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Found 8 results

  1. [Ogradhad’s Study, S.A 157] [Monday, December 4th, 2023] Issued By: YEMEKAR’S PICK ᛈᚱᛟᛈᛖᚱ ᛈᚱᛖᛈᚨᚱᚨᛏᛟᚾ Proper Preparation YOTH BRATHMORDAKIN NA YOTH TIRARUMMAR ᛁᛟᚦ ᛒᚱᚨᚦᛗᛟᚱᛞᚨᚲᛁᚾ ᚾᚨ ᛁᛟᚦ ᚢᚱᚷᚢᚨᚾ In the upcoming years, Urguan’s finest tradesmen will be tested as they will face an ever-increasing tide of work orders for the war efforts. In order to ease the calloused hands of our laborers, our workforce will provide materials for the workers, and even our soldiers, to aid them in creating specialized tools of their chosen trades, be it war or smithing. Stock tools and arms are not acceptable for our most distinguished artisans, and only the best are to be used to quell this threat. Meet in the workforce hall on the assigned date with your skills at the ready-to-shape tools worthy of the Brathmordakin’s chosen. Planned Date: Dungrimm’s Call, S.A 157 Wednesday, December 6th, 2023 Signed, Bostone Grimgold, Yemekars Pick
  2. Underdark Food Guide UKEN VE KRAWN I ROZZ Issued by the MASTER OF AGRICULTURE On the 3rd day of Joma and Umund of 478 E.S. VA BIRODEO HERZENAV AG EDLERVIK With my recent appointment as Master of Agriculture, is it my responsibility and duty to ensure a stable food supply for the people of Haense. I have studied and tested the various flora and fauna of the Underdark at great personal risk, however many discoveries were made that will help the people endure these difficult times. Guides and recipes on how to utilise the resources of the Underdark have been drafted and shall be distributed to all for use. Please refer to this guide to learn the locations and terminology regarding the discovered flora and fauna of the Underdark [!] An additional Missive is attached below Recipes Spices and Seasonings There are few options to season one’s food in the Underdark, but the Agriculturalists have discovered some methods to gather spices and seasoning. A. Rock may be crushed from the Onyx Bay into a fine powder to make salt. To determine which rocks are suitable of this one may simply lick them. B. For a more herbal salt, one may gather specific flower varieties from within the cavern. Within Stonehelm Keep, flowers with buds as black as charcoal have been determined to provide a salt when dried and turned to ash in a pot. Some flowers located in the origins of the rivers that flow into Lake Morgana are also suitable for this. C. One blessing are the round blue spheres growing atop thin stalks from the ground. If those bulbs, are gathered, cleaned, crushed into a mush and roasted, they produce an intense flavour of nutmeg. Truly a salvation for all spice lovers. For the purposes of this guide, this plant will be referred to as Spice Spores. Sautéd Red Bud The cap of the Red Bud may be cooked into a fine fried meal. Firstly one must harvest a part of the cap from a Red Bud, and afterwards thoroughly wash it in clean water. The rind of the cap has a thick layer of bitter coating that makes it extremely difficult to it. After washing it, it may be cut, diced, sliced or prepared in any manner you desire. Then it is to be cooked for at least 10 minutes until a golden brown. If cooking large pieces of this, let it fry for longer so that the insides may brown as well. While frying it, add any spices you desire. If you are adding Spice Spores, add them half way through the cooking process so they are not burned. Roasted Demon Carp The Demon Carp of Lake Morgana is too huge to comfortably fry in a pan. Thus is it best roasted with a stick over a fire. Scrape off the scales of the carp, they are large and thick so something like a sharp rock could be used in lieu of a knife. Though one will be necessary for the next steps, the fishes’ belly must be cut open, so it may be gutted. After that, it may be skewerred with a stick and then roasted over a fire. It takes a log time to roast, around 30 minutes, and requires constant rotation to it all of its insides may be cooked thoroughly. It is also important for the fish to absorb the smoke a lot, since otherwise it possesses a bitter aftertaste. The smoke helps clear this. Salted Demon Carp Following the preparation process above, Demon Carp can be dried and then preserved in Rock Salt, so that it may be preserved for later consumption. Kelp Wrapped Shrieker Egg Kelp in Lake Morgana was found to be edible if prepared in a normal way. Once harvested, Witches’ Fingers may be left to hang near by a fire to dry. The kelp on its own can be used to supplement many dishes, but a particular delicious combination was found when the kelp was wrapped around boiled Shrieker Eggs. Shrieker Eggs are hidden it tiny and dark nooks and crevices of the Underdark, but one may be bale to spot them if they keep a keen eye for nests with white feathers. Shrieker eggs that twice as long to boil as normal eggs, but they possess an unmatched savoury flavour. Note: The meat of the Skull Shriekers is very similar in texture and taste to turkey, so any methods used to prepare turkey apply to the Shrieker. Though it is recommended to cook