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Found 46 results

  1. Quintessential

    Seeking a Player to Play Orcish Child!

    Hi! I'm looking for a player to play my new daughter, please read her details below to see if you are interested! Description of Character A yellow-ish brown female Orc, firstborn of the red Rex Shakul'Gorkil and of the green Wargoth Kotturik'Braduk(bloodline). This new kub has green eyes and black hair. She is going to belong to the Gorkil clan. The kub is very likely to grow tall, as she is a mix of 8'2 and 8'7. Character Name Zralah’Gorkil You will receive skin upon due time and acceptance. Application What’s your MC Name? How long have you been a part of this server? Have you played an Orc before? Have you ever been interested in playing an Orc? How much do you know about Orcish culture? Would you feel comfortable on your own? Please post the application in the comments!
  2. With all of the Assassin drama and 2 man banditing in Dunshire, I've been unable to get the normal peaceful RP that I play a halfling for. Without that roleplay, I really have no reason to be playing LOTC right now, seeing as I play LOTC solely for said quiet and silly halfling RP. I'm finding myself in need of a break again, this time a much longer one. So goodbye everyone! I had fun being in Dunshire, I had fun playing Daisy and Madeline Applefoot, but for now, don't expect to see me in Dunshire anymore, or on LOTC anymore. I hereby request to be banned on my username jumperhand3, and to have my forum account suspended so I don't just return to LOTC immediately like the addictive drug it is. I'll leave all my LOTC discords and try to enjoy the real world for a time (Maybe try to read some books, etc.). I wish all you Dunshire halflings the best of luck in running Dunshire without me. Now that you guys have a villain and a decent population of good roleplayers, you should be fine. Anyways, here are my final words to you guys Note to the Halflings: Keep up being awesome! You've always been my favorite community on LOTC, and thus I send you all my wishes and all my hope. Now that you guys are friendly with the Orcs, hopefully you can put yourselves out of this mess before everyone else gets pessimistic and grumpy and quits like I'm doing right now. Note to the Orcs: You guys have always been my second favorite community on LOTC. I've tried joining you guys once before (Although I got bored and went back to my halfling), but from what I've seen you guys are OOCly very nice and always have the least-toxic banditing and villainy RP there is. For that, I respect you guys. You may have a few issues here and there, but for the most part, you guys are great! Keep up the amazing work dudes, hopefully you can make the Orcs great again. Note to @_SuitAndTie_: How the heck are you able to play on LOTC so much without getting burned out? You should make a guide on how to do that, because clearly I am not capable of such things. I also send you my best wishes, since you are an old friend of mine, and I have many fond memories roleplaying with you. Keep on being awesome, and doing all the good things. Your events have always been my favorite, and you really deserve a spot in the LOTC hall of fame! Note to @Reznc 2.0 @Reznc (Which one is it?): You are also an old friend of mine, and I still recall fondly the time our characters discussed halfling philosophy while on the walls of the Westlands. You made for a good Sheriff too, even if you wore boots and used a sword! I'm not sure if you even still play LOTC, but if you do, I send you my regards as well. Note to Micbox: I've managed to loose that one song you sent me to use for the Irish Wake we were planning to hold for Gerald, can you send it to me again? Also, I'm sure you'd love to know that the ol' Goblet of Infinite Booze that killed your character was used as the premise for yet another eventline in Dunshire run by Dalek. You were also a great player in my eyes, and you did a fine job running the Pendlemere festivals and participating in the Mellsburrian festivals as well. For that, you'll always have a place in my heart Note to @Dalek348: Maybe try running for the Event Team? You'd make a fine addition to that team, and I'd love to see you do a bajillion events with the Ents you've made in Old Dunshire Forest. You have the best screenshots and the best storytelling abilities, and thanks to you I now have Aegis, Asulon, and Anthos as singleplayer worlds on my computer. Just like you, I also love the more ancient halfling building style. It's a real shame that Dunshire was constructed by everyone else before you were able to do it all, since I would've loved seeing Dunshire look like the Old Dunshire you had in the Whispering Crossroads.... Anyways, I send you my best wishes, and all of my hopes and dreams Note to @dkink14: Why haven't you tried to shove bees up anyone's nose yet? That would be comedy gold! We really ought to do the old plan we had in Pendlemere (The one where we'd put beehives everywhere so the druids would have a neverending supply of bees to shove up noses). I hope you have fun playing on LOTC still! Note to lilsmolbean: I don't think you play on LOTC anymore, but if you do, then I'm here to tell you that your old character in Pendlemere was literally the cutest thing ever. Note to @Kaiser: Maybe you should fulfill your dreams of having halfling pirates one day. The closest we ever got to that was in the transition island from Axios to Atlas, where we briefly pretended that we were a pirate ship. I don't know if the GMs will teleport around boats anymore, but if they do, then I suppose we could easily have a halfling piracy crew... Note to @Hobbits: You are hands down the best sheriff I've ever seen. While you may not do all that many sheriff duties, you are great at roleplaying and have run some fun events in the past. Keep up the great work, and may Dunshire never grow silent while you still inhabit it!
  3. NotEvilAtAll

    The Great Assassin Hunt of Dunshire!

    The Great Assassin Hunt of Dunshire! It all began when a masked Assassin entered the burrow of Soliel and held her hostage when the other halflings of Dunshire came to her rescue. A standoff began between the halfling rescuers and the Assassin, with the Assassin eventually fleeing the burrow through Dunshire's secret tunnels, sending all the halflings scrambling to find him. Thankfully, the Assassin decided to set Soliel free, letting all the folks of Dunshire relax once more. Everybody cheered as they saw her leave the Tavern unscathed, yet a foul taste still lingered in the air, and a sense of dread still lingered in everyone's hearts, for the Assassin was still at large in Dunshire... All the halflings gathered in the Ale Garden, discussing what was to be done next. There they decided to split up into two groups, with one group searching the tunnels, and the other group searching the perimeter. Both groups found nothing. Then, all of the burrows were searched, only for naught to be found once again. As the search progressed, things became more and more dire. Halflings would venture out alone to check inside a burrow or behind a tree only to come back some time later bearing grievous wounds, and stories of a masked face, a blade in the dark, and a sudden gush of blood. Sometimes halflings would split up from the main groups and get lost, causing even more distress. Eventually, the search was as much about finding lost halflings as it was about finding the Assassin, and every halfling who struck it out alone was in danger of coming back injured, or not at all. Some Orcs came to the aid of the Dunshire halflings, having heard about the terror the Assassin was causing. With the united might of Orcs and Hobbits, the search went on. They searched the woods when claims of the Assassin being there were heard from injured halflings, and he was very nearly caught a number of times. Alas, no matter how hard the Orcs and Halflings tried, they could not sniff out the Assassin and corner him. All the search accomplished was an unending stream of injuries. Healers in the Boo-Boo Tent worked tirelessly throughout the night, trying to heal as many halflings as they could. Thankfully, due to the wonderful bravery of the healers and the protection of the Orcs, there were no fatalities despite the many injuries. But while no fatalities have occurred thus far, things do not look very bright for the halflings. The Assassin remains at large, and from their experience trying to sniff him out, the Halflings and Orcs know that this is a capable Assassin indeed. Capable of evading thorough searches without being cornered, capable of striking where it is least expected, and capable of causing mass-disruption and terror. Will the Assassin ever be brought to justice? Only time will tell...
  4. [7/16/18] WRITTEN 1672, BY FALUM'LUR -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TOURNEY OF LEYD Fighters & Combatants from the many clans of KRUGMAR will register for the tournament and battle to prove the strongest of the many. This contest will be taking place for those who bear upon them the royal titles of Keshig Boss & Targoth. Keshig Boss ~ 1v1 battle with a ladder system to reveal the Champion of Tourney Targoth ~ 1v1 battle with a ladder system & the last combatants will prove their commanding ability through small skirmishes ((Date: 7/17/18 @ 6 PM EST)) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CALLING ALL SNAGAS AND HONORARIES KRUGMAR is now recruiting and seeking those of different blood and racial backgrounds to serve the Clans and civilization of the Orcish & Spiritual Culture. The Snagas of KRUGMAR are commonly known to be the labor workers under the Clans & Clansmen. In order to achieve the Honorary status, one must first undergo the trials of the Snagatry and prove themselves to be devoted to the Clans and to KRUGMAR. After enough time has passed and the Clan Leader that they serve has provided their blessing to the Snaga the trials of achieving Honorary Status may be presented by the Rex. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- THE HUNT OF THE BETRAYED In honour of those who died during the Clan Wars the Lur go on a great hunt where the Lurs use black spears and arrows. The beast that are killed in the hunt are put in a great bonfire where they are sacrificed to the spirits ones who were murdered in the Clan wars. ((DATE: 7/19/18 @ 3 PM EST)) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  5. Okay guys so this is like very epick sad, please five retweets and plus 1's XC
  6. (Not to be confused with the Horde) The place depicted is the Thagurz Grizh, a sacred cavern created by the current Ramgoth, Vorgak, in order to show his appreciation and respect towards his ancestors. Shrines of the Greater Ancestral Spirits have been carved alongside the walls of the Thagurz Grizh, and inside the skull found when digging down, a Shrine of Krug, the Greatest of all Ancestors, has been set as well, thus, the ancient ones may shift their attention for just a mere moment, to witnessed what the lost Uruk has been trying to offer them. The blood of 50 bodies, all gathered inside the blood pool in the middle of the cavern, deep beneath the surface. The heads have been settled upon pikes along the path towards and inside the Thagurz Grizh. The offering stood there for months, and the purpose of it, as is understood from its name, dry blood in the old tongue, was the process of the offered blood to turn dry before the ancestors could have set their eyes upon it, yet it seems, they have not yet did such. The Thagurz Grizh is meant to be a monument of longevity, the first to be contacted should have been the first two of all of the Greatest’s cubs, Rax and Gorkil. Vorgak’s mind ran dry itself, after far too much time without guidance, and started telling himself “Maybeeh..mrghm...dah uld bruddahz, dey gruk dis am nub enuff! Huw kan mi, uffer mohre? Nub..it kan nub beh, skah - agh lat?! Zhat dah trap lat!!” Vorgak’s own brain was fooling itself, starting to hear voices around him all the time, either when he was walking his usual circuits along the Desert, either when he was meditating, he was never alone, or at least...that is what he believed. The separation of the Orc kin has also played tricks on him, it seems, he did not think to good of it. He was of a mind with his fellow brothers, things could have been better, but deep he understood that the Orcs needed something to wake them up, and truly unite themselves under one single paternal figure, Krug. Thus Vorgak made his way towards the Thagurz Grizh, which is settled nearby Krugmar (wonkawoods). He did not enter the sacred cavern, rather he stood at the top, peering over the edge of the open whole, facing the massive pool of blood itself. He did not hesitate to rise on his feet and speak one final chant out of his mouth before...before meeting his very damnation. “Frumz, bugdizg latz, anork uzg gorbugudlab ! Traumug mi.” (Spirits, I call upon you, take me to your lands so I may work in your name! Guide me.) The Uruk leaped through the opened gap and fell to his doom where he had crashed into the walls of the pool, his very own blood now being offered to the ancestors. May the Ancestrals shape his eternal fate.
  7. Dragonslayerelf

