled with a puddle of death, just so everyone was clear on that. The shaman would stutter, stepping back aways in disbelief and mumbling something about the spirits because shaman. She’d shout at the party to keep the beast away from her as she’d do her work, being as vague as possible, to aid with the suspense. She’d request the group to allow her back into the trees or some equal convenient vision-obscuring device for long enough for her to call for a favor. If arguing would ensue, I’d bolster the severity of the situation via the blob slamming wads of itself into the ground or something similar. If still the group would deny the Shaman the clearance to hide behind something, I’d have the blob do something rather distracting so everyone wouldn’t focus on the Shaman for a moment. Once she is obscured, I will interact with the party as the slime for an amount of time deemed fitting, at which point the bit of obscuring nature the shaman hid behind would cough an animal of fire, which would sprint into the jiggling mass of blob. The canid engulfed in flame would charge through the goo, entirely unimpeded, as its heat is enough to dissipate the slime into a foul smog, which too would dissipate into basically nothing. From the three other cardinal directions would charge similar beasts of flame, that’d cut into the thing that consumed the lake. The creatures would pool in the centre of the slime, chasing each other in a seemingly-choreographed circle, slinging whips of heat through the basin of sentient sludge. The ropes of expanding heat would sling further and further, ending the bizarre ceremony with the tendrils of fire scraping at the basins shoreline. The blob is entirely evaporated, along with the wolves, whom sizzle out into a quaint nothing after their deed is complete. The group would likely not understand at first, and should they not deduce that the random flame-wolves weren't conjured by nothing, I’d emote the shaman groaning or somesuch. Upon the hopeful locating by the group, the shaman would be in deep concentration, mumbling words unknown to any lest they understand the True Blah. They would be visibly shaken, and likely looking as though on the verge of death, as her disheveled state mentioned at the beginning of this awful spiel was not remedied. Should she be disturbed in any way during this bout of gibbering, her mental connection to the spirit realm would quickly severe, shattering her fragile psyche, whereupon she’d bury the smaller end of her staff into her eye, pressing it further until her demise. Should her True Blah requests be allowed to finish by the party, She’d end her connection, and peer to the group with a frightened, thousand-metre stare. If anyone would touch her, she’d collapse as though dead. Should anyone continue to try and tug her back to some form of safety, she’d flip a **** and begin smashing and clawing at the party. Around the beginning of the party’s interactions with the gibbering shaman, a peaceful storm would be forming, with lazy clouds bobbing about to assimilate into larger versions on themselves. The only gesture the shaman would offer, is propping a palm facing the lake on her knee, with a finger stretching towards the basin should the party still now understand what she was asking of them. Upon the party’s hopeful inspection of the lake, which would be caked in foul ash, they would come across a meteorite, entirely whole, laying near the chasm the sludge creeped out of. It is likely a large slime lived about the lake, and the meteorite slammed into the centre of such a lake, causing the lake’s water and any slime dwelling within it to sink into the massive chasm caused by the falling rock, in turn causing the slime to assimilate into one massive slime, which would swell to even larger size via absorbing the water drawn into the chasm. The shaman would not interact with the group apart from the ways mentioned above, she’s asked too much of the spirits and in return they’ve stolen her sanity with the aid of Ixli. Should anyone who speaks True Blah wish to study her babblings before her inevitable starvation, they would learn much, as Ixli’s mind-tearing inducts the knowledge of several well-learned scholars within oneself. The meteorite is enough of a size to lug back to a village with the aid of the party, though carrying would likely be much easier if broken in chunks. The shaman perishes, and will perish no matter what any would do. Weird-ass idea conjured from nothing, sorry if its shite. Sorta not, because creativity, but sorta am at the same time. Please, tell me how awful I am in the comments, It makes me feel as though I lack a skeleton. Sorry about the textwall too Sleepy
  13. Reyna'Dom (Dead) -=Dead=-
  14. Character Name Nicknames: Eef, Eath. Age: Around 224 Gender: Male Race: Uruk Status: Alive, showing and inviting people to the orcish culture oocly. RP'ly, he is converting whitewashes to Krug's side. Description Height: Eath stands around nine feet tall. Weight: Heavy. Body: Massive and muscular Eyes: Black Hair: A small and flat mohican, but its thick. Skin: Dark Green Markings/Tattoos: He haves similiar tattoos on his both arms. Ask their reason in RP :P Health: |||||||||| Personality: Eath is a calm orc, but, he doesn't likes when others insults Krug; for him, this is a reason to kill one. He doesn't kill much neither raid much, still, he loves klomping. Sometimes, he might get a little bit angry. Eath is smart for a normal orc, and at the same time, dumb. Inventory: A sword bigger than the average, his belt contains pouches with seeds, pomegranates and one contains cactus green, but, its a little bit rare to see him smoke. Further Details: The pomegranates comes at hand many times, he haves to distract something or either give a small scare on one person after seeing the sparkles of the many pomegranates. The seeds are used to feed his so loved bird. Life Style Alignment: I don't know what Eath would fit in. He kills, eats most living things meat ((except orcs)) and follows Krug and the spirits above all things. Deity: Krug Religion: Kruganism ((DERP, HERP? DERPP!)) Alliance/Nation/Home: Eath lives on Krugdanistan in these days. His nation is the Krughai. Idk what should i put on alliance. Job/Class: Eath is very versatile. He is awful but knows how to do the very basics of the Alchemistry and Smithing. Sometimes, he scouts the orcish lands or klomp. He can climb, hunt and eat raw meat. Title(s): Ork, Greenskin, Shomo Profession(s): Eath is versatile, and will do many things, they might be for Krughai's safety or money, but above all, there is Krug following. Special Skill(s): He can convert whitewashes to Krug's followers. Flaw(s): I will not place this as i fear metagaming of my weaknesses. Mojo Current Status: Novice, learning with Elphaba's half spirit. Arch-Type: Shamanism Sub-Type: Elementalism Rank: T1, i belive? Weakness(es): Can only summon the water spirit to aid him in battle as he is the only one that he currently haves. Can't use their powers. Strenghts: N/A Current spells(s): N/A NOTHING TO SEE DOWN HERE, BBY, THIS IS A WIP. I'll finish it when i want.