slowly and for long periods of time to ensure that the meat is safe to eat. Blue Pod Jam The warped counter-part to the Red Buds are the Blue Pods. Though instead of having a meaty taste, they taste like a mixture of various tropical fruits! It may be eaten raw if properly cleaned from the slime that covered the Blue Pods, but there are methods to make dessert out of it. Blue Pod caps can be intensely boiled to produce sugar, much like how sugar can be made of beetroots. After that, if one takes this a blue pod cap, coats it in this sugar, and seals it air tight, they will produce a fruity jam in a few weeks. Crafting Horned Fishhooks The horns of a Demon Carp can be carved out, and whittled down into very durable and effective fishhooks. Though a sharp and sturdy knife is needed for his to be able to carve the tough horns. Crimson Stalk Crafts Crimson stalks possess fibrous and rope like qualities, making them exceptionally useful for weaving. But before one may start to use them, one mus clean the stalks of their wicked barbed hooks. In an unrefined state, the crimson stalks are most suitable for rope craft, making fishing nets and lines and so on. If one lets them dry for around 3 hours around smoke, they will become more rigid, allowing them to be used in basket weaving. Azure Vine Crafts Azure Vines are the blue/warped parallel to the Crimson stalks, though instead of hooks they possess a thick coating of sticky slime. To remove this, one must wash them vigorously in running water for an hour. While Azure Vines can be used in the same ways as Crimson Stalks, and even be refined in the same way, their true value lies in textiles. If cut open, one will find abundant silky fibres which may be woven into blue cloth IV JOVEO MAAN Her Royal Majesty, Sofia of Hyspia, Queen-Consort of Hanseti and Ruska, Princess of Hyspia, Princess-Consort of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duchess-Consort of Carnatia and Vanaheim, Margravine-Consort of Korstadt, Rothswald and Vasiland, Countess-Consort of Alban, Siegrad, Werdenburg, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscountess-Consort of Varna, Baroness-Consort of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Buck, Thurant and Astfield, Lady of the Westfolk, Protector and Lady of the Highlanders, etcetera. Lord, Ser Sterling Amador, Knight of the Marian Retinue, Vice Emissar, Court Astrologer, Master of Agriculture
  3. [!] 'The guidance of the Flames' The Birth of Mithril ᛏᚺᛖ ᛒᛁᚱᚦ ᛟᚠ ᛗᛁᚦᚱᛁᛚ The Origin ᛏᚺᛖ ᛟᚱᛁᚷᛁᚾ From within the Three-Headed dragon’s lair underneath the lands of the urukim, lay hidden a secret. A silvery ore embedded deep within the walls of the caves, hidden by will the Grimdugan. Only when the world descended into turmoil did this secret reveal itself to a select few. One of these being the High Prophet, Garedyn the Green. The Smithing ᛏᚺᛖ ᛊᛗᛁᚦᛁᛜ This unseen and unfound ore found itself in the hands of Ser Albert of Corbenic, who upon discovering the ore brought it to The High Prophet for him to smith, for tales of his craftsmanship were heard throughout the land. However, Garedyn did not know how to smith his metal, but in the name of The Forgefather, he took upon this challenge himself. He consulted with his friend Hana Starbreaker, who came from a long line of smiths. But her archives of legacy held no knowledge of this metal. In his mind, this confirmed to Garedyn The Green that this metal was a test from the Brathmordakin. A test of his craftsmanship and devotion, one that he dutifully took on. He studied the mystical metal, feeling it to have trace amounts of magic and similar in density to ferrum. And so, he created. The Birth ᛏᚺᛖ ᛒᛁᚱᚦ I, Garedyn the Green, have smithed a metal previously unseen upon any realm. No records, tales or archives exist of it. Thus the Brathmordakin, in our time of need have given the world a new boon. Its bright and silvery appearance is a clear testament to its origin in Yemekar. May the Brathmordakin be praised! It is with great reverence and elation, that as the one who smithed this metal, I dub it MITHRIL ᛗᛁᛏᚺᚱᛁᛚ The blade forged with it shall be known as MHORNAR VAREKAN Shadow Light ᛊᚺᚨᛞᛟᚹ ᛚᛁᚷᚺᛏ With more study of the properties of this blade, Ogradhad shall reveal to us in time its true purpose. Narvak oz Brathmordakin. [!] A painting of Shadow Light