    [Clan] Gorkil Clan

    Clan Gorkil "Ang Gijak-Ishi" - Iron in Blood ------------------------------------------------------------------------------------ "To Enrohk for bloodlust, to Vulka for leadership, to Gentharuz for our weapons. These are the spirits who we pray to to grow closer to Gorkil and his kubs." ~Shakul'Gorkil, Warchief of Clan Gorkil Clan Gorkil is a clan that, above all, prizes military might. In the militant nation of Krugmar, where raiding, fighting, and blood is held above all else, Clan Gorkil stands out as the clan that strives to have the best fighters, the best tacticians, and the best orcs. Their role model is Gorkil, second son of Krug and great strategist of his time, their founder his son, Angbad. Brutal and cunning, yet wise and contemplative, Gorkils live to be the prime military tacticians and soldiers. Their clan has taken many twists and turns in the past, they have always stayed their course, and always strove to be as honorable, as capable, as faithful, and as loyal as they could possibly be. Their history is long and storied Ancient History Gorkil the Orc was a the son of Grahla and Krug, the weaker brother of Rax and the 2nd son of Krug. He was consistently overshadowed by his older brother, who, the moment he learned to fight, consistently demonstrated the fact that Rax's strength far supassed his own, and as a result was forced to live in the shadow of a stronger orc. This shaped who he later became, a shrewd tactician and intellectual who was capable of backing his strength with strategy. Gorkil himself had several children, the notable of whom were Angbad, who exemplified Vulka's sphere and followed after his father as an equally apt tactician, the second of whom was Azog, the underdog of Gorkil's children who eventually proved to be one of the greatest smiths of his time, and the third of whom was Ugluk, a renowned for his skill as a warrior. These virtues of the children of Gorkil are what the Gorkils of Krugmar draw from when praising their three most idolized spirits, Vulka, Gentharuz, and Enrohk. The clan itself was founded by Angbad, first son of Gorkil, who modeled the clan after his own tactical prowess. During the clan wars between clan Rax and Dom, the Gorkil Clan aimed to hold true to the bonds that Gorkil felt with his sister, Dom, and thus sided with the Dom clan during the conflict. During the reigning Wargoth's campaign, he annexed many of the minor clans that followed Clan Rax. The forces of the various clans eventually closed in, and the Battle of Nomad Plains had begun. Through the combined effort of the Gorkil and Dom clan's efforts, and the Gorkils had came out of the battle with minimal casualties. However, it was found out that the leader of clan Dom had become one of the first dark shamans and he, along with his clan's shamans, had enslaved spirits to give themselves powers beyond that any shaman has seen before. Thus, their trust in their allies betrayed, Clan Gorkil withdrew from the war. After the war, clan Rax was victorious. Clan Dom was banished, and Tythus, son of the prior wargoth of clan Rax, became the first Rex and formed the Warnation of Krugmar. The Laws of the Gorkils The Gorkils have been guided by a set of laws created by a prominent figure, Vagud'Gorkil, in more recent times. These laws, set in writing, are as follows: If a Gorkil finds a person who is injured or starving, be they Uruk, human, kha, or any other race, and this person has done nothing to harm them or another Uruk, it is a Gorkil’s obligation to assist them by tending for their wounds, bringing them to a doctor or healer, or feeding them and offering them shelter. If the Wargoth demands something, a Gorkil should comply without question. A disagreement between two brothers must first be sorted out by talking with each other and trying to reach an understanding. If they fail to come to an understanding, they will have an honor klomp. Never betray your Clan: Betray it not by acting. Betray it not by failing to act. Betray it not by deed. Betray it not by word, sign or inscription. Do not perform dark or white magic. All orcs must abide by the code of Mauogh. The punishments, devised by later Wargoth Othmgahk'Gorkil, are as follows: For leaving an injured or starving person, you will be forced to fast for one week. If you repeat this offense, you will be cast up into a freezing mountain and forced to fend for yourself for two weeks. If you repeat this a third time, you will be killed by lacerations to the neck. If you back down from a fight or cower, you will have your fingernails torn off. If you do this again, you will be branded with the word ‘coward’ on your forehead. If this is done again, you will be cast out from the clan and made a whitewash. For not following the Wargoth’s orders, you will have your right hand crushed with a hammer. If this offense is repeated, you will be branded with the word ‘disgrace’ and cast out from the clan. For betraying your brother, you will have your neck lacerated with a rusty dagger. With later additions by Warchief Shakul'Gorkil as follows: For the possession of any sort of non-shamanic magic, you will be cast out of the clan. For Dark Shamanism, you will be cast out of the clan and branded a whitewash. Thereafter, hunting parties will seek you out and prospective Gorkils can bring your head to the Wargoth for advancement. For failing a task, Orcs will have dung attached to parchment and have that parchment stuck upon their head until that time when it falls off of its own accord. Removing this parchment will cause the orc to have their back subject to the Trail of 100 Knives, where their backs are slowly flayed cut by agonizing cut, with the flayer intentionally doing so at a slow pace. The pattern flayed on will read "Failure." down the orc's back. In the most serious of cases, a “Blood Eagle” would be performed on one’s persona. Your back would be slit open, and ribs hacked away from your spine. This would cause it to spring apart to resemble an eagle’s wings. The executioner would then draw the lungs out of your back and draping them over your shoulders, leaving you to die. The Traditions of the Gorkils There are many traditions that the Gorkils adhere to, one of the more prominent and well known ones being that Gorkils cut into themselves with long knife marks. A Gorkil who has seen many battles typically has a dense concentration of scar tissue on their arms, where they run the knives along. These cuts not only are used to prove the Clan's resilience, but also inspire the 'Blood Rage', a frenzylike state that allows Gorkils to use their ancestral curse to their benefit and enter a berserk-esque state. Traditionally, Gorkils have frowned upon the worship of Immortal Spirits due to their association with Shamanism and the overall distrust Gorkils have had of Shamanism from the time when Dom turned their backs on the clan, but the worship of Immortal Spirits has become far more common, even endorsed by the current Wargoth, who designed his scriptures and methods around them. While many older Gorkils feel that the Spirits, who sided with Dom, betrayed them along with the clan itself, it is also thought that it was the Shamans themselves who betrayed them, not the spirits, and that they should still be praised. Regardless, Ancestral worship is generally more common among the Gorkils than that of the Immortal Spirits. It is also common for Gorkils to own Warboars, large desert boars that run with exceptional speed and are capable of withstanding the desert's harsh conditions, or ride scaddernaks raised from their birth as eggs, large lizardlike beasts that also reside in the desert sands. The Ranks of the Gorkils The Gorkils are divided into a collection of ranks to show both seniority and superiority in the clan heirarchy. A helpful guide was made by Wargoth Shakul'Gorkil to explain what these ranks are and how to rise through them, entitled 'Rizin Dah Rankz', and is made publicly available to those who wish to join the clan, with the Gorkil scribe goblins copying the pamphlet many times over. https://docs.google.com/document/d/1ioApQnfgOQN4F8lTJEO-8N68O76Rjr_ZZ4uBnPQPGOw/edit?usp=sharing However, Gorkils are divided up into ranks thusly: Wargoth At the top of the hierarchy sits the Wargoth, the current leader of the Gorkils, who can be challenged only by Elders of his clan. Exceptions can be made for other valid claimants. Elder Just below the Wargoth or Warchief sits the clans many Elders, wise, typically older orcs who have been known to have enough worldly knowledge to suffice as advisers to the Wargoth/Warchief whilst simultaneously acting as officers to the Gorkils. They are to be obeyed as if they were the Wargoth himself if the Wargoth is not present, but anything they do can be over-ridden by the sitting Wargoth. Blud Below the Elders sit the Bluds, mature orcs who have completed all the trials available and who have not yet embarked and completed some sort of grand task in dedication to one of the Spirits, but who have shown themselves to be capable enough to act as lieutenants to the Elders and Wargoths. Bluds are also to be obeyed by Kindred orcs and Thralls, but are not given the same precedence as an Elder or Wargoth. Anything they do can be overridden by either and they cannot advance another orc in their trials, only an Elder or Wargoth can do that. Kindred Kindred orcs are afforded all the rights and perks that come with being a Gorkil, with armor and weapons provided to them by the clan's armory and custom weapons and armor being afforded to them by the clan's smiths, should they provide the materials with which to make them, as well as having the right to own property in the form of housing and raise families, rights that the Thralls beneath them do not have. They, however, are the rank-and-file of the Gorkils, and most Gorkils are expected to reach at least the rank of Kindred in their lifetime. Thralls Thralls are the new recruits of the clan, and do not possess the ability to own property aside from the small hovels in the muddy regions of the Clan Hall, intended mostly for the use of the slaves to the clan. They do not have the right to have a family or independently own property, and for as long as they're a Thrall, what's theirs is the Clan's. Note: Instructions on how to join the clan are on the "Rizin dah Rankz" doc.
  8. Humanistic


    RETURNING TO THE HUNT After a day full of spiritual labors, Falum of the Lurs retreats back into the Wolf Den as he drags the remnants of Minotaur that he claimed for a trophy. The scarred Orc climbs through the wilderness that grew within the cavern and deposits his trophies into treasure chests deep within the Den that is guarded by the great Lur Wolves. The rest of his claim is dragged toward the feast hall and a great lump of flesh and meat is tossed onto the table prepared and cooked by the skillful Clan Father, Eath of Lur. Falum rests upon a lone seat next to the feasting table as he lets out a loud and tiresome groan as his restlessness grows upon him after the Hunt and battle between his two Sons. He places a large orcish palm upon his forehead and begins to let his mind drift for many moments until a wanderer goblin draws upon his attention. The Wanderer shifts along into the Den with a large pelt draped over his head and a cane to keep his balance. As Falum begins to notice him they make direct eye contact as he approaches closer, a great cloudiness and weathering were the deep pupils of this Goblin. The grey and cloudy eyes of the Wanderer peered deeply into Falum's Spirit and bewildered him amidst his presence as they greeted one another with a headbutt. This mystical wanderer began to speak to Falum and asks, "How are yew, Lord uf Lurs" with a bit of a howl to his vocal tone. Falum recedes from the Wanderer and groans "I have been better, wise one. I fear that my Spirits have been down and I fail to prove myself to the greats of the stargûsh." The Goblin hops upon a stool resting himself as he speaks to Falum with curiosity inscribed upon his features "These Spirits, perhaps you have not failed them but they have failed you? What is it that keeps your devotion to these deities?" The Stranger begins tapping his cane upon the wilderness grown floor and continues pressing upon the Orc "Many greats have came before you, and many did not seek the Spirits and achieved greatness." A confused expression grows across Falum's face as he contemplates the influence that the Wanderer cast upon him. The Lurs face grows dark as he droops his head beading his eyes deep into those of the Goblin. "Many have devoted their livelihood to countless different walks of life, but only so many reveal the truth of the world the way it is and does not try to obscure it. Many wish for the World to grow into a peaceful state but do not wish for opposition or adversity in their lifetimes. With no strife and with no challenge to change the world it will crumble in the hands of those who will seek this stagnant life. The Spirits are undeniable for I have walked with them, I have spoke with them, and I have even been lent the blessings of their godliness. In the Spirits, those who wish to follow down the path of redemption can prove themselves to their brothers and those of the afterlife. Sacrifices must be made regardless of your position in life and is the only truth that anyone must encounter. I seek to prove myself to those who came before me and those who now stand alongside me. The Ancestors shall see my strife's and shall see the civilization's I continue to build and fight for in the name of the Immortals. In the name of the Spirit of the Hunt, in the name of the Spirit of the Wild, I will earn my place in the afterlife alongside Lur and the Ancestors of Stargûsh'stroh and leave my name immortalized in these lands of mortality." The Wandering Goblin raises his cloudy eyes directly upon the Lur's figure and bobs his head letting out a grand chuckle as he continues to tap his cane upon the floor. The great burst of laughter surprises the Lur and they both come to a stand as the silence drowns the air amidst their presence. The Goblin lingers around the campfire glaring deep into the flickers of the flame as if he had the ability to see the deepest embers within the Element. The Wanderer remains silent as he drags himself with the use of his cane back towards the entry of the Den and lets out a wispy cackle as he speaks to the Lur "So be it, young Lur. The Spirits will look upon you as you have upon them and shall spectate the challenges that you face. I accept your answer, but words alone will not prove to the Spirits what your ability is capable of. Only will your actions prove any of the things you speak." As Falum loses sight of the Wanderer and follows the figure out of the Den and into the brightness of the heavens only the whispering winds were left amidst the Orc. The Wanderer in plain sight vanished amidst the winds and was no where to be found.
  9. _draak