  15. Lutauman Clarification by Havel (Suiko) Being the only accepted Lutauman on the server, and upon hearing the different ideas about what a Lutauman actually was, I have decided to clarify, for the sake of lore, who a Lutauman is, what a Lutauman does, and how a Lutauman does it. Definitions: Ancestral Spirit: A dead person; a spirit that has severed connection with it’s mortal body and transcended to the ancestral plane. Ancestral Plane: A place wherein ancestral spirits reside. Not to be confused with the Immortal Spirit plane which is a completely different place for a different type of spirit. Lutauman: A person who is able to contact ancestral spirits (dead people). Blessing: A spirit may bestow a blessing upon a Lutauman. The most common blessing is that of strength, which allows a Lutauman to be temporarily stronger than normal. Blessings can bestow strength, agility, dexterity, etcetera. What does a Lutauman do? A Lutauman can contact ancestral spirits (dead people) How does a Lutauman do that? A Lutauman can contact ancestral spirits by doing ritualistic and/or traditional practices and movements such as burning incense, cactus green, or other plants and objects. The reason for burning is that it helps disconnect the Lutauman’s mind from the world around him and allows him to easier propel his mind into the ancestral plan. The use of objects that were familiar to the ancestral spirit before it was an ancestral spirit can be helpful. Some Lutauman find that going to the place of the mortal death of the spirit, or to the body’s grave can also assist. It varies for each spirit. The Lutauman expends mana to project his mind unto the ancestral plane. If the Lutauman is bound by rope or any other type of restricting binding, he will not be able to expend this mana. Great focus on releasing one’s conscious from the mortal plane is necessary. What might a Lutauman find in the ancestral plane? The ancestral plane is not a plane in which one is either inside of completely, or not in at all. It is rather a plane that one propels his consciousness deeper and deeper, while still maintaining somewhat of a connection to the mortal plane. However, the consciousness is bound to the mortal plane, so staying in the ancestral plane for excessive periods of time is difficult and thus requires excessive levels of mana to be expended. At lower levels of Lutaumanship, a novice might not even be aware that his or her mind had transcended into the ancestral plane, but he or she may be aware, if a spirit was contacted, of extra and foreign information received. The Lutauman might also notice that mana was used. The Lutauman may be able to contact spirits while in the ancestral plane, but only if the spirit chooses to be contacted. The spirits are a fickle bunch. They may not choose to be contacted at first, but then be contacted later; they may also choose to be contacted at first but then not be contacted later. The clarity of information received from a spirit is on a spectrum. The more recent a spirit transcended into the ancestral plane (if its body died recently), the easier and more clear the information a spirit may choose to divulge is. If the spirit’s body died a long time ago, it may be increasingly difficult to contact the spirit, and may take more amounts of mana to propel the Lutauman’s mind deeper into the ancestral plane to find it. Furthermore, due to being so deep in the ancestral plane, messages may be foggier, sound muffled, and be, in general, esoteric and hard to understand. The spirit may no longer communicate in ways that are understandable. Blessings: A Lutauman may ask a spirit for a blessing in times of combat. Novice Lutauman generally have little to no chance of receiving a blessing, unless the spirit greatly desires such blessing to occur and the novice has a good sized mana pool to spend. Blessings bestowed upon the Lutauman have, in the past, aided Lutauman in combat, but such blessings only last for a limited amount of time. A Lutauman may choose to keep his blessing for as long as his mana will permit. Upon his blessing ending, he is as weak as any other, perhaps weaker due to his mana drainage and toll on his mind. While a spirit is being contacted and mana is being expended, the air around the Lutauman may slightly deaden and chill. Depending on the spirit being contacted, the air may even take on a strange taste. As a blessing is bestowed, the Lutauman may faintly show, for example, a red aura, signifying the bestowal of strength. As the blessing is received, the air may heat up if the blessing is of strength. History: According to what is known, the Orcs claim this magic to be a part of Orc Shamanism. The Orcish ancestral spirits have thus defended this tradition by notifying Orc Lutauman of the existence of non-orc Lutauman so that the non-orc Lutauman could be either accepted into Orc society or destroyed, more commonly destroyed than accepted. Lutauman that were not above novice level, however, were usually left undetected/considered not important enough to seek out. OOC Suggestions: It is proposed that, OOCly, all Lutauman record a description of what they find in an OOC book so that all Lutauman are on the same page as to what they found in the ancestral plane...
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