  4. The Birth of Life Forging The Conception In the deep green realms, filled with moss and lichen and protected by stone, Garedyn The Green was deep in meditation as he prayed to his two patrons, Yemekar The Forgefather and Anbella The Hearthmother. The worldly realm was bathed in a cloud of corruption from his own kin to the vile skirmishers from the depths. Within the Emerald Sanctum, he sought wisdom, when he received a prophetic vision from Yemekar and Anbella. The enchanting smell of the crackling fire of his forge along with the thick spores of moss filled his nostrils. When his eyes opened he was no longer in this realm. He found himself within a gigantic forge, with rocky and cavernous walls. The ground below him was a mix of rough foliage, and coals with green embers. With his magic given to him by Anbella, he sent for a spark of fire into the dark forge, setting it ablaze. The forge roared with powerful emerald flames. Garedyn covered his face quickly, but he soon realised as this forge became engulfed in flames, he felt no heat from them. As he looked around, he saw trees and nature sprouting rapidly from those piles of coal, those trees wrapped themselves and mingled with the verdant fire as if they were the same. He gazed upon this baffling sight and realised that the trees were guiding him on what to do. Garedyn without hesitation stepped into the green pyre and wreathed himself in a burning emerald. He felt his soul set ablaze with vigour, he could channel Anbella’s magic with great ease, and his earthly fatigue vanished and was replaced with euphoria. It was then that Yemekar and Anbella appeared before him, bathed in the fire just like him. Yemekar’s eyes were like whirlpools of rainbows. His great white beard cascaded down into the forge, and the tips of it curled up, the green flame of the forge capped them. Abella was cloaked in robes, but they had the texture of bark. Her red hair contrasted beautifully with her eyes of green flame. The Brathmordakin both raised their hands in unison and beckoned him forward, he did so and knelt in front of his mighty patrons. Wordlessly, a smithing hammer made of green flames and red leaves formed in front of them, and they held it together. They manifested an anvil of iron and roots, and they struck it, releasing a huge wave of blinding power. As Garedyn recoiled from it, his mind grew clear as he gazed upon the smithing of Anbella and Yemekar. Garedyn channelled the power once more, he could feel the green flames coursing through his veins. He awoke in a sweat and with a gasp from his trance, his heart was pounding and racing, he rushed to his forge in the Emerald Sanctum, and began to smith with this new magic. The Birth Garedyn took upon many metals and ores and began to smelt. With bars of gold and silver melting in a crucible together, he formed Electrum. He imbued his smithing hammer with his magic, causing it to come to life. The hammer pounded away upon the metal on its own, as Garedyn worked in unison with this blessed magic. Upon finishing the first spiral, he took more gold and iron. He smelted them together, the bellows of his forge were powered by his power, and they brought the fire to a bright hot flame. He gazed deeply into the flames of the forge, he could almost see a green spark deep within the flames. He nodded and continued. With that, he formed a coiled bar of Slayersteel. Continuing without rest, he commenced forging the third and final rod. He alloyed tin with copper and formed bronze. He sent out waves of his green fire into each other and gritted his teeth as he poured his mana into them, and they were brought to life. He assembled and welded them together, bound by fire, metal and magic. With the initial foundation of this grand creation done, he took to the hot deserts of the south in search of opal. The cold of the caves shielded him from the scorching surface, as his magically powered pickaxed the opal. With great precision, he carved them into refined gemstones, and with that, he embedded them along his incomplete metallic creation. He breathed a pulse of fiery life into it once more, and as it began to move, he nodded and continued his creation. With the purest gold gathered from hidden and untouched mines within the realm, he forged 6 small hands of gold and one large one. Garedyn once more channelled the magic, and saw the hands curl their fingers, he smiled. He prepared some crystals of quietus that had been coloured by a different mage and embedded them in the palm of each hand. He attached three hands to each of the spiralling coils. They stretched from them like branches of a tree, and the largest hand with a white quietus crystal upon it was fused on top of the wand, on the central rod. With one last pulse of his mana, he imbued the wand. The metal creaked and came to life! It walked around on the bottom of its spirals like feet, and with its hands, it used to grab and inspect. With that, he completed the Wand of the Seven, the first creation of many to be made with his new skill. [!] Whispers of those who saw him wield this artefact depict it roughly as the image below. The Proclamation I, Garedyn the Green, have been inspired by the Brathmordakin Anbella and Yemekar! I have realised a new way to forge, a way that combines the powers of life and creation. This way shall be known as Life Forging! Feel the mana of your soul, the mana that was given to you by the Brathmordakin, let it and rhun flow through your veins and channel it into your craft to create supreme works of art and creation. All those already skilled in the arts of Anbella's Magic are welcome to come and learn new smithing techniques. The power of Life Forging does not extend to merely to dolls and toys, but great and powerful tools can be crafted with it knowing the right techniques and methods.