    Anadude's skins

    I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  10. Rudster

    The Desert lives

    Enough is Enough "Who are we to judge the spirits? Us who are just worms under their divine heels. Who are we to interpret their thoughts and intentions. We, who are doomed to spend a limited time in this realm and suffer from their will and play. Why serving such egocentric beings who just punish us for not giving them the respect they demand? Why must we suffer from their punishments? And if such a divine beings asks us for our help, why not using this chance? Siding with their enemy and maybe even overthrowing them? Not being worms anymore. The answer is simple child. As I said we are not meant to understand their ways and intentions, but surely they arent bad. Otherwise we wouldnt be here. They watch us and lead us, even if they dont share an opinon among another. But if they call for us than they give us, us the worms, a reason to prove why are the right ones to serve them. Thank and honour them that they trust YOU in fighting for them. They give your existance a reason. They give you a chance to prove the others, why you should be the one under their heels and not laying in the plain mud." - A shaman lecturing a Kub, unknown. _____________________________________________________________________________________________ -=The first encounter with the Devourer, circe 1658.=- _____________________________________________________________________________________________ L̰̬̺̯̟̙̞i͉̝͓͖̮̗͇̭̭s͙͕͓̗t̪͇̪e̬͎̮̣̥͔̯̖n͖̻͍̳̦ ͓͈͚̞w̬̗͍o͔͓̬̤̲̬r̹̱m̲̤.̙̳ ͓̬̱̥̝̯̟͍l̯̫͔̙͇͎i̜̟̥̬͎̖s̺̣͙͈̬ͅt͚͎̘̩̲͙e̙̯̠̭̹n̯̩̘̰͈̱ ͎̼t̗̮͎̬̮̟̞̬o̪̯͉̣̳̞̙͔̱ ̖̤͙̫͚̗͉̘̮R͙̰̝a̞͓̳̮m̙̲̠̬̬̤a̪̝̬̩͚͓ͅk̪͇̰̱ḫ͎̗͈e̗̗̰̻̥͚͓͉t͚̗̫̟̝͔̘͕ ͔̞̬͍I͚̻͇̻̦̞̞̪ ̮̗̫̭̯a̙̣̞ͅm̮̬ ̥̞͓̙̫̟̳S̱͕͉̺͚̙̮ͅa͔̙ṉ̜̪̰͙̹͓d̙̺̙͇͕͇,̙̣͙̤ ̞̟̺̳ͅI͖̖ ̣̙͕̲̩̜͔a͎m̭̭̟̬̘̜̰ ̻̤̦w̺̱͇i͖̼͎̦̫̖n̠̠̲̤͈̫̜d̜̳͔,͉͇̞̥͕͔ͅ ͔̹̙̣̩̣̠I͙̳ ̥̱̘̟̖͙̭̼͔a͓͎̘̼m͚̞͎̹̬ ͙̻̗̱͕t̞h͇e͓̞͉̼͇͙̞ ͉̺̠̼̗̤͍̠̖D̲̞̣̦͓̘̱e̦̜͓̳̱̯̜̝̺s̰e̪̪͚̖̻͇̣r̜͈t̪̗̘̖̯͉͖ ̠͓̗M͕̱̦̯͙̺̰y̮͍̼ͅ ͓͚̱̫̣̳͙͉͎w̭̩͉o̥̗̳͖r̩̖̹̺͍l̘͇̜̩d̥s̭͙͖̺͕̖͕ ̲͚̱̘̯̮͉a͇̖̩͉̼̻̰͍ͅr̤̞͖ͅe̤͇ ͇̜̙̘͖̩̭̦̠t̼͖̟̝̯̳o͈͙ ̹̻̩̘̪ͅf̗̠̠̩̳̰͎o̮͎͓͎̤̻ͅl̘̥l̟̗̼̪o͔̻̯̯̝̗̭w̰̩͈̻̖,̝̮ ̣̺̙̬̣̲̦̠ ̣̼͖M̞̞̩̝y̦͙ ̳̪̬̠c̩̩̣̯̪͕̝̜ạ̲̳̞͚̝̪̟l̠͚̖l̖̹̩̝̙͙ ̗̬͖̩̱̼̤i̞̬̜̝̲̱̪͔s͕͉̘̗̙̹̭̩̟ ̦͇̗͙̞͍̱̣t̪o͔̞͉̝ ̫͖̙͔̬͔͈͔͙ḅ̼̞̮̱̭͉̠̭e̦ ̯̬a̪͈n̫̹͇s̱̟̦͎w͓̱͎̦̹͈e̤̦̰r̫̻͚e̪͕̙̹͙̘d̺̺̹̼̝̪̪̻ ͔̰͍̮̲O̺̟͇̹̤r̠͓ ̫͍͍͔̼̤y̮̝̝̟͕̭̖̟o̲͉̺̞̻̩̙u͙̮r̙̫̺̙ͅ ̞͙̳͎͔b̻͇̱̠̥̮͕o͈̰͇n̼̮e̯̰̺̫̟͎͕̞͓s̳̜ ̬̘̭̺̗w̘͔͖̻̻i̯l͉͕͖͈̱̝̫̲l̙̩̙̻̗̘͔̱̘ ͚̟͈͙̖̩j̟̠̠̺̣o̙͙i̦̙͕̥̦ṇ͕̠͚͈̗̥̤ ̹̤̗̬͓͕͖͔m̗͔̯̖̗y͉͍̗͇̖̫̯̦ ͙̱̠r͔̙e̜̖̝ḁ̬͉̖l̼̺͍̳̪̙m̤̥ ͇̫͇̗̼̝͉̫ͅf̫̪̟o̬͎͖͉r͉̪̺̩ ͍̮͖̜̺e̹̤̗̘t͇̮͎͓̭͙̖͖e͙̜̺r̯n͔̭̗͉͇ͅi͔t̩̩̝̺͚̻͕̥y͍ ̠̥̣̖͎͓ ̲̗͍̲̤̣̱͎̥P̝͖͎̻͙͕u̻̞̝͖r͈̻͈͉g͎̼̮̝̖̦̩e͈͍̦̦ ̘̯m̬̭̞̭̠̟͈y̖͚͓̩̘̤̥͔ ͕̜r̬͓͈̞͕e̟̤̥̭̖ͅa̞̙ͅl̺̱͖̰̠̖͔̙m͍͔̦̠ ͎̜̖͔̫͉̠͓͙o͖̙̬f̲̖̠ ͓̥̗̩̠t̺͕͔h͔̰͍e̦̩͔ ̣͇p̠̤̖̥̜a̬̜͇͎͕r̟͙̩̦a̖͍̦̯̞̣͚s̹͍͕͎̜i̯̪t̬̥e̞̞̘̤̪̝̹ ̪̠͈͎͈̱t̰̙̮h̭͎ͅͅa͓̩̥͖̞̹t̘͖̝̤ ͙͔̤͖̲̫ḻ̭̣̻̥̟̘ͅi͔͔̗̻̗̖͈͉v̜̮̭̲̜͕̼e̬̺̫̹̹̟͈s̖͈͕̯̤͎͙ ̻̬͖͔͓̪̰̘o̖̮̲̭̖̟f̩̦̤ ̮̳̹̼͓m̖ḙ͚͖̯ ͖̖̖̦̗̮̤̘G̞͇̖̳͉͍e͍̟̥̘̰̩̗̯t̗͇̬ ̬͉r̥̗̱̖͍ͅi͓͔̪d̺͔̦͇̪ͅ ̠̞̳̟͙̳͍̤̹o̞̮̩͓̱̻̮f̻̘̺̹͕f̻̼̺͇͎ ̖̱̭̝͎̜ͅt͓̟̲͕̦̙̹h̲̟͍e̞̳̤̦̳̗ ̱D̠̖e̝̲̞̻ͅv̞̳̬̬̱̣̺o̯̟̭̪̠̭̣̺̗u͇̠̦̲r͉̰̻̬͙͉̭e̟͈͓̞͚̱͕r̤ ͇a͙̥̫̼n͍͖͈̻d̘̩̰ ͓I̞̭̪͇ ̯͖̼s͈̠h̘̗a̩͚̞̝̗̜̤̩̘l̖͈͈̦̫̫ḽ̤͉̯̰ͅ ̲̼̘͔̠s͎͉p̖̳̘a̲͙̮r̲̯͚̖̞̪̳͔e͇̜̥̬ ̞̘̯K̦̖͖̙r̘u͙̲̣̬̻͚͙g͉̹m̫̤a̱r̹͎̹͚̠͖̘ ͎̼̹C͖̗̻̺͙ͅl̜͎̹̲͚̲̘͉ͅe̬͉̬͎͓͕͙ͅa͔͎̗̻̙͚͙̬͙n̯̟s͖͓̪̭͔e͈̝̥̫ ͔͎͓̺̞̻̲͉t̘̟̦̥͖̫h͎̤͇͎̳̺̙e͉͇͖̩̗̗̦ ̠̙D̞͕̗̻̠e̮͙̺s̮̺͇̤͉̖e͇̙̣̩͉̩̫r̮̫̯t͉̩̫͉̫͈ ̫̯a̯͕̠ṋ̥̭̞͎̭̮d̮̗͈̪͙̤ ̭̮ͅi̩̱͖̹̯t̟̲̫̤̖͖̬͇̩ ̥͈s̯͉̖͖̠̤ẖ͍͈̮a̝̬̭l̺̗͔̠̥̳̫̱l̤͈̺̪͔̫͓̩ ̟̟̫̜b͉̪̺͓̬̣e̱̖̰̟ ̣͕t̰̹͉̜̘̺̖̠ḥ͙̥͖̼̟͇e͈̤ ̝͉̫̰ͅh̜͓͈̰͕̪͚̥̳o̭̹̖̩m͈̳̹͇̲̖̻̮ͅe̮̰̰̟̟ ̯͈̠̣̲̺̲o̻̤͍̼͈̫͙f̖̪̻͎͕̦̠͉ ͍̙ ͈͍̤͎̣̣͙͍a̙̙̦̱̻͙͉̤l͚l̰̜̝̹ ͙͕̟̭̰͇̘͔K̻̘̭r͔̤͔͇͚̤u̮̻̖g̤̙̼͖ṃ̘̥a͙r͕̱s̱͓ ͍͕̲̼c̼h̝̝̞͍ͅi̜͉̤̳̥̣͕l̻̰̩d̼̺̲͉r͚͕͓̥̗̱̣e͚̞n̠̫͚̠͇͈ ̺͎̘̘̙ͅa̮̟̥̰͎g̖͉ͅa̟͔i̜͎̫̗̣̤̘n̩̬͎͕̗͙̖!̯̟̩̦̲̣ ̹̲͍̣͉ The voice of Ramakhet shouted inside of the Ologs head as the wind small twister had him captured. He couldnt tell if it was just the fine particels who formed the sand, grinded against another or the voice of the spirit who never spoke. Each time the Olog cried out, his skin got striked with a whip sand which circulated around him. His voice hurted him, to listen to it was not just unpleasing but actually painfull to listen to. His small brain couldnt comprehend what it was but it knew it that it shall never forget the words that kept on drilling into his head: K̰̼̭̟̫̭̟̖͖͈Ị͖̹͔̙L̹̯̫̹̪̭͔̞̩L̮̪̦̼͔̳̥̣ ̜̗̗͇̝̦͚̬̫̝̮͍̮̳ͅI̥̠̺̤͍̰̮̹̥̲̗̱̱T̠̙̰̳̠̱̟̗̱̲̺̯̰ͅ ̘̲͙̼̖̬̳̜̫̖̬͙Ḵ͎̘̼̘̦̺͈̠̱̗̞̼͓̮̦̩̣̟I͈̹͓̥̙̟̬͍̤ͅL̪̰̖̪͖̤̩̮̬̩͖̣̳̙̠̖͇͖L͎̮̲̹̟̞̹̻ ͇͈͔̳̦̻̹̜͔̺̠̣̦̠Ḭ͎̮̪̲͇͕̳̪͔̦̥̬̺̙̪T̝̻̞̘̺̟̩͉̝̜͓̹͙͙͙͎̬̦ ̜̪̹̹̗K͇̺̥̖̟̖̤̠̗̭I͖̮͓͍̯͔̤̪͙L̦̭͙̻̙̘͉̭L̝̼̺̺̱̺̗̟̙̣̠̯͖̗͙̖͚̻ ͙̼̦̤̯̻͔K͉̫̘̤̹͎̠̺͈̳̯̦̱I̞̲͓̣͍̝͔̲̹̖̦̟͎͉ͅL̮̩̣̠̘̩̭̗̥̗̲̠̥L̻̠̲͎̟̦ ͉̼̖͙̤̫̤I̬̗̗̤̜̲̖̤̙̣̯͚͍͕T͙̮̳̗̣͔̯̖̘͖̪̜̙̹̰̣̝ ͚͖̮̘̲̤̺̖̖̺̪K͈̫͙͚̰̤̠̠̰̙͔̘̮͙̻̳I̗̠͖̝̜̳̜̳̰͚͉̯L̯̯̱͚̙̝͎̭̜̠̖̣̼̜̳̜̖͉L̬̞͖̤̖̯͔͕̦̣̥̪̼̤ ̖̪̝̟̯̥̟̪̞I̱͚̲͈̳̝̭͔̟̻̯ͅT̤͓̖͓̲̜̟̥͉̣̟̱̦̺̺͉̟̗ ̼̤̞̹̣̙̫̰̤̺̪ͅͅK̫̻̮̝̘̳̗̥̬̟̙ͅI̝̤̖̭͎̥͕̠͚̝̝̳̖͙͖͈̹ͅͅL̰̦͍̗L͈̻̣͉͕̦̱̠̭͕ ̰͍̞̺̩̱̭̭̠̲̖̲̟̰̲͎͇ͅK̪̘̱̤̳̯I̹̪̠̙͉̝̙͉͙̰̝L̝̞̻̱̝̘̯̘͔L͔͔̗̱̩̤̼̞̤͖̝͚̝͔̪ ̰̼̫͉̣͕̬̠͇͍̫̳̣̝̜I̹͙̮̹͕͕̙̞̫̭̪̹Ṱ̬̲̺ ͈͓͈͔͔̳͔̘K̲̙̹͙̭̺̦͖̟͖͓̠̻̝̩̱̳̝I̬̥̜͚L͎̖͉͉̖̬̪̦̮͚̪̺L̦̪̼̹̦͓̥ ̼̺̼̗I͖̝͉͚̪̼̣͚T̗̞̹̜̼̰̯ ͚͚̣̜̤Ḵ̤͇͇I̠͈̯̯̙̙̰̹L̗̺̙̟L̫̙̤̺ ̹͚̭͓̦͍͈͇̮̲̙̫͙͇͉ͅK͇̲͙̰͖̯̮̹͉̩͍I͎̹͚̰̱̞͚͔̱̥̹̱͚͍̙͖̻L̲̺̖̩L̪͍̲͓̦͚̝̱̙̹̘ ͖̗̳̮I̮͙͕͔͙͕̤̭͎̜͎̻͇̤̱Ṭ̞̖͇̺̺ ̯͍͎̹̗͓̱͇̫͍̗̟͕̤ͅK̤̖͚̭̩͇I̭̝͕̯̖͙͉L̞̠̭̭̫̥͔̣̘̞̮̙̖͖̠͓͚̺̠L̺̹͔̼͓̳ ͎̙̼̹̪̞͙̻̞͖̭ͅI̖̹͙̟̞̝̜͇̺̰̙͔̜͚͚̯T̹̺͍͈̺͕͖̗̯͍̰͙ͅ ͍̯̥̰K̼̘͎̹͔͕̩̻̥I̼̰͖̲̥̣̥̬̜͇̳̹̘̤̗͎̺͈L͈̟̜̘̯̩̖̲͇͙̯͍̝̗͍͙̺̫L̠͍̝̣̠̱̩͉͓̭̘̠̥ _____________________________________________________________________________________________ Chapter 2 coming at Second of June, 10pm CET, northern Desert.
  11. Humanistic