  5. ♛ THE REJUVENATED YEMEKAR’S WORKFORCE ♛ In recent tumultuous times, the workforce has been left both directionless and leaderless, leaving many dwarves that depend on the workforce for their income to struggle against financial hardship. To rejuvenate our workers, to relight our forges, to restart our industry, I, Garedyn The Green, have been appointed as Yemekar’s Pick. I shall reform the abandoned workforce so that the power of industry may continue to reign strong, and bring prosperity to our workers. GUILD ORGANISATION Guild Lords may invite anyone into their guilds as they wish, but all guilds follow a similar system of hierarchy as described below, though names and titles may differ. Guild Lord: Guild Lords are leaders of a Guild, responsible for the day-to-day management of their guild. Ensuring that guild members are well-trained and productive. A Guild Lord may be appointed by Yemekar’s Pick, only with the approval of the Guild Lords. Master: A highly skilled and respected person with tremendous knowledge of their respective craft. Their knowledge is highly valued as they pass on the art of their craft onto others. Adept: An adept is someone with many years of experience of working. They are a veteran, knowing the ins and out of their profession. An Adept also shares the same responsibility as the Master, of passing on knowledge to the other workers. Though there is a certain degree of technical knowledge and wisdom that separates an Adept and a Master. Labourer: The average worker within a given guild. They are efficient and skilled enough to almost never make basic mistakes. Their labour is fast and consistent, but they lack a certain mastery for the complex works that Adepts and Masters perform. Joinling: A newly joined member of a guild, hence the name. They fumble around and make many errors. Nevertheless, under the tutelage of their betters, they make astonoshing progress within the guild. COUNCIL OF LABOUR In order to make changes, improvements, new rules, the Council of Labour must be gathered to vote on such matters. The Council is headed by Yemekar’s Pick, and the Guild Lords make up its members. The Guild Lords must vote in the council according to the desires of their workers. In some matters of great importance, such as the creation of new Branches or something else, voting can be opened up to the entire workforce. COMPENSATION Labour never goes unrewarded. Those who work hard and well can amass great wealth through Yemekar’s Workforce. Though the ways each guild pays its workers is up to discretion of the guild lords. Most labourers receive pay for taking on commissions supplied by the Guild Lord, others receive pay directly from clients. Housing is another benefit of employment. Those who work within the Worker’s Guild are allowed to receive small and humble, but free homes. However, the greatest compensation of all the Workforce has to offer is the boundless knowledge contained within its halls. ❂ METAL BRANCH GUILDS ❂ YEMEKAR’S SMITHS Being a member of this guild means to partake in the time honoured act of smithing, one of the ultimate acts of creation a dwarf can do. Various smithing guilds have come in shapes and forms throughout dwarven history, but the guild of Yemekar’s Smiths build upon the culminated knowledge of its forebearers, seeking to educate the new generation of dwarves regardin this divine craft. A smith can take commissions within the guild, or if they are skilled enough they can attract customers with their own unique orders. Ranks in the guild as divided as follows: High Smith- Guildlord Anvil- Master Artisan - Adept Smith - Labourer Bellower - Joinling GRIMDUGUAN’S DELVERS To venture into the depths and plunder ores, stone and gems is an act only the Grimduguan’s Delvers can perform efficiently. A delver must be knowledgeable in ores and other geological wonders, and skilled enough to extract them swiftly. A guild member can expect to frequently venture into mining expeditions to find treasures, for which they will be compensated. Or they can sell their ore directly back into the guild. Ranks in the guild as divided as follows: High Prospector - Guild Lord Delver- Master Spelunker- Adept Miner- Labourer Digger- Joinling ❁ MYSTIC BRANCH GUILDS ❁ OGRADHAD’S ENCHANTERS The art and power of magic is sought out by many. Some wish to fortify their weapons, others desire simple magical trinkets. It is therefore up to the guild of Ogradhad’s Enchanters, to use the knowledge of the Lore Master to provide for the needs of the people. Enchanters are paid well for their labour, since it is an intensive craft. Most work comes through request by outsiders and the guild organises the commissions for willing takers. Ranks in the guild as divided as follows: High Enchanter- Guild Lord Theurgist- Master Spell Binder- Adept Enchanter- Labourer Initiate - Joinling OGRADHAD’S BREWERS In a similar being to enchanting guild, Ogradhad’s Brewers use their skills to provide alchemical resources to those who need them. From simply gatherings herbs, to brewing reality bending potions this guild does it all. Due to Alchemy being a resource intensive profession, members of this guild are payed well for their work, whether they take on guild commissions or other requests. Ranks in the guild as divided as follows: High Alchemist- Guild Lord Alchemist- Master Brewer - Adept Mixer - Labourer Herbalist - Joinling ۞ MOUNTAIN BRANCH GUILDS ۞ ARMAKAK'S MERCHANTS This guild is responsible for distributing prosperity amongst dwarves, by teaching them how to sell their crafts through the arts of Merchantry. Their skills, connections and knowledge are indispensable to anyone looking to make a living through trade. Though Armakak's Merchants also spread dwarven culture throughout the realm by forming caravans to different cities. One earns money in this guild by selling wares, running errands, or helping to sign lucrative deals. Ranks in the guild as divided as follows: High Merchant- Guild Lord Goldtounge- Master Merchant - Adept Trader - Labourer Barterer- Joinling BELKA’S JEWELLERS Turning rough, smoky rocks into finely cut, beautiful gemstones for use jewellery is under the care of Belka’s Jewellers. Although the gemstones are gathered from Grimduguan’s domain by Grimduguan’s Delvers, its through Belka’s inspiration that her Jewellers turn unpolished rock into works of art. Belka’s Jewellers may choose to take on public commissions for their crafts or find private clients. Ranks in the guild as divided as follows: High Jeweller- Guild Lord Appraiser- Master Jeweller - Adept Gem Cutter - Labourer Engraver - Joinling YEMEKAR’S MASONS Carving stone, sculpting statues, building grand halls are acts of beautiful creation that any noble dwarf should respect. To shape the earth, like Yemekar The Brathmordkin of Creation, is just a holy an art as any other. The Yemekar’s Masons are often tasked with building, sculpting and stone crafting are all expected skills and labours that one must be able to do in this guild. Workers earn money either through direct commissions from customers, or through assigned jobs by the Guild Lord. Ranks in the guild as divided as follows: High Mason - Guildlord Artichect - Master Mason - Adept Stone Crafter - Labourer Stone Cutter - Joinling JOINING Should someone wish to join a guild or the workforce, they need only find any guild member who can introduce them to a Guild Lord. All are welcome to partake in the act of creation, and learn the great ways of dwarven craftsmanship.