    Clan Lur

    “We are the hunters. Our enemy is the prey” The Lurs are not footmen, they are hunters. The hunt is the most important thing for a Lur and to prove themselves in the hunt is what all young Lurs wish to do. The Lurs have a bond to The Great Lur wolves. The Great Lur wolves are huge beast that only obey the Lur clan. When Lurs ride wolfs they are almost unbeatable in mounted combat. Lurs are most of the time quiet and stoic, from the moment they wake, they devote themselves to the perfection of whatever they pursue. Every Lur strives to perfect the hunt and the rise. They have a strict code of conduct and believe in honour above all. Lurs don't like to deal with politics for they think that staying in an office and discussing politics is extremely boring and would much rather enjoy the thrill of the hunt. But when they need to discuss politics and papers they will do it but not happily. Even so, in polities they believe it is better to be the wolf than the sheep. Lurs are usually smaller than other Orcs but they are much quicker and much more agile. The weapon of choice varies from bloodline to bloodline but all Lurs are masters of the spear. Government: The Lur clan is ruled by a Wargoth who is chosen by either a klomp or unanimously elected by the elders of the Lur. The Wargoth must always listen to the advice that the Clan father will give, the clan father is usually the oldest and most wisest Orc in the clan. Current Wargoth: Falum'Lur {Shamanistic} Current Clanfather: Eath'Lur {Sandk1ng} Current Packmaster (Person who takes care of Lur wolf pups and Lur wolves in general, normally being the Wargoth): Anak'Lur Elders, an elder of the Lur clan represent the bloodline of one of the heroes of the age of heroes. The current elders are: Eath'Lur {Sandk1ng} [Axe] Jukha'Lur (Slothtastic) [Fist] Timeline: History of Clan Lur Lore and myths: Lur and the Wolf The Trickster of Lur The Great Hunt, Origin of the Lur clan The festival of “Da Gajutar's Dahamab” (The Hunter's Fang) begins. This festival is based on celebrating the beginning of the Great Hunt of Lur. Lurs from all parts of the Lur lands flock to the city of San’lur. It is said that more than 75% of the Lur population was at the city during the festival. The Clan Wars https://wikia.lordofthecraft.net/index.php?title=Lur Bloodlines Bloodlines: Each of the Heroes from the ages formed their own bloodline, they act as a family and as political group in the Lur clan. Bloodlines are many times mixed with each other and with the bloodline of Lur himself. That is why all Lurs usually refer themselves as cousins. The leader of a Bloodline is an elder of the Lur clan and can fight for Wargoth of the Lur clan. The bloodlines and its leaders are: The Fist Bloodline: The fist are usually the most calm and cold of the Lur bloodlines, they think that physical strength is the purest weapon that a warrior can use. They descend from Tor the fist of Lur. The sons of Tor will go to extreme measures to get stronger and stronger. The bloodline is led by Jukha'Lur. The Trickster Bloodline: The trickster descend from the Trickster of Lur. They are the most diplomatic and the best at convincing others to do what they want, The Tricksters sons are many times goblins for their founder was goblin. They are often considered to be some of the smartest Orcs arounds.Their leader is gone. The Wolf Bloodline: The most savage and wild of bloodlines but also the most loyal and trustworthy. The wolves descend from Kurak the wolf of Lur.They are the biggest of the Lurs and their preferred weapons are metal claws that let them act as savage as they want. They also have a closer bond to their wolfs than other Lurs. The bloodline is lead by Falum'Lur. The Axe Bloodline. Primarily known as the most stubborn and rash of all Lurs, they are strong and powerful and put honour above all other things. They think of themselves as an always improving warrior. They descend from Bralkor the Axe of Lur. The bloodline is lead by Eath'Lur. The Sword of Lur. This bloodline is the most agile of all Lurs and some of the quickest as well, they enjoy riding as fast as they can and they descend from Jarkan the Sword of Lur. Their leader is missing/gone. Cults of the Lur Khor cult: “We are the wild, the unbound” The Khor are the most wild and savage of Orcs, they descend directly from Kurak the Wolf of Lur.They believe that Lurs should not live in the cities for being in the cities makes them weak. The main Khor tradition is to leave their cubs to be raised in the wilds with Lur wolfs, thus making them more savage and wild. Gob cult “We are the guardians” The Gob unlike others of the Axe family branch are focused on being calm calculative and they know when to use their rage. They created the Gob cult to become the guardians of San’Lur. When they need to protect their homeland they use the anger that their ancestors taught them as a weapon. The Gob went into a kamikaze rampage when they failed their task to protect San’Lur. They became depressed and lost interest in all things that didn't have the final goal of revenge. Dash cult “Ours is the speed” The Dash focus on speed, they are the fastest Orcs in the whole desert and descend from the Sword of Lur.They are agile, quick and ruthless. They host yearly tournaments to see who is quickest of them. They breed their wolfs not to be warrior wolves but to be as fast as possible. The Dash are many times messengers of the Lur. Traditions Birth and Young age. Lur cubs are taken to the lair of the wolves, where all Lur wolves have taken as their lair. If the wolves accept the cub then he is truly a Lur. If not the cub is not of Lur blood the wolves will destroy him. Coming of age: When Lur cubs reach the age of 9 years they are introduced to a Lur wolf cub. The Lur and its wolf are sent to the wilds to survive while 2 Lur wolves hunt them down. This is to prove that the time of weakness is over, they are no longer prey, it is time to be strong, to be the hunter. The wolf cub and the Lur are bound together not only as rider and mount but as brothers, elder Lurs have grown so close to their wolves they can hear each other thoughts. A Lur will have one wolf in his entire life, if the wolf dies, it is common for the Lur to kill himself, their loss is so great. The Hunt of the Betrayed: In honour of those who died during the Clan Wars the Lur go on a great hunt where the Lurs use black spears and arrows. The beast that are killed in the hunt are put in a great bonfire where they are sacrificed to the spirits ones who were murdered in the Clan wars. The Festival of “Da Gajutars Dahamab”: A dead festival, the last one was done before the Clan Wars. In that festival was where 75% of the Lurs were killed. This festival is based on celebrating the beginning of the Great Hunt of Lur. Lurs from all parts of the Lur lands used to flock to the city of San’Lur. Death of a Lur or his wolf: When a Lur or his Wolf are killed in the hunt or in battle their bodies are brought to their ancestral lands and then burnt. Their ashes go to the wind and will always ride in the wind. The Lur believe that when they die they go to a great plains of the spirit realm where they will hunt with Lur for all eternity. Oath to Lur: Lurs promise to always serve Lur, the clan and Krug. They make their oaths on the great Spear of Lur.They believe that their spirits are bound to the spear and the Lur that owns the spear can call upon all Lurs who have made the vow. The Vow:I swear that I will ride like the wind, hunt like the wolf and kill like my ancestors before me. My weapon belongs to Lur, my body belongs to Lur, my life belongs to Lur. I am loyal above all to Lur, I will die for Lur. I forsake land, wealth and glory, all that is mine belongs to my clan. Code of the Hunt, Laws of Lur When time was still young and Lur still walked in this land, hunting with his sons and brothers, he created a set of rules for the hunters. It was called the Code of the Hunt. The Laws are as follows: Only when in great need will a Lur hunt the weak. For there is no honour in hunting and killing something that presents no challenge to hunt and kill. A Lur will always seek strong prey, as the prize is greater and he becomes stronger in doing so. Never to hurt or kill another Lur outside of an honour duel. Obey the leader of the hunt (Wargoth of the Lur clan) with no hesitation. He was chosen by the elders and by Lur himself. Never try to take the position of another Lur for your own personal gain. The Clan always comes first. Clan Members: Active: Eath’Lur {Sandk1ng} Falum'Lur {Marijuanaology} Xem'Lur {LifeInVelvet} Anak'Lur {Gressy} Tajo'Lur {LordOfTheCraft} Gat'Lur {Adym} Inactive Members: Buubztik'Lur {Hellfiazz} Umrah'Lur (Radlad_) Erza'Ox'Lur {AWildMel} Yotul'Lur {Lizellan} Yertub'Lur {ZBigCheese} Burbur'Lur (KBR) Rap’Lur {Tasty_Cheesecake} Jukha'Lur {_Slothtastic_} Kurdon'Lur {knghtAtorias} Kramosh'Lur {Lothric} Mograk'Lur {IrishPerson} Yertub'Lur {ZBigCheese} Grom Snag'Lur {Billy5691} Ulok'Lur {Deckion} Rilug'Lur {Bubby_64} Borba'Lur {TenesseeGuy_} Grommok'Lur {Sea_Of_Daedra} Grokal'Lur {Epicethan4} Moksha'Lur {u000893} Urak'Lur {xray32} Bralkor'Lur {Vekaro} Lex'Lur {Lexperiments} Gooms'Lur {TheCleaningCrew} Jaur'Lur {aokavery} Tor'Lur {meanking} Venator'Lur {SomethingObscene} Akisha'Lur {Moryna} Nak’Lur {CTapNEWS} Dawk’Lur {MonstaaMunch} Milok’Lur {Leland22} Shorat’Lur {Cyndikate} Tibzlug’Lur {JackABeano} Nworblug’Lur {The_Brownster} Iga’Lur {SabrinaSchultz} Nel'Thok'Lur {Carnivore91} Craotor'Lur {Craotor} Wulgehn’Lur {mingpow321} Zogtar'Lur {georgebg} Nrubb’Lur {NoobCrafter14} Gonk'Lur {NiceGuyNorman} Goonk'lur {SirSnowMan} Glonkk'lur {Lionkopa} Grunk'lur {NoobCrafter14} Krul'lur{ zanesim123} Krurg'lur {radferrari} Morakk'lur {RossssM] Grak’Lur {Darksalvo} Tor’Lur {meanking} Oracle’Lur {Overlord2305} Jaget’Lur {Madezz_} Gordib’Lur {Agith} Deceased: Voltug'lur Bein'Lur {TheImpulseHQ} Relakor'Lur {u000893} Jarroc'Lur {jzillifro} (Presumed) Tikk'Lur {Vekaro} Jarkarll'Lur {Denboy444} Jutra'Lur {Opiedoodle} Bajare'Lur {Tentoa} Brool'Lur {empirerebel} (Traitor/Presumed)* Durp'Lur {anorexichippo} * Jutran'Lur {monkeymii} * Jarkan'Lur {anorexichippo}* Nuguth'Lur {zobekat13} * Zara'Lur {Randomness710} * Craotor'Lur {Craotor} Zhol’Lur {_Kraal_} Gronkk'Lur{_Aislin_} Beastiary: Lurgoi - Scaddernak (Lur) Dash - Falum's Lur Wolf (Shamanistic) Zaturn - Eath's Lur Wolf (Sandk1ng) Vortivazk - Xem's Lur Wolf (LifeInVelvet) Toto - Tajo's Dire Wolf (LordoftheCraft) Vuk'im - Anak's Lur Wolf ((OOC and FAQ:)) How to join? To join the Lur clan you must be either born into the clan or you must be a Lur whose parents or grandparents got lost in the clan wars and only now discovered that you are a Lur. Either way you would need to talk to an elder about joining. If you are an active Lur and not currently on the list please comment down below.
  12. The Bloodline of the Rams in Atlas (This very similar post is an update of the Clan, following the same culture and bearing the same ethics, presenting different minor changes, yet significant.) Formed by the Young Ram, son of Sarn, it is a clan where Orcs fully embrace their gifts of savagery, and bloodlust, they see their curse as not something that needs to be sated, but something that needs to be cultivated and embraced. In clan Ram, might is right. The Orcs of clan Ram are generally the biggest in the Uzg, Ram Uruk even rival the Braduk Uruk in size. The main goals of the clan is usually war, they seek nothing more than chances to prove themselves, and to feed their hunger for blood. A Ram’s first loyalty is to the Clan’s Power, and Dominance, by any means necessary. In Atlas, the bloodline of Rams is continued by Vorgak, son of Rakku'Ram, grandson of Raz'Ram, great-grandson of Ram. Uruk of clan Ram are generally dark in skin color, which ranges from grey to black, it is rare for Uruk born of this clan to be any other color The Ram Clan’s leadership consists of one Wargoth called the Ramgoth. Clan Elders act as the Ramgoth’s advisors and possible successors. If the Ramgoth has been missing for long periods of time, or has died, these Clan Elders will form a council and briefly discuss their issues and suggestions regarding the situation. After doing so, they will battle against each other, and the victorious one will decide which Uruk is worthy of becoming the new Ramgoth. Members Vorgak (LuxusFerox) Mûrak'Ram (TheNanMan2000) Ikkath'Ram (jackhappy) Arkgnthand'Ram (YRNCOMPADRES) Razk'Ram (periklis02) Zornaraugh'Ram (Pond__) Ramohk'Ram (_prolo) Culture and Traditions War paint War paint is one of the biggest traditions in clan Ram, they mostly use bright and flashy paints that contrast with their skins, it is a warning to others in war, allies and foes alike to avoid the strongest Uruk. The more decorated and painted the Uruk, the stronger they are. It is traditional to wear paint for klomps, especially during klomps for positions of power, Like Targoth, Wargoth, Rex, etc. Certain symbols and designs stand for certain things. A fully white face symbolizes death, it is worn at funerals, and battles where there will probably be lots of death. Red body paint symbolizes blood, the more red paint on an Uruk, the more kills he has gotten. Uruks with a completely red chest are considered seasoned warriors. Uruks covered completely in red paint are considered war machines, and are highly valued, yet only leaders may achieve this state. Orange paint represents a Shaman or a Wise Uruk, both being considered great sources of knowledge and wisdom. They’re one of the most highly respected Uruks in the clan. Red face paint is reserved for the Rex, Targoth and Wargoth only, as it signifies leadership, strength and dominance. Only people currently holding one of these three ranks may wear red paint on their faces. Blue paint represents bravery. A Ram Uruk must earn his right to wear this paint from the Ramgoth. A hand print stands for protection. It is believed that Uruks wearing this symbol are blessed with extra safety from the spirits. Rings around limbs or horizontal lines represent good stamina. It is believed one who wears this paint will never tire in battle. Scalps It is common for Uruks of Clan Ram to return to the Hall with the scalps of the ones they killed. Once they present this to their Ramgoth, they are rewarded with artefacts, loot or feathers to work towards their Warbonnet. Bonetooth jewelry Bonetooth jewelry are commonly worn as trophies. The more an Uruk has, the more accomplished of a hunter they are. Furthermore, the bones and skulls of their trophies are often on display in their blargs, or used to make traps. Dice It is common for Uruks of clan Ram to play a dice game known as Nim. In the game, two players place a bet in a pot, those two players take turn rolling the dice until one gets a seven. The other player has a chance to match the roll, and if he does, the player with the highest number in their seven roll wins, for example, if someone rolls a six and one, it would beat a four and three, if they get the same roll, they roll the dice again, and whoever gets the highest number, if they tie again, they keep rolling until there is a victor. Feathers A brave’s head band. A Warbonnet is like the Ram equivalent of earning a medal for bravery or prowess in combat. Feathers represent kills or other outstanding achievements like exceptional work in the fields of medicine or shamanism, Uruk in the clan will receive one feather for each scalp, or outstanding deed they perform that they bring to the attention of the Ramgoth, and once they earn 32 feathers they have earned the right to wear a War Bonnet, and they have earned the right to the rank of Warrior. Once a warrior gets 16 more feathers, they have earned the rank of Clan Elder, and they are considered the Ramgoth’s most trusted advisors and strongest warriors. Painting feathers is something considered extremely sacred to the Ram clan. When painting one, it should be personalized to each Uruk, as a common rule of thumb, feathers should never be painted in such a way that is distasteful to look at. Such an act is an insult to the eyes of other Uruk, and is even punishable. Medicine bags Every Ram Uruk carries around a medicine bag made of leather with them. It holds herbs, bandages and other healing supplies and even personal items which are used to heal one’s own spirit can be found in the bag as well. Smoking Smoking is a common practice in the clan, after a successful raid, hunt, or promotion, it is tradition to pass around a pipe with cactus green. Every member of the clan may smoke, no matter their age. Feasts After a successful raid or hunt, a feast is held to celebrate the clan’s good fortune, there is often drinking, brawls, dancing and other kinds of Urukish fun. Lifestyle Rams live a very unique lifestyle, and don’t always fit in with others. They’re bigger, rougher than other Orcs. Rams may find themselves killing people by accident since they were too rough in whatever it was that they were doing. They would most likely not feel remorse for their actions either. Even given their roughness, they’re very protective of their own, even when said member of their family may not deserve such loyalty. Ram see Uruk as the ultimate race with a perfect balance between intelligence and strength, they were made the way they are for a reason, and they embrace it. Rams are very tribal, and family oriented. They consider members of their clan as family, and protect them as such, no matter what habits they fall into. Their devotion to their tribe is unwavering, however, their devotion to the Ramgoth can be at times questionable. It is a Ram’s ultimate goal to honorably kill their Ramgoth and take his place, but before they can do that, they must prove themselves worthy in tests of intellect, skill, raw strength and endurance, and finally, of survival. However, before a Ram does this, they must first learn everything that they deem valuable information from the Ramgoth. Slaying the Ramgoth should be no easy task for a Ram, it is like slaying one’s own father, it is someone that they have come to love, but in the end, the old become weak and brittle, and the young and strong take their place. The Bloodlust is considered a curse by most Orcs, but that is not the case for the Rams. Uruks of this Clan embrace it as a blessing cast upon the Orc kind. Rams will not try to resist the urge of the bloodlust by any means, but rather feed their hunger for blood as much as possible. Rams do not seek respect or praise, they seek power. They may have unusual ways of achieving their goals, but in the end, they do not care what others think of them. Ram Uruk use beads on their weapons, staffs and most tools to pass the time. It is common to see Ram Uruks beading, as it is difficult, flashy and time consuming, the beads often times are left in a pattern, however, the golden beads are left for only the Ramgoth, Red beads are left for only warriors, and orange beads are only for shamans or wisemen. Initiation To be initiated, the Ram in question must be an adult, and seek out the Ramgoth, and challenge him to a klomp. It is not required to win, however, the Ramgoth may deny the Initiate for whatever reason they wish, regardless if they win or not. After the previous step is completed, the initiate must beg before the Ramgoth to be treated as a pug by his clan, and so they are, for the next two cactus days, the Initiate will be treated as a Pug, they’re not allowed to use weapons or armour, look at the Ram Uruk without permission, or even sleep with a roof above their heads, for during the night, they must reflect upon the stars for what they have learned. This often leaves the Orc degraded, and exhausted. During their time as a Pug, they will be put through rigorous activities, often times without any physical or mental benefit, they will be forced to take beatings without resisting or fighting back, and forced to do things which may throw their honor into question. After all of this, they must find a suitable offering to the patron spirit of Clan Ram, Leyd, Spirit of Strength and Dominance. They must bring this offering to a Shrine of Leyd, with a sacrifice, and make the offering to the Spirit with supervision of a fully fledged member of Clan Ram. Initiates who come this far are now fully integrated into the clan. The sacrifice will count as their first kill, and they will receive a feather for it. Warrior Trials The Brave must have received 32 feathers, before approaching the Ramgoth for the Trials. They will be brought to the mountains, where the Ramgoth will explain what the hunt will consist of and what tests of might the Brave will have to pass, in order to achieve the rank of Warrior. The Warrior Trials differ from one Ram to another, because the Ramgoth chooses the specific tasks based on what he thinks of the Brave undertaking them. Elder Trials The Warrior will be brought before the Ramgoth and the Clan Elders, where they will be judged of their character with multiple tests. These Uruks are in line to replace the Ramgoth himself after all, they will go through tests of mind, spirit and strength, and at the end of it, they will receive a new name chosen by the Ramgoth, one to fit their status as an Elder. Ranks Brave A Brave is the common member of the group, they can be new or old to the clan. Warrior A Warrior is one of the strongest Uruk in the clan, they’re a seasoned veteran of battle, and a proven fighter. Elder An Elder is an extremely powerful fighter, they’ve been with the clan a long time, and they’re the Ramgoth’s most trusted advisors. Ramgoth The Ramgoth is the leader of the clan, he reports directly to the Rex. Weapons Blunt -zultz Blunt zultz are crude and savage weapons, they’re made from anything scavenged at the time, big rocks, metals, diamonds, and they’re often adorned with feathers and medicine wheels. They can be mace-like or even bigger, and in the shape of a war hammer, Blunt-zult is such a broad term that it could mean any weapon that is blunt. Tomahawk Tomahawk’s are throwing weapons which are often used to throw into people’s backs as they run away, they’re commonly used as melee weapons as well. Wagh O’lig These bows are bigger than average weapons of the same nature, and launch spears, they’re fitted for Uruk rather then man. Jawbone clubs The Jawbone club is made from the jaw of a large animal, and are extremely rare among Ram Uruk. It is a badge of strength and honor to any Ram holding it, because this means that they slew a beast much bigger than themselves, and lived to tell the tale. Application RP Name : MC Name : Reason for joining : Tell a joke :
  13. NotEvilAtAll

    Dunshire's Peace-Warriors (Guild)

    [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  14. The Ferdinand Act for Free Housing Issued and confirmed by Ferdinand of the House Stafyr, Mayor of Senntisten, 5th of the Grand Harvest, 1661. To all the peoples of Senntisten Henceforth, the Ferdinand Act for Free Housing is considered law. By this act, all HUMANS of Renatian loyalties are eligible to a FREE house in Senntisten under these conditions: -They are a member of the Legion. -NON-HUMANS serving in the Legion is also eligible for free housing. -They are merchants and owners of an active stall or other place of business within Senntisten. -They are specialists with a job that will contribute to the advancement of mankind and Renatus. Should you fulfill one of these conditions, you may contact a steward, or apply upon this noticeboard for free housing within the city. Those who make use of this act first will receive the best houses currently available. The Stewards Catherina Johanna (marinaemily) Michael Dingleberry (Corpean) Sophia Halcourt (CloudsInSpace) Warwick Rothesay Jr. (Nalatac) The Form IC Name: Condition you fill: Race: OOC Mcname:
  15. RalphGiezer


    =THE YAR CLAN= As the orcs of the War Nation go about their usual business of the day, Malog’Yar ascends the plateau of San’Vitar, carrying the black and white flag of his clan. Most would likely pay no heed to this until the mighty blast of the Horn of Yar resounds from atop the hill. Once Malog has the attention of the city, he makes his announcement, “Bruddahz agh ziztahz! Mi annownze diz dey dat da Yar Klan am rekruutin agen! Aneh bruddahz whu am intrezt’d en joynin, ur juzt wunt tu helb mi rebuld diz klan, kom blah tu mi ur Thurak! Zpirutz bi wif latz awl, bruddahz! Glureh tu Yar! Glureh tu da War Uzg! Glureh tu Krug!” The Yar Clan was founded in late Anthos by the shaman, Malog, in honor of his great great great grandfather, Yar. The duhnah skhelll, a giant man-eating desert tortoise, is their symbol, and is used by this clan to represent wisdom and lethality. It waits patiently under the sands for its prey to approach, and devastates it with powerful jaws. While still valuing strength as all orcish clans, the Yar Clan has always placed a special emphasis on wisdom and spirituality. Yar himself was regarded as the wisest in his village, and was their spiritual leader and guide throughout his life. A member of the Yar Clan is expected to seek a firm understanding of life. He must strive to be as Yar was: a source of wisdom for his people. Mind you, this is not to say that Yars aren’t expected to fight. They are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle; however, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. Clan Founding in Anthos Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi gydenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan. Law and Punishments In order to ensure the Yar Clan did not stray from the path of honor, Malog wrote ten laws for the clan to uphold. ((Written in Common here for convenience)) Law Code: 1.) Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. 2.) Do not consume the flesh of your fellow orc, for such is an abomination to Krug. 3.) Do not steal from your fellow orc, for such is an abomination to Krug. 4.) Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. 5.) Do not practice the magic of the pink skin, for such is an abomination to Krug. 6.) Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. 7.) Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. 8.) Do not speak the language of the pink skin, for such is an abomination to Krug. 9.) Do not take the pink skin as your lifemate, for such is an abomination to Krug. 10.) Do not worship the gods of the pink skins, for such is an abomination to Krug. Punishment Code 1.) Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. 2.) Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. 3.) Heart Removal: An orc who commits a particularly heinous offense is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. 4.) Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. Customs and Culture Branding: Upon initiation into the Yar clan, members are branded with the image of the duhnah shkelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal. “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” ((Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!”)) Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings: These are offerings of living creatures. 1.) Humans, elves, kharajyr and dwarves. 2.) Livestock. Grain Offerings: These are burnt offerings of wheat or any other form of produce. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Burning of herbs: It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. Adornment: Due to the symbolic nature of bones within the clan, it has recently become a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Clan Runes: The Yar Clan has its own set of runes for communicating certain ideas between its members. See Important Yar Links below for more information on runes. Current Members And Ranks Chieftain: Chieftain of the Yar clan Zhag'Yar Elders: Members that have been part of the clan for a long time, and established a reputation worthy of being considered clan elder. ((Rank can be given by Chieftain)) Elphaba'Yar Skhell’Gondul: Members that have shown great bravery, strength and other grand feats that thus deserve to be part of the Skhell’Gondul: the Yars elite fighting force. They also are honored with a Skhellaazg: a great shield made from a turtle's shell. Part of becoming a Skhell’Gondul is to complete the task of hunting down one of these great creatures and killing them on their own. Using these shields they have a very unique form of combat that is mostly aimed towards defensive formations. ((Rank can be given by Chieftain or Elder)) Members: Zoba'Yar Azag'Yar Deceased Members: U'la'Yar (deceased) Phaedrus'Yar (deceased) Vorgo'Yar (deceased) Shunned: Gurak'Yar (outcast)
  16. RalphGiezer

    RALLY OF YARS [Recruitment]

    ~-=RALLY OF YARS=-~ [!] The great horn of Yar can be heard across the lands, as goblins adorned in bones and pelts hand to each and every uruk scrolls wrapped around bones [!] Whilst the number of Yars within the walls of Krugmar depletes, so does our impact within our ever-developing and powerful community. We begin to lose our influence, our culture, our honour as one of the oldest clans to exist within the uruk community… The Yar clan has been through many rough patches over the years, but it seems as if this is the lowest our clan has been, nearly at the brink of fading into the past as a once-strong clan of traditionalists who believed in the true values of uruks as well as the wise morals of the great uruk Yar. But with great effort and willpower- following in the footsteps of our fallen rex, U’la, and Zhag’Yar, the current chieftain of the clan, we will once again raise Yar from the ashes of defeat. The Yar clan will soon go above and beyond the ranks, until we reach our rightful place in Wargothhood. Not only is this a call of recruitment for uruks and newbloods, who have yet to find their place in Krugmar, this is a call to rally. To those who once represented our great clan many years before, but recently left Krugmar, or have been scarcely seen within our walls due to the changing climate of Krugmar’s traditions and leadership. If those who have once proudly represented our clan wish to show their honour and dedication once more, now would be the time to offer your heart and spirit into our great clan. The Lur clan has also decided to work alongside Yar in hunting events, in hopes of uplifting both clans and to continue practicing Yar’s wise morals and deep culture. “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law, and to walk in the wisdom and honour of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonour!” ~Yar clan initiation oath
  17. Luxus

    Clan Gorkil Hierarchy

    Renaissance of Clan Gorkil Grish agh Rar Blood and Sand Thagûrz Grish Dry Blood Ever since the unification of the Orcish people, few names has stayed as constant as the name Gorkil. Renowned for their honor and ferocity in battle, they have been called by some the ‘Prime Orc’ - strong and honorable, but in return incredibly prone to their own bloodlust. Fueled by pride and a passion for combat, the clan has stood as a pillar of not just Orcish society, but the world. Empires have been founded and crumbled, the dead risen and fallen, but Gorkil still stands, steadfast, eternal. Sun's Smile, 1655, Clan Gorkil now stands on it's rightful place and owns the exceptional reputation the Orcs of the Clan have worked hard to regain. The Current Gorkil Hierarchy WARGOTH The Wargoth has the ultimate authority of the clan. He supervises and ensures that everyone is accounted for, and everyone within the clan is properly represented to the Rex. He makes the final decision in every clan matter. Targoth-Wargoth Vorgak'Gorkil (LuxusFerox) SHAMAN A master of knowledge who has tight relations with the Spirits. He offers valuable guidance to the entire Clan and is regarded as a very close advisor of the Wargoth. The Shaman must be treated with the utmost respect, as he is the fount of knowledge of Clan Gorkil. Kalgoz'Gorkil (TheKingOfTheMoon) BERSERKER Champions, Elite Warriors, they are ruthless and fearless. The Gorkil Berserkers have mastered their skill in battle and will take on any foe without hesitation. Regardless of their age, when one earns the title of Berserker, he becomes indispensable to both the Wargoth and the Rex. Burzum'Gorkil (Kniaz) Gudhagh'Gorkil (ShiXTank) Harazal'Gorkil (fulmine03) BLACKSMITH The Blacksmith is an Orc of prestige, one who proved himself as a fantastic individual of the craft. He provides every member of the Clan with weapons, tools and armour. Shakul'Gorkil (Dragonslayerelf) WAR ARCHITECT One can only become the War Architect of Clan Gorkil through exceptional leadership and unique, successful War strategies. This Orc is respected by the entire Clan and is often seen in the War Room, developing procedures of battle for the Clan and the Krug-Hai. Grukk'Gorkil (jackhappy) Zagruck'Gorkil (LatePopeTrudeau) Elders To become an elder, one must have proven themself through their service to the Clan, either through wise leadership to leading the charge in a pivotal battle.Having proven their mettle, they are to be treated with the utmost respect, even by the Wargoth, and are looked to to help the Clan and Wargoth however they see fit. They are, however, still bound by the rules of the Clan, sometimes even moreso than their subordinates. Nazark'Gorkil (_Jandy_) Vagud'Gorkil (2samspan) Kindred The majority of Gorkil clansmen. These are the Orcs who have been born into or accepted into the clan.They are expected to follow the orders of the Wargoth first, and everyone else's second. Outside of what their superiors demand of him, they have no obligation to any specific duties or to pursue a specific profession. Yamahakh'Gorkil (LordYuki) Skorkon'Gorkil (Vilebranches) Borguhk'Gorkil (periklis02) Narishgoth Lurcano'Gorkil (ChonGojDragonski) Warûck'Gorkil (Slothtastic) Ezana'Gorkil (MrBeast246) Ugghra'Gorkil (_DeppresedAngel_) Rokag'Gorkil (leftito) Thrall Orcs starting their trials, who have yet to prove themselves worthy of joining the Clan. Gulag'Gorkil (shadowyeager) Nob'Rot'Gorkil (Tidemanno) Bolrug'Gorkil (kingluca2001) The Clan's role in Krugmar Clan Gorkil provides the Krug-Hai with conditioned, highly trained soldiers, as well as intelligent military tactics.
  18. Olog backpack boi hello I have a base skin for my olog who called 'Rango the Dog' he's in need of a large orcish styled backpack and some armor for his arms and chest area to be built on at this moment nothing to like compact as that'd can be to op just simple armor made for an orcish styled rugged armor and knapsack and side pouch for him. Willing to pay 1,000 minas for this if worth anything still at the moment The people that want to try do this just let me know and I'll give you the bare skin I've been using for the olog
  19. Luxus