  6. [!] A large tome is dropped off in libraries around the Realm, seemingly newly written. Klomp agh Kravt Introduction The true ways have been lost, erased by century’s of war. But some of the ways of old have been recovered, found in old tomes spread throughout the library’s of the realms. Now, it’s time to pick up our ways, face the races and tell them that we, the Orcs of The Iron Horde, have not forgotten, and are not overshadowed by other races. That we, the sons of Krug, are not to be underestimated, not to be scoffed and most of all, not dumb in any way. In this tome, I have compiled some of our ways of Crafting, including Smithing, Leatherworking and even Siege machines. I’ve also compiled some ways we as Orcs can fight, what weapons we traditionally used and what weapons are effective to use. Crafting Smithing The Orcish way of crafting differs from the regular ways of crafting due to their trust in the Immortal Spirit of Industry, Forging and Smithing, listening to the name Gentharuz, the Ancestral Spirit of the forge, named Azog, and the Elemental Spirit of Metal, listening to the name Kulthark. Following the teachings of these three mighty Spirits, the Orc have managed to craft some of the largest, heaviest and most efficient and terrifyingly brutal weapons the Realms have ever seen. Crafting is often done by the smarter Sons of Krugmar, primarily Goblins or Hobgoblins, though almost every bruddah can. Even our bruddah's, the Ologs, can learn it, just not to the same degree the others of our kind can. Essentials Before one can begin working on steel, they should be sufficiently prepared. It’s recommended that one gathers all these instruments before crafting, even though smithing can be done almost anywhere, at any time. One needs for example: - A serie of larger and smaller hammers - A serie of larger and smaller chisels - A set of tongs - A crucible - A blazing forge - An anvil - Cloth or Wool - A series of Pliers Crafting Steel The first thing one should do when creating Orcish Steel is heating a forge, and getting a large amount of iron ore, a small amount of crushed coal and one or two bones. First, place the iron ore in a crucible, which then should be placed above a roaring forge, heated by mountains of charcoal. Once the steel is sufficiently melted, one should remove the slag, before putting in the combination of crushed bone and coal, mixing the molten iron and the powders thoroughly. After melting the ingredients together, one should call upon the power of Gentharuz and Azog, before pouring the now molten steel into a range of molds. These molds can range from weapons and ingots to utensils and gates. Forging The alternative to creating something from scratch is to use already prepared steel to work with. The process to create something differs from the creation of the Steel itself of course, but is still watched by the aforementioned Spirits. To craft for example a sword from an ingot, the blacksmith needs to take the ingot to a forge, again, heated by the burning of charcoal or other coals. The smith would then need to hold the ingot in those smoldering coals, heating the steel until it glows a bright orange. After this is achieved, the crafter should take some tongs, lifting the ingot from the forge, and place it on an anvil. After this, by use of a hammer, the crafter can flatten the ingot into its desired shape and thickness. After this, one needs to most likely reheat the ingot, bringing it back to the aforementioned colouration. Now that this is done, the blacksmith can use chisels to create edges, grooves and engravings. It is also said that, by allowing oneself to bleed over the craft, the weapon or tool is bound to the crafter until it breaks, or the crafter dies. A Blacksmith should always, always keep the Spirits in the back of their mind, praying to them every so often, or even offering something of equal value to the tool to ask them for help in the process. [!] An artistic interpretation of a smithing Orc Leatherworking The usage of leather for making armour and clothing is one as old as time, and practiced by many cultures. It may be used to work with pelts, simple leathers and strings, and can be used to create the most extravagant of pieces. It may also be combined with smithing to form armours. Essentials Like Forging, for Leatherworking a variety of tools is needed. It’s recommended to at least have access to: - An awl - A beveler - A burnisher - Cutting tools - Leather glue - A maul - Pricking irons - Chisels - A punch - A skiver - Sewing tools - A cutting mat Crafting The usage of leather for the crafting of clothes and armor is something naturally found in almost every race. Though Orcs, with the help of the Spirits of Animals, The Hunt and the Spirit of Industry. For the gaining of the leather, one prays to either Freygoth, for help in finding the right animals, Votar for the skills to hunt the creatures wearing the pelts, and Gentharuz for his blessing in crafting something from the acquired hide. Once the hide is acquired, it first needs to be cleared, all the blood and meat scrubbed off the pelt. This can be done using either a steel wool type of brush, or a small filet knife. to not damage the hide. Once the hide is cleaned, the real crafting can begin. Using a small but sharp knife one can cut the hide into smaller pieces, more fit for usage of crafting armor and weapons. After