    Clan Gorkil

    CLAN GORKIL Angbad's legacy is now carried by every present Uruk inside the Gorkil Clan Hall Sun's smile, 1653. Murak'Gorkil, one of the wisest Uruks the clan has ever seen, has decided to pass the mantle onto his devoted student, thus making the young Uruk, Vorgak'Gorkil, the current Warchief of Clan Gorkil. As Warchief, Vorgak intends on expanding the Clan's strength, he thus calls for every Orc willing to join. Should one decide to become a part of the Gorkil Clan, he/she is welcomed to visit the Hall, located inside The War Nation of Krugmar, where Vorgak will test not only their abilities in a duel, but also their intelligence. Carrying on, as Targoth, Vorgak'Gorkil's interests firmly stand alongside The War Nation's. The Targoth's mind stands as such: For a successful cooperation between the Clans, discipline, honour, valour, fearlessness and respect are the traits needed to be embodied by every single Uruk in Krugmar. If done as such, the force of Krugmar will undoubtedly become indestructible, leading to glorious victories against our enemies! Nevertheless, Clan Gorkil still stands, now more sturdy than in a long time, it's force being devoted to Krug, to his second son, to Krugmar and it's leadership. Stated, the Clan will provide and aid it's brothers in arms and blood in any way possible. Signature: Targoth-Warchief Vorgak'Gorkil One prominent Orc, Wargoth Vagud'Gorkil has created a code after the members of the Gorkil Clan guide themselves to this day. The code was revised afterwards by Wargoth Othmgakh'Gorkil. If a Gorkil finds a person who is injured or starving, be they Uruk, human, kha, or any other race, and this person has done nothing to harm them or another Uruk, it is a Gorkil’s obligation to assist them by tending for their wounds, bringing them to a doctor or healer, or feeding them and offering them shelter. If the Wargoth demands something, a Gorkil should comply without question. A disagreement between two brothers must first be sorted out by talking with each other and trying to reach an understanding. If they fail to come to an understanding, they will have an honor klomp. Never betray your Clan: Betray it not by acting. Betray it not by failing to act. Betray it not by deed. Betray it not by word, sign or inscription. Do not perform dark or white magic. All orcs must abide by the code of Mauogh. Should you want to join Clan Gorkil, state the following down below, after which you will have a meeting with Vorgak'Gorkil, who will ask you several questions regarding the clan's traditions, history, your own moral views and challenge your ability in a honorary duel. I. In game name II. RP Character name III. Reason for joining IV. Discord "Scarz defyn uz, in diz skahin tik"
  21. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  22. HedgeHug

    [✓] The Shamanic Codex

    A note upfront: Hello there! Yes, it is I, Hedgehug. I'm not dead, not yet. Over the course of the last month or so me and others have occupied ourselves with the task of clarifying shamanism as a whole to both the LT, MT and community. The following product is given: 74 pages of written shaman lore, divided by some google documents and this general codex. Upon acceptance this very thread will serve as a guideline for future shamans. The holy ooc book for shamanism within LotC. Please treat this work, that has taken a large quantity of time and effort, with the respect it deserves. As well as its authors. I shall personally open up a second thread that will serve as a shaman q&a where questions regarding shamanism, spirituality and this newly made codex will be answered by both me and the shaman playerbase. Edit registor: 15-7-2017 ~ Removed google doc links, replaced with referal link to newly made forum post + added farssing in the codex instead of a seperate doc. 7-9-2017 ~ Removed the odd links and added actual link lines referring to other threads With pride I present to you: The Shamanic Codex The capabilities and limitations of Shamans and the Spirits Executive compiler: Hedgehug Contributors (according to relevancy): Smawton, Divinejustice, Pandasan, KBR, Lhindir, Ilikefooddude, Catarrh Table of contents Introduction The Spirit Realms & The Spirits Spiritual Psychology Spiritual Influence Blackspeech Totems Subtypes Elementalism Lutaumancy Farseer Witch Doctor Spirit Smithing Other Shamanic Abilities Voodoo Dolls Muyakelg Introduction Schematic representation of what shamanism entails: http://imgur.com/QufWmgq To begin, it is important to note that all Shamans utilise the energies of the Spirits in order to influence the world, and work directly with them in order to allow the Spirits to enforce their will. A Shaman allows the Spirit to use his or her mana pool, and from this the extent of the Spirit’s influence is put into constraint; as the mana pool of any Mortal has a limitation. The way in which the Shaman interacts with the Spirits, and how he or she uses his or her powers varies from person to person. For this reason, sub-types of Shamanism were made where Shaman focus on a specific way in which to reach out to the Spirits. Spirits vary from each other in their power by how prevalent the thing they reign over is. For instance, the Spirits of Time and Space are the most powerful Spirits in existence, because Time and Space extends to the furthest reaches of the Universe, and the way in which they can use time and space also allows them to gain a significant advantage. The Spirit Realms & The Spirits A listing of all current existing spirits: https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/ Typically, Spirits are split into three categories because their powers are so drastic as to warrant differing realms within which to contain them. All Spirits exist in these Spiritual Planes, created by the Daemon, Apohet. These are as follows: The Elemental Realm - Housing all Elemental Spirits; these are the most powerful of all Spirits. These spirits represent material elements of various kinds, and only touch on that what is material in the Mortal Realm. The Immortal Realm - This realm houses the Spirits that reign over concepts, ideas, emotions and more specific things spread across the Universe. For instance, a house may be made of stone, and as such tied to the Elemental of Stone, yet an Immortal Spirits will exist to reign over the concept of what a house is, and can influence it in such a way as to improve or weaken the structure. The Ancestral Realm || Stargush’Stroh - This is where those devoted to the Spirits go when they have died on the Mortal Realm. Therein exist two types of Ancestors; Lesser and Greater. In order to become a Greater Ancestral, a player must have achieved an exceptional feat within their lifetime. For more information heed to the following post: https://www.lordofthecraft.net/forums/topic/152380-the-stargûshstroh-apohets-realm-of-ancestors The Mortal Realm - While this is not a Spiritual realm, everything that exists across the Universe contains smaller portions of Spiritual energy, entities that are referred to as stagnant Spirits. These smaller Spirits are directly tied to the Spiritual Realms, and are how a more powerful Spirit in the Spirit Realms may influence the Mortal realm. They use the mana of the Shaman in question in order to infuse their own energy into the Stagnant Spirit, awakening it for the Shaman to them control or otherwise allow to take action of its own will. All Immortal Spirits can materialise within the Mortal Realm when they have accumulated enough power and influence, but if they were to die it would be a permanent death. For this reason, Greater Immortals do not usually summon themselves into the Mortal Realm and instead allow their Lesser Immortals, their servants, to act on their behalf: ET Only: https://www.lordofthecraft.net/forums/topic/147946-the-avatars-of-the-spirits Spiritual Psychology As formations of a Daemon, the overarching design behind each Spirit is their desire and need for worship and control, because being revered, and having the thing they represent be more prevalent across the Universe allows them to grow more powerful and gain further control in the Spirit Realm. Each Spirit tries to overpower one another, which is a scenario we saw very clearly with the Orgonic Plague. Despite the Orcs assisting in the summoning of Orgon, the Spirit decided to attack them when he considered himself powerful enough to do so, as plaguing the Orcs would have empowered him further than allowing them to live healthily on a landmass that could no further be corrupted. Spiritual Influence Regardless of the shamans specific subtype and business, they all share one key ability: that of communion with the spirits. A shaman can go to the Spirit's realm and converge with it in the old tongue. Here the Shaman can bargain and trade. The boons that can be granted by the Spirits have long been unclear and without boundary. It is therefore that the following is stated: In the event of a shaman contacting a spirit in order to converge, bargain, or trade for material boons, immaterial boons, or knowledge, a dedicated ET, MT, LM, or approved Shaman player must represent the spirit. As for the obtainable: this is strictly limited to what is directly affiliated to the spirit in question. The tradeoffs are mostly unfair, as they must be both within the spirits better interest as follow their instinct to obtain power and significance. Old Blah/Blackspeech Additionally, in order to call upon and communicate with the Spirits, Shamans must learn the Ancient Tongue which is passed down from teacher to teacher; which must be a lore-approved item given to the prospective teacher when their application is accepted. This item is a so called codex or tome and contains the teacher's established knowledge on the language. Totems Totems are akin to shrines to specific Spirits that have been blessed by the shaman. By ‘upgrading’ a shrine to a totem it makes for a stronger tether to the spirit it is dedicated to. This makes for easier contacting of the spirit. However, the totem also makes it so that contacting other spirits within its vicinity is more complicated to do. More details below: https://www.lordofthecraft.net/forums/topic/145253-totems/ Subtypes Elementalism Arguably the oldest of all Shaman sub-types, it is also one of the more basic in concept; yet takes incredible patience and endurance to achieve in reality. An Elementalist cannot conjure an Element, and must instead work with existing material. Currently, Elementalists may only use the following Elements: Electricity and Metal require more complex understandings, and I suggest making these available when a Shaman has mastered an Element at T3. When a Shaman makes a pact with a Lesser Spirit of an Element, they may begin to influence the world around them in one of two ways.The first is more fast-paced, and typically these stages of progression correlate almost entirely with those of Evocation, and the progression of tier allows an Elementalism to control more of the Element they are using. The difference with Shamanism lies in a slower approach, in which an Elementalist may continuously re-visit a region in order to influence it further over time; in this instance, it is determined by the region owner or moderator what may be achieved, as theoretically an Earth Elementalism may open up a ravine after many rituals. https://www.lordofthecraft.net/forums/topic/134759-elementalist-clarifications-and-spirits/ To begin a pact with a Spirit, an elementalist must abandon their mortal,physical self and ascend into the Elemental Realm. At first, this travel is taken through intense psychedelics, or a copious amount of drugs, often damaging the elementalist’s mind and causing them to have horrific visions that corrupt and sway their mind. Due to the powerful nature of their magics, spirits of mental instability seek to attack them as they try to connect to the Realm. Once there, the shaman again is bombarded by the nexus of the Elemental Realm, a nexus of twisting and ever-changing elements crafted by Elemental spirits. Lightning flickers throughout the sky, fire dances about the air like dragons, and mountains rise and fall to the whim of the beings within it. To a new shaman, the experience would be mind-shattering, and usually the teacher accompanies them. Once here, they must venture around the nexus, following paths and calling out to the seek out the elemental spirit of choice. When the Spirit itself can be roleplayed by the following: The Teacher, the MT, or an ET knowledgeable in the Spirits. Once arriving upon the spirit, the pact is given by the spirit which essentially boils down to a quest relating to the element of choice. A fire elemental may ask for lava placed upon the highest part of a mountain, climbed by hand and still hot as daybreak approaches, or the death of a dragon or some fiery beast. A storm elemental may want the shaman to climb to the highest peaks and shock themselves in a test of durability and strength. The quests to the discretion of those giving the test, and they do not need to be feasible. A shaman may fail their test, and potentially seek out another spirit. If not completed in 2 irl weeks, it is assumed that the pact has failed, and that the shaman may seek out another pact for a simpler test. Once the pact has been made, the work of an elementalist is not finished. Far from. Once a month, the pact must be renewed through a similar quest. Though not as great as the original pact, a shaman must go out and commit works in the name of the spirit they worship. This may be converting others to the faith, erecting shrines and totems, or performing great sacrifices akin to the original pact. These acts are preserved through screenshots or OOC confirmation by those present, before being sent to the teacher,MT, or ET. If a shaman does not commit these tasks for a whole month, their tier, regardless of placement goes down by one. EVENT TEAM NOTES If any Event Team is bored/seeking new roleplay or things to interact within the realm of spirits, I would suggest a Spirit War or struggle of power. Within both the Elemental and Immortal realms, spirits wage war on each other-- for power is all they seek. Some may seek alliances and work together, while others may exist as puppetmasters to push greater means. The politics of the Spiritual Realms work nearly identical to those of the Mortal Realm. These battles are heard and felt by all shamans, and can involve orcs via the manifestation of these battles upon the Mortal Realm, or by shamans and various groups worshiping spirits to empower them. It is quite obvious that this grants ET a lot of space to work on events and ideas; however, there things to take account for. Battles upon elemental spirits are often the most common, as their various forms act as anathema to each other (water to fire, air to earth, etc), and so elementalists may find themselves at war battling each other. If a Spirit Manifests in the Mortal Realm and is killed, they are dead for good. Do not touch any of the Greater Elemental, Immortal, or even Ancestral Spirits without MT supervision. Avoid giving Spiritual Items/Tools, for the various forms of shamanism do this. DivineJustice’s little blurb about Elementalist Changes: “With great power comes great responsibility”. Previous elementalists got the perks of a magic stronger than evocation at the cost of literally nothing. The pact was almost immediately, and the work done for it was banged out in a matter of days. I loathed the fact that an elementalist basically served as an rp combat magic with little purpose behind it save for squishing people with the elements. Moreover, elementalists hold in little in means of roleplay save for the combat they serve in, so I hope with these interactions, elementalists have a greater purpose within the shamanistic community. I will explain how the Shamans may utilise Elementalism using the… household appliance scaling system. Tier 1 - Minor Influence - Cannot control Shape Fire - May influence a Flame no larger than that produced by a torch. Earth - May influence crumbled earth (gravel, sand, et cetera) to the extent of that which could be contained within a bucket. Water - May influence pure water to the extent of that which could be contained within a bucket. Air - May influence standard Air to the extent of that which could be contained within a… bucket. Tier 2 - Considerable Influence - Can Alter Shape Slightly Fire - May influence a Flame no larger than that of a camp fire. Earth - May influence both crumbled and solid material to the extent of that which could be contained within a bath. Water - May influence both normal water and swampy/murky water to the extent of that which could be contained within a bath. Air - May influence both normal air and smoke to the extent of that which could be contained within a… bath. Tier 3 - Basic Mastery of the Element - Can Alter Shape Completely This Tier follows the same retrains to size as Tier 2, but with complete mastery over the shape and direction it takes. Metal - Can influence Metal to move but cannot alter the shape; limited to that which could be contained in a bucket. Electricity - Can influence Electricity and Static Energy to move but cannot alter the shape or direction in which shoots along its journey; limited to that which could be contained within a… bucket. Tier 4 - Complete Mastery of the Basic Elements Fire - May now influence flames to the extent of a funeral pyre, and can shape it or snuff it out entirely. Earth - May now influence Earth to the extent of being able to shape completely; to the extent of that which could be contained within a van. Water - May influence Water to such extremes that they may now influence Ice and Steam, as well as all forms; swamp, bog, beer, et cetera; to the extent of that which could be contained within a van. Air - May influence Air to such extremes that they may now influence temperature, as well as poisonous air, smoke and may carry air into regions where it does otherwise not exist. Metal - May slightly influence the shape of Metal; to the extent of that which can be contained within a bath. Electricity - May influence Electricity and Static Energy to the degree of being able to completely direct it and keep it on course; to the extent of that which could be contained within a… bath. Tier 5 - Complete Mastery of All Elements and their States All may be shaped, directed and altered completely at this stage; to the extent of that which may be contained within a living room. Creation of Elemental Muyakelgs are also possible at this stage. Red Lines A connection is VITAL to be role-played before manipulating any element of choice. A T5 Elementalist in 2 varieties of Elements may manipulate them at the same time, but will be done at the rate of a T3 Shaman for both elements by either combining the elements or using them separately. A Shaman must role-play any interference of concentration as well as fatigue from connecting to the Spirit Realm. The Elementalist will find that the opposite Elements becomes harder to control, as the Elemental Spirit is displeased with the shaman for choosing it’s rival. (Fire-Water, Earth-Air, Metal-Water, Lightning-Earth) Elementalism is purely altering said element, you can neither add or subtract that of a substance, only alter what is present. Lutaumancy Clarification of Lutaumancy for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ The Lutaumen are shamans capable of communing with the long past ancestors of the Uruk race. They do this by connecting to the ancestral realm, using the ancestor on which they focus on as a tether. Objects in the Mortal Realm may contribute if they bear significance to the ancestral spirit in question. This communion is what makes most of their roleplay: contacting ancestors of either the long past, or even closer past. They have the ability of taking up to two other individuals with them on these so called ‘spirit walks’ to the Stargush’Stroh. Aside from communion they are, similar to Elementalists, able to summon the power of Greater Ancestral spirits within themselves. These powers often granted by Spirits that the Lutauman has bonded with, similar to Elementalism. Tier 1 - Minor Influence - The Lutauman learns the old tongue and the basic principle of entering and exiting the Stargush’Stroh. Here they can encounter ancestral spirits but remain unable to directly contact a specific one. Even with a tether in the mortal realm. Tier 2 - Considerable Influence - The Lutauman enters and exits the Stargush’Stroh with less and less trouble and can stay longer in said realm. Upon attempting to contact a specific ancestor they shall see improvement to locating and contacting them. The usage of a tether greatly improves this. Tier 3 - Basic Mastery of the Ancestral Communion - The Lutauman has mastered the art of Communion with ancestors and can travel to any ancestor at will with little effort. The usage of tethers is still preferred but no longer a necessity. Two other individuals may be brought into the spirit realm. It is at around this tier that the Lutauman is taught how to summon the powers of an ancestor within them and may experiment with self-blessing. Tier 4 - Basic Mastery of Self-Blessing - The Lutauman Masters the summoning of blessings upon themselves. The bonds between Shaman and spirit improve leading to the experimentation of stronger blessings such as Power (Rax) or maybe even the Kurak blessing. Tier 5 - Complete Mastery of Ancestral Communion & Self-Blessing - The Lutauman has mastered and perfected the arts of Ancestral Communion and Self-Blessing. They can call upon the strength of a large variety of Greater Ancestrals. On top of this they can, with relative ease, take up to five other individuals with them on spirit walks to the Stargush’Stroh. Additionally, the Lutauman may create a Muyakelg with the help of a T5 Witch Doctor. Regarding ghosts and other ghostly / spectral creatures the Lutauman has the following ability: As is established: Kor, spirit of the dead is a Greater Immortal spirit with the slight bonus that he is capable of traveling between the Stargush’Stroh and the Immortal Realm. He is perceived the ‘Gatekeeper’ of the Stargush’Stroh. Therefore the Lutauman, upon encountering the creature in question, can summon within him: Kor. This is done in a similar fashion as obtaining a self-blessing from a Greater Ancestral. Upon successfully summoning Kor the Shaman can then begin to ‘consume’ the Ghost until it is fully purged. The soul then travels back with Kor and is left in the Soulstream. This event may be considered a suggested PK for ghosts and similar spectral creatures. Red Lines A tier 5 lutauman can take up to 5 others at maximum with them to the stargush’stroh. The self-blessings, though made to empower the shaman, do have their limits. Namely the Strength and Kurak blessings are to be undergamed at all times to prevent powergaming. The power does not reach above that of a matured olog, the kurak blessing, including it’s drawback of potential friendly-fire, is limited to the physical power of an actual lur-wolf. A shaman cannot spend too long a time in the stargush’stroh. Length is dependant on tier. Tier 1 would make for about a half hour visit where a tier 5 can reach up to about 24 hours (as in-realm time). If the body of a spirit-walking shaman or traveler is killed during their walk, the shaman and or travelers spirit shall remain locked in the stargush’stroh. Though not enforced, this would make for a convincing PK. Should the player not wish to PK after this, it can be assumed that Kor bails them out and sends their spirits back to the soulstream after they’ve spoken to him. (which can actually be roleplayed out should one wish so). This could, if roleplayed properly, end up in a bargain. One with a cost. Farseer Clarification of Farseeing for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ Overview Farseers are spiritual seers of nations and clans. Farseers are gifted individuals that can travel into the plane of spirits and speak with spirits invisible to the eyes of normal descendants. Farseers are troubled by visions of the future and use their insight to guide their people through troubled times. Although Farseers may seem wise and peaceful at first, they are formidable foes; when angered, their wrath is fierce. Immortal Spirits Immortal Spirits began long ago as the creations of Elementals; Deemed to watch over specific aspects or domains of the world, and empowered only by the increase of worship or said domain; Such as how the Spirit of the Hunt is empowered for every kill a Predatory being makes. Cast into their own planes, and considered lesser, by the Elementals, Immortal Spirits seek constantly to gain power, ruling over vast domains featuring prominent features of their Aspects, such as the Spirit of the Sea having a vast watery section of the Realm, with Lesser Spirits of these constantly moving about their planes, all the while plotting and seeking to gain their own powers as well, with the eventual hopes to become Greater themselves. All the Greater Immortal Spirits began possessing only a single aspect, for example Enrohk has three aspects- Bloodlust, Savagery, and War; Enrohk started as the Greater Spirit of Bloodlust and the rest he gained, by either consuming other spirits entirely or by subjugating another spirit that has more than one aspect. When a Greater Spirit is consumed it does not die, the spirit is forced to join in a Union with the other Spirit, much like the union a Spirit is forced into when consumed by a Dark Shaman, meaning it can regain its freedom through the defeat of its overlord; However, due to the nature of Spirits seeking more power, a Spirits freeing one another would be unheard of. Greater Spirits weaken when they gain many aspects because even though they hold many aspects that are powerful, they may weaken because the others are on the same level: In this, one Spirit will never be allowed to gain to many, as other spirits will combine efforts to release and spread aspects from that spirit elsewhere, as there is a delicate balance. Due to the weakness of Spirits holding many aspects, Lesser Spirits are formed to hold superior strength in these fields - Such as Orgon. Greater Spirits in the Spirit World rule vast domains and have countless minor spirits under their control, they wage war, make