the leather is cut into the right size, one can use any of the other tools to shape and decorate the leather. When crafting leather armors, one can decide to use metallic scales or plates as a second layer, attaching it to the leather for better protection while leaving maneuverability. Woodworking The skill to work with large pieces of wood is seen as simple compared to the crafting and usage of Steel, though it can be quite complicated to perfect this skill. Only through sheer dedication, persistence and a standfast belief and trust in the Spirits can one master the art of Woodcrafting. Where a normal descendant sees a pile of planks, logs or a tree, an expert woodcarver sees the potential for a door, a chair or a weapon. This can lead the woodworkers to often go exploring into the wilderness to find the best pieces of wood. Due to our size and weight, and the current location of our city, the average piece of furniture of Krugmar is made of sturdy, often mahogany or petrified wood, giving it enough sturdiness and in some cases even a slight bit of flame resistance. There are multiple types of wood workers, mainly those who work on larger structures like houses, palisades and gates, while others work on simple furniture, and again others prefer to work on weapons like clubs. All of these however need the skill of chisel, axe and hammer to accomplish anything. The Crafting of Siege Machines Siege Machines, a very useful invention for taking over cities, levelling walls and destroying army’s. These behemoths, often made of wood and steel, vary greatly in design and function. Some of the most prominent however are listed below. Keep in mind that most, if not all Siege Weapons and Machines are crafted by the Blessed Goblins of Krugmar, working with the supervision of Trokorl, the Spirit of engineering, and Gentharuz, the Spirit of Industry. These Goblin Engineers are famous all throughout the realm for their skills and blessed hands, able to create some of the most beautiful but brutal pieces of work, the most devastating creations the realms have ever seen. Battle Ram A structure used to destroy gates while also protecting the user. With its wheels, the weapon is made to be moved to the gate of the besieged city, whereafter it can be used to, as said, break down the entrance, allowing the fighters to flood in. A great many designs are possible of this kind of siege machine, going from a simple log with handlebars on the sides to intricate designs with roofs, and a metallic head of the ram. As long as the power behind the swings is strong enough, it can be used for destruction. [!] An artistic interpretation of a Battle Ram Catapult Used for throwing boulders and flaming hay bales over long distances towards opponents, these powerful creations are made using strong wooden beams, ropes and metallic plating. These machines of destruction are often placed upon wheels, pulled by strong creatures of various kinds. Trebuchets can be loaded with dead kinds of animals, spreading diseases throughout the enemy encampment or city. Alternatively it may simply be loaded with, as said before, large boulders which can flatten any wall it hits, or flaming projectiles which can do devastating damage to anything it hits. [!] An artistic interpretation of a Siege Catapult Siege Tower The siege tower is exactly what it sounds to be. A massive, often wooden tower used to climb the wall of the enemy city. These towers can be made as high as the creator wants, as long as the tower itself does not topple over too easily. Keep in mind that, when using these massive war machines, there always should be enough Orcs in or near it to make sure it does not get captured, attacked or destroyed before it can be used for its intended purpose. In combination with archers and a Battle Ram, these machines can do devastating damage to any city it is used against. [!] An artistic interpretation of a Siege Tower Scorpion Not the animals, but another devastating weapon. Much akin to a crossbow, this weapon is, unlike others of its kind, operated by only two or three Orcs at a time, only one of the Sons of Krug needing to actually interact with the weapon. It is however a tedious process to operate one of these weapons, one having to operate the handle, loading it, aiming it and shooting it. The weapon shoots enormous arrows, up to the size of even an Olog. These arrows can be simply made of wood, a metal arrowhead, with wings made of feathers. To do more damage however, alchemic potions may be placed on the shaft of the arrows, near the heads, so they explode when landing or hitting a target. [!] An artistic interpretation of a Scorpion Fighting We, the descendants of the First Orc, the strongest of the Creations, the sons and daughters Krug have been cursed, cursed by the bloodlust given to us by Iblees. But we can turn this curse into a blessing if we use our strength and so-called brutality to our advantage. Our tusks, our hardened skulls, our average height and our strength are something we have over any other race, and something with which we can destroy them without mercy. Over the years, multiple ways of fighting have been developed, some by individuals, and some by entire Clans. These ways of fighting are used often by our Kind, just not in the ways that they were written. Those that use it often don’t know they use something that is actually named by our kind. Many Spirits are named when it comes to fighting and War, but with head and shoulders above the others stand Enrohk, Kezt, Dazruk and Kor, though many other Spirits may be called upon when in a fight, depending on terrain, occurrence, enemy and type of attack. There used to be Shamans that could bend the Power of the Spirits to their will, excelling in combat, not due to their power of body, but due to their power of mind. Sadly, this power has been lost to time, and has not been recovered as of now. Rrug ob Niinhorn The rugg ob Dahâmab, or the Way of the Hippo is a fighting style inspired by hippopotami. This way of fighting is using our weight and our tusks, in combination with our strength to flatten opponents. Often weaponless, this way describes for the user to place heavy bronze or steel plating upon their forearms and lower legs which can be used for deflecting attacks and dealing devastating damage upon the enemy. Some even armour their lower jaw, making it possible to deal heavy damage with headbuts and bites. Using the combined weight of the plating, the arm and the strength of the Orc in question, one can throw powerful punches or kicks. This technique, in combination with bracers, is fairly effective against light armoured opponents, but anything thicker than chainmail will resist most of the damage. This way of fighting is optimal for for example Ologs, who, with their immense weight and size, can easily dominate any opponent in a fight. Due to the way this fighting style is interpreted, this Way of Fighting is not for the more lean fighters, or those who like to analyse the opponents moves. Masters of the Way of the Hippo are a sight to behold, their bulky forms covered in shining plates, their bulging muscles moving with extreme efficiency as they brutally slam their opponent against a wall, and sometimes even through it. If one were to fight a master of this fighting style, they better prepare themselves by bringing enough weapons to stay at a distance. [!] An artistic interpretation of the Path of the Hippo Rrug ob Dolpan Quick on your feet, and dodging over blocking, this is the Way of the Fox. This style of fighting uses lighter weapons like sabres and short cleavers to deal devastating damage in combination with short spears to keep the enemy at bay. This style of fighting is invented for the lean Orcs, those that are quick and agile, but can’t take too much of a hit. The users of this fighting style often wear lighter armour, in combination with, as mentioned above, lighter weapons. This allows them to dodge the attacks thrown at them a fair bit of the time, opening up the opponent for a quick jab of a spear. The weapons classically used for this style of fighting are shortswords, javelins, rapiers, cleavers and other kinds of one handed swordlike weapons, allowing for the wielders to even dual wield them. The expects of this style of fighting are often the goblins or shorter Orcs, and it is almost like an artform to see one of the Masters of the Way of the Fox at work, dodging and weaving their way around their opponent to end up behind them, finishing the fight with a quick slice of their weapon. If one is about to fight this type of opponent, it’s best to not rush them, give them initiative, biding your time and place them in a situation they are not trained or comfortable in. This, in turn, may allow you to turn their technique upon them. [!] An artistic interpretation of the Path of the Fox Rrug ob Ulurnaur Brutal but smart, often fighting in groups. The Way of the Wolf is one where fights are won by overwhelming force, dominating the opponent in group on group combat. This way of fighting is often seen as less honourable than others due to its reliance on others, but it is not less effective than those mentioned before or after. Often using large shields and heavy weaponry like great axes, hammers and swords. The combination of these weapons, used by a disciplined group of warriors in a shield wall may cause the opponent to flee before the engagement even started. When the fight has started however, it is of the utmost importance that the group is led by a competent commander, one who can keep their head cool and the legion operating as one entity. If this can be done, the group can use a number of tactics, ranging from single file lines to surrounding the enemy, attacking them from all sides and defeating them due to their overwhelming numbers and power. If one is faced with a group of Wolf Fighters, the best thing they can do is stay at a distance, using the aforementioned Scorpions or heavy warbows to pick off the stronger looking fighters before engaging in close range combat. The alternative is finding a group of larger size, or attacking them with even more force. These two tactics are risky however, having a large chance of still losing to an excellent organised group of Wolves. [!] An artistic interpretation of the Path of the Wolf Rrug ob Muruk The Way of the Bear entails dealing devastating damage with claw-like weapons, overwhelming the opponent using brute strength and the lust for blood. This Way of fighting is often seen employed by the so-called Wendigo’s of Klan Lur, and it focuses on releasing the animalistic side of a fighter. As said, this style of fighting employs metallic claws or gauntlets with claw-like fingers. These fighters are often seen grappling the opponent, be it beast or descendant. They fight up close, and use the claw-like appendages to dissect the opponent, often aiming first for the weapons of the enemy. They can use their metal gauntlets to catch and take control of the opponents weapons, turning them against them. Besides their clawed weapons, they use brutal weapons like heavy axes and clubs, causing extreme damage while keeping the enemy alive as long as possible, making it possible to toy with their prey. The armour of these rogue warriors is moderately heavy, consisting often of heavy cloth or light plate, defending them from most attacks while also giving enough manoeuvrability. A Bear Warrior is marked by their scars, and the more scars they have, the more honour they’ll get when walking into the Stargush’Stroh, the Realm of the Dead. It is a rare occurrence that a Muruk Warrior runs from a fight, rather falling in combat than showing cowardice in the face of battle. When facing a Warrior of the Way of the Bear, it’s best to stay out of reach of their claws, getting behind them or shooting them from afar. This can be done best by heavy warbows or crossbows. [!] An artistic interpretation of the Path of the Bear Rrug ob Ûsfiil Dodging and out thinking the opponent with the least effort possible, this is the Way of the Owl. These fighters prefer to stay at a distance, using swords in combination with warbows and rideable creatures to move their way over and around the battlefield. These warriors, often Goblins or Hobgoblins, use their shorter stature to ride horses, wearing lighter armour, but using heavy bows to rain down a hailstorm of arrows and potions on top of the enemy legions. One Owl Fighter can, if given enough terrain, take down a whole squad of opposing warriors were he to dodge and weave his way around their attacks. If someone manages to get close to one of these warriors however, they would not find the cowering archers often found in other armies. They would find well trained goblins, armed to the teeth with daggers, swords and handaxes. These smart warriors fight much akin to the Fox Warriors, dodging the attacks instead of outright blocking them, preferring to redirect the attacks back at the opponent. An Owl Warrior is often the advisor or the tactician of an army, scanning and scouting the terrain to make optimal usage of it and the troops to crush the enemy as efficiently as possible. The Warriors of the Owl often follow the Spirit of Intelligence, Theruz, using their brains to plan ahead and predict the opponent’s moves before they happen. To defeat an Ûsfiil Warrior, one needs to be unpredictable, getting as close up as possible to bring the fighters out of their comfort zone. [!] An artistic interpretation of the Path of the Owl Rrug ob Âmulfrûm This Way of fighting, the Way of the Calm Mind focuses on controlling the entire body, and is also called Hûn’Zna by those familiar with the Gorkil Klan and their practices. This fighting style focuses on using one's limbs as extensions of their mind, first calming it before mastering the technique. In one of the books of the Gorkil, the one listed below, is written by a master of Hûn’Zna¹. [!] An artistic interpretation of the Path of the Calm Mind Sources ¹ Hun'Zna - Orcish Martial Art - Clan Gorkil - The Lord Of The Craft https://www.lordofthecraft.net/forums/topic/167636-h%C3%BBn%E2%80%99zna/ The Branches of The Clan - Clan Lur - The Lord Of The Craft
  7. Bulwarks for our Bretheren [source] My dear brothers and sisters of the faith, the siege of the Khorvadic monstrosity Cloudbreaker shall soon take place in Balian, and many of us have pledged to fight against this abomination in the name of the Brathmordakin and for the sake of all descendent kind. To ensure that the presence of Yemekar remains strong in the face of an agent of Khorvard, as High Propet and Prophet of Yemekar I shall be smithing protective pendants for all those embarking on this honourable fight. Join me in the holy act of creation as I smith for our people. Be a part of creation to combat the destruction of Khorvad. (OOC: Today, Tuesday 17th at 3PM EST) Narvok oz Brathmordkin
  8. The Fulfillment of my Duties [source] [!] A green armoured dwarf smithed in deep thought. I, Garedyn The Green, have fulfilled my promises and my duties as Yemekar’s Pick. I have rebuilt the workforce from the ground up with the aid of Bromdor Goldhand. I have reformed the structure of the workforce to suit a more coordinated approach, one that hopefully will last for many generations. I have dedicated, my will, my body and my soul to the well being and prosperity of our industrious brothers, and it is time for me to leave my position. I announce my stepping down from the position of Yemekar’s Pick. The New Yemekar’s Pick shall be chosen from those who step forward to me with desire for the position. These people will then be candidates for Yemekar’s pick, which the members of the working guild of Urguan will vote for. The elections for a new Yemekar's pick will be help the following stone year. (Monday 28th November 4pm EST.) The winner will be announced the following stone day. In the meantime, I will continue to work upon the Workforce with as much strength as I can give. I pray to the Brathmordkin to bless our honourable and pious people with success and fortune. NARVOK OZ DWEDMAR NARVOK OZ BRATHMORDAKIN
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