peace and plot against and with each other. An example of how Greater spirits interact with Descendants, mainly Orcs, is seen before the great revival of the Orcish race by Rex Mogroka. Mogroka was contacted by Enrohk, at the time a weak spirit that only held domain over bloodlust. The former Orcish government suppressed bloodlust and tried to control it. It is said that Enrohk gave Mogroka powers, a mighty blessing to enrage the Berserker-Shaman fit for the Champion of Enrohk, and with Mogroka’s ascent to power bloodlust was made free and with it, Enrohk gained power. Elemental Spirits The Elementals interact directly with the physical, mortal plane. They live in the Elemental Plane, and here, they view our world as the pure elements it is made up of. The most common (and primary) elements are Water, Fire, Earth, and Wind. Other elements, like Space and Time, are more complex to understand, and are ultimately more powerful than those before them. For ease, The elemental spirits are separated into four different categories: Primary, Secondary, Advanced, and Master spirits. Primary: Earth, Air, Fire, Water Secondary: Light, Dark, Storm, Metal Advanced: Life, Death, Order, Chaos Master: Space, Time The elements mentioned above are the ones understood and recognized by the Shamanic culture, but it is entirely possible that there are dozens (if not hundreds) of other elements that haven’t been discovered. Spirit-Walking A journey by ritualistic actions and behaviours hidden and protected by Farseers throughout the ages, experienced Farseers hold the innate ability to travel in a manner in which their Soul breaks from their physical form, able to travel directly to the Immortal and Elemental planes; However, this ritual is different from that to travel to Kor’s dominion and speak to the Ancestrals. Whilst the origins of the rituals are as mysterious as the Spirits themselves, Farseers have a strong tradition of secrecy in their teachings, acting as elders in their communities and passing down their trade by word of mouth, with the only known writings to be the Or’Gok Scrolls, lost with Mogroka’Gorkil. While in these planes, the Farseer is most vulnerable, his mortal self idle in his own realm, whilst his soul traverses the realm of the Spirits, in which fatal wounds in either would result in death. Due to this, Spirit Guides are often employed, being that of Lesser Spirits that have a direct pact with a Farseer, much like Elementalists have with their elemental lessers, or that of other Farseers who have incredible knowledge on the domains; However, pacted Lesser Spirits are only able to guide the Farseer through the domain of his own aspect, the guides most commonly seeking something in return for their assistance and appearing like that of their domain, most commonly in an animal-like form. Ultimately, the purpose of Spirit Walking is that of conversing directly with the Spirits themselves. Due to this, and the dangers of traveling about the Elemental or Immortal planes without a guide, inexperienced Farseers find themselves unable to find and converse with the most powerful of the Spirits, the Greaters, by disheartening, getting lost, or threat of death by Lesser Spirits protecting the domain. Far Sight Granting these wise Shamans their names, the purpose of a Farseer, while to act as a mediator between the Mortal Realm and Spirit Realms, is primarily their gift to receive visions of the future itself, the wisest of Farseers commonly coming together to discuss and plan the best course of action to heed warning or take action to fulfil or prevent these prophecies. Far Sight, while being the most basic level of Farseeing, is the most difficult to master, with visions often including vague messages and half-truths that are unclear to even the most experienced Shamans. Far Sight is used mainly for providing hints and information in eventlines, though a Farseer with permission from MT could use it to ‘read’ the future of other characters. Visions Once a Farseer reaches T3, they are able to strike someone with visions, allowing them to infect someone’s mind with any sort of imagery the shaman wishes to evoke. This begins with first an emote of focus, and then an emote of striking the targets mind before the vision commences. Akin to illusory magic, eye contact must be made. However, once a farseer reaches T5, they are granted the ability of long-range visions, however require things such as blood and hair to maintain the connection akin to a Soul Puppeteer or Witchdoctor Blessings Taking upon the successes of rituals leading to Spirit Walking, Farseers can seek blessings of the Spirits in a multitude of ways; With the most successful blessings being that of Spirits the Farseer has actually spoken to, or their lessers, to get a full grasp of rituals and tasks needed to prove oneself worthy. An example being that a Farseer attempting to bless a hunt would require previous successful hunts and ritualistic sacrifices to be made by the Farseer in order to allow such blessings to persist. While the blessings of a Farseer occur most often in that of Immortal Spirits, the most experienced Farseers have been rumored to not only converse with Elementals to gain knowledge, but to be blessed by them, receiving imbuements to Artifacts or totems that allow the Farseer to Champion the elemental, unlike that of an elementalists bond with such. These blessings are extremely rare, often leading to that of great fame for the Farseer, with the most notable being that of the Farseer Mogroka’Gorkil and his ability to call down Lightning from the sky in the name of Neizdark. Other capabilities include that of an imbued weapon by the the Elemental of Fire, Skathach, allowing the weapon to shimmer in flames that burn until sheathed. While these powerful blessings may border on Elementalism, it is notable that Farseers do not have the bond as they do, and such, the blessing only being granted when the Farseer has the favor of the Spirit, as well as the energy to do such. Ritual-Blessings Farseers seeking the blessings of certain Spirits may require more suitable preparations, often requiring more than a single Farseer. While these blessings persist over a period of time, or a large area, they are mostly RP-only by nature. Some of these rituals include things such as Rain Dances, or things as complicated as attempts to draw out and combat spirits tainting body, mind, or land. Rain Dances are conducted by three of more Farseers in order to attempt to seek the blessings of both Arwa and Urin, often used in times of drought or famine in order to prevent further spread of such. This ritual normally lasts over a period of an entire day (30 minutes), and includes chanting and calling to the Spirits, as well as the use of different Farseer tools. Land Healing Rituals are the most complex ritual a Farseer can undergo. These rituals require three Farseers, with at least one of them having journeyed through the domain of Akezo, the Spirit of Health, Vitality, and Healing. This ritual requires multiple complex steps in order to draw out the corrupting Spirit. Beginning with a form of sacrifice, involving chanting to Akezo in the form of mending that which is broken, often a totem or trinket to represent the Spirit from which the Shamans are seeking aid. Following this, totems and incense must be burned around the area in order to draw the corrupted Spirit out with the assistance of the blessing. Following this, the Spirit will either flee or attempt to fight the Farseer, most commonly ending with the Farseers having to quite-literally beat the Spirit out of the lands. (ET required; Event-based Blight Healing) Rituals involving healing of the Mind and Body often act much as those of healing the land; However, due to the scale and weakness of the corrupting Spirits, only a single, experienced Farseer is required; However, while the corruption is removed, it often comes at the price of physical pain brought to release such. This is not always the case, as certain Farseers can, with the favor of the Spirit, convince it to leave by its own will, often by sacrifice, deals, or worship of the Spirit, much like that seen in the early stages of Orgon Worship. Tools of a Farseer Blessings granted onto that of a material object are common, yet highly protected. While not like that of so-called “Spirit Smithing”, blessed objects include that of ritualistic purpose, such as drums and weapons of sacrifice. Drum – The drum is often used by Farseers as the beating of the drum assists the Farseer to achieve an altered state of consciousness, aiding them in their travel to pass on their journey between the physical and spiritual worlds. Farseer drums are generally constructed of an animal-skin stretched over a bent wooden hoop, with a handle across the hoop. Feathers – Feathers are often used in ceremonies and in individual healing rituals. Rattle – Rattles are used in ceremonies in traditional ways, often included to help invoke a specific Spirit in the Farseers ceremonies. These rattles are typically made with things representing the Spirit in question. Smoking Pipe – Used for smoking various tobaccos and psychoactive herbs. Below I will detail a couple of these examples, along with their standard tier progression system: Tier 1 - Small Scale, Slow Acting Influence Healing Corruption - To the extent of healing 5 blocks of corruption, which will take an entire IRL day to effect the land entirely;requires ward. Bestowing Strength - May impart strength in someone to give them slightly above average ability, but will not last any longer than 15 IRL minutes. Tier 2 - Larger Scale, Slow Acting Influence Healing Corruption - To the extent of healing 10 blocks of corruption, which will take half an IRL day to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them significantly above average strength, but will not last any longer than 20 IRL minutes. Tier 3 - Larger Scale, Faster Acting Influence Healing Corruption - To the extent of healing 15 blocks of corruption, which will take 2 IRL hours in order to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than 45 IRL minutes. Tier 4 - Large Scale, Fast Acting Influence Healing Corruption - To the extent of healing 25 blocks of corruption, which will take 30 minutes in order to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than an hour IRL. Tier 5 - Mastery of Healing and Booning Healing Corruption - To the extent of healing 40 blocks of corruption, which can be done instantly without the use of a ward; however there will be a cooldown period of one IRL day. Warded - To the extent of healing 40 blocks of corruption, which will take 30 IRL minutes and can be done twice a day in different regions. Red Lines Blessing are only applied on three people, until an increase to 5 once reaching T5. Repeated blessing of one’s self causes degradation of the mind. More powerful spirits such as elemental spirits may goad farseers into spreading their aspect. Wodanaz, Spirit of Purity, one of farseer’s most useful spirits only works against dark shaman and general undead till T4, able to deal significant damage to aberrant/unholy beings. A farseer must make offerings and tidings to the spirits they request power from as an elementalist would. When imbuing a weapon with memories, a player’s own death cannot be viewed, for if one were to witness such, they would only see darkness. Moreover, the blessing does not act as a camera. It is only able to take bits and pieces Witch Doctor Clarification of Witchdoctory for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ The Witch Doctor, essentially the Antithesis of the Farseer, focuses his or her intent on causing misery and damage through the Curses of the more corruptive of the Spirits. Witch Doctors may use Immortal and Elemental Spirits.. In order for the Witch Doctor to call upon the Spirits, they must perform a ritual to express the domain the Spirits represent. For instance, if a Witch Doctor wanted to call upon the Spirit of Disease, he would hunch over and dance (or other such movements/postures which may please a disease spirit) in such a way as to look tired, while chanting in a weakened voice. He would also incorporate items or ingredients which a disease spirit would find attractive, such as rotten flesh or a jar of vomit. For example, we'll say a witch doctor wishes to brew a bottled fire hex. This would be a potion imbued with the power of a fire spirit, and intended to place a curse upon the imbiber. In order to create this concoction, the shaman would first need to gather the appropriate ingredients. As the witch doctor is attempting to gain the attention of a fire spirit, he needs to make use of ingredients which are reminiscent of fire. Usually, red flowers are a good start. Maybe he could grind up some smoldering coals. In witch doctory, it's less about whatever alchemical properties the ingredient may or may not possess (as witch doctory is NOT alchemy), and more about the symbolic nature of the ingredients. The shaman would begin mixing the ingredients in boiling water, whilst chanting in such a way as to attract a fire spirit. The chant is in Old Blah or True Blah as some prefer to say, and must (in both word and tone) reflect the nature of fire. The chant I would use in such a situation typically goes along the lines of "Ilszgûlu ghaashob, dushnûl ghaashugob!" meaning, "Spirits of fire, cast pain of burning!" Maybe I'd throw in a few more words regarding fire, but the point is the same. Furthermore, the tone would need to be correct. In the case of a fire hex, a harsh, guttural, perhaps even angry tone would be recommended. The same curse could be cast directly on a target (which may include any living organism) without the use of a potion through means of a ritual. In this case, the witch doctor would also gather items to represent fire. He may even choose to perform the ritual near a fire or surrounded by fire. As in the brewing process, the shaman must chant in such a way which would be pleasing to a fire spirit (or whatever kind of spirit he wishes to attract for whichever ritual). His movements play an even larger role in this sort of ritual, since he is not required to stir a pot. For a fire ritual, barbaric, chaotic dancing is usually preferred, often around a bonfire. Not all rituals call for dancing necessarily, of course. Some spirits, such as certain earth spirits, may prefer stability or even a stone-like stillness. Should the ritual attract the desired type of spirit, the curse will take effect on the intended target, causing said target (in the case of a fire ritual) to feel as though he is on fire. Witchdoctors do possess the ability to bless as well, the downside to this is that any positive effect or influence must be countered by an (often funny/ridiculous) counter. For example if one's legs are numbed by injury they can be healed and the person can feel again, the ironic backlash being that the legs then appear immovable. These side-effects will be balanced out and will be better controlled throughout the tiers. Small edit because Hedge does not let me do anything (smh): These applies for all blessings of a Witch Doctor. There will still be unintended ironic side effects or no blessings at all and completely a curse. Of course, all blessings must be in form of a potion/elixir/hex. It is important to note at this point that a Hex of fire cannot be used to directly set someone alight, but instead causes a psychological state in which they believe (and feel) they are on fire, without having the actual, physical repercussions; this applies to all Elemental Spirits. In terms of the Immortal Spirits, it can be a more direct result, and Witch Doctors can cause curses at higher tiers without the use of bottled curses. Tier 1 - Small Scale Hexes Able to produce Hexes that can cause small scale damage to regions, such as corrupting a 5 block radius, which will take the same duration as a Farseer; an entire IRL day to set in. This time too applies when used on Mortals, and will last for one IRL day; The player being cursed may choose to extend this for as long as they wish, which applies to all tiers. Tier 2 - Larger Scale Hexes Able to produce Hexes that can cause larger scale damage to region, such as taining a 10 block radius at half a day’s duration. When using a Hex to curse a mortal, it will last one full IRL day. Tier 3 - Direct Cursing Aside from the more powerful Hexes and their corruption being set to 15 blocks at two IRL hours; (when the Hex is used to curse a mortal, this will last for one day IRL. The Witch Doctors at this tier can also more directly curse individuals which will last one full IRL day. Tier 4 Potent Curses At this stage, Hexes can influence 25 blocks at 30 minutes; when a Hex is used on a Mortal, it will last for one and a half IRL days. Curses will be more potent and will last no longer than an hour IRL. Tier 5 - Strongest Version of Hexing and Cursing, as well as the Creation of Muyakelg At this level, Hexes and Curses are at the heights of what can be accomplished, with hexing being more potent and instantaneous, following the same progression of the Farseer at this stage. Hexing a Mortal will cause the curse to last for two IRL days, or even longer with the OOC consent of another player (maximum of 7 IRL days) Since all witch doctors face a chance at spell failure, all witch doctors are to roll to determine success. The window of success varies depending on the tier of the witch doctor in question. A /roll 6 is recommended, and is typically what witch doctors are taught to use. At T1 (apprentice level) a witch doctor must roll a perfect 6 for success, and even then the curse will be weak. 1-5 are failures for a T1. A T2 (Journeyman level) must roll a 5 or a 6 for success. Anything less is a failure. At T3, the witch doctor is considered a full-fledged, independent shaman. A T3 is still, however, not a master, and must roll a 4, 5, or 6 for success. A T4 (Elder shaman) must roll a 3 or higher; 1 or 2 are failures. Finally, a T5 (Master of the magic) must roll a 2, 3, 4, 5, or 6 to succeed. A roll of 1 is the only failure for a master witch doctor. Additionally, the Witch Doctor may create a Muyakelg with the help of a T5 Lutauman. Red Lines Curses have their respective times connected to the tier of the shaman. Should a Tier 5 shaman wish to curse another for LONGER than this given time: OOC consent of the victim player is required. As well as MT permission or supervision. Curses are mostly mental and not physical. An elemental curse of fire cannot set one aflame. Though it can bring about the mental pain of a burning body upon the victim. There is a strict prohibition on LOVE and LUST curses. As is seen in the spirit-to-spirit clarification document. This all in connection to the non-rape ruling on the lotc server. A curse is the temporary corruption of the soul and can be healed by magics that affect such. Usage of hexes, bottled curses, is permitted once the creation of such is to be roleplayed out. Seeing the creation roleplay itself is quite significant to the shaman, it is recommended to involve others in such during dancing and chanting - create rp for not yourself, but others too. (hedgehugs note) To make a Muyakelg you must be taught how to. Spirit Smithing Clarification of Spirit Smithing for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ No further amend is to be given to Spirit Smithing || Ilzgul Udalgum https://www.lordofthecraft.net/forums/topic/150019-ilzgûl-udalgum-~-the-spirit-connection-reworking-propositionnew-sub-type-proposal/ Red Lines Each and every item a smith with an MA wishes to create must go through proper authentication/verification via either a designated MT or LT. The following players will also suffice as viable sources of confirmation: Hedgehug, Smawton, Divinejustice, MobyHug. Can never be more powerful that the Blessings or Curses the other sub-types can provide. The Mortal Stone can be destroyed. The Stone has a cooldown of an hour for any activation. Activations can only be used once in combat, regardless of duration. Can only be activated with Old Blah speech. Once used, must be recharged by Smith. Other shamanic Abilities Voodoo Dolls The creation of Voodoo dolls for the use of long range cursing is considered a more taboo quirk that the Witch Doctor has. The creation involves obtaining dna that’s linked to the soul of the victim. Suggested are things as blood, urine, or even tears. Hair and nails can be considered, but will make for a weaker connection. After the creation, through ritual, the doll shall act as a tether. The spirit that’s summoned when cursing this doll shall then use this as a tether to direct the curse to the victim. However, the strength of the curse depends on two factors: The quality of the doll The quality of the connection The quality of the doll matters in regards to how strong a tether it can be. A well-made representation of the victim paired with plenty of knowledge on his/her looks, voice and further appearance matters greatly in the strength of the doll. As mentioned earlier the strength of the different obtainable pieces of DNA matter. The quality of the connection is influenced by the bond the shaman has with the victim. If this is a strong one the curse is more potent. If the victim is a random, however, it can be safely said the curse shall be considerably less potent and shall not last long. Soul Puppetry vs. Shamanic Dolls There seems to be quite the controversy that Shamans also have a similar ability that SP’s have. The following explanation is given: Where soul puppeteering requires a voidal connection from doll to victim, the shamanic doll merely acts as a tether for the spirit. Instead of a direct curse that lasts for as long the anchor is connected to the victim, the shamanic doll allows for the summoned spiritual energy to corrupt the victim's soul as a Witchdoctors curse does - and shall remain for a slightly lesser time than an equal yet direct curse from the same Witchdoctor. Therefore a curse inflicted by a Soul Puppeteer can be revoked by use of Fi, whereas a shamanic curse shall have to be purged by soul-cleansing magics such as Xanism. The main difference to a shamanic curse and a Soul Puppeter type curses are not only the methods they can be done but soul puppetry can be quite limited by comparison. A shaman has a possibility to have lasting curses on an individual without them knowing whereas a SP'er has a direct influence on the person making them aware they are being cursed. Curses from a WD might be similar to a Sp'er but they won't have a lasting effect. Another notable difference is the degree of cursing. Both magics have their unique curses but it would seem that those of the SP can be quite more effective or rather more ‘extravagant’ whereas the WD is limited to the spirits and their effective curses. An example: An SP may curse a victim in a manner where they shall completely turn into cake and can be consumed until they are no more and thusly die. A WD may curse a victim in a manner where they shall consume cake until their stomach rips and they die. (Spirit: Glutroz) Muyakelg Lore: https://www.lordofthecraft.net/forums/topic/164401-additionamendmentmuyakelgs/
  23. explodingoreo

    An Eccentric Skin Shop

    Welcome to an Eccentric Skin Shop The smell of must may become unbearable. This is skin shop started by a person who makes basic or elaborate skins. Pretty much everything. But female skins are her specialty. Costs: A head skin is 50 minas An overlay is 100 A body is 150 minas A full body (including overlay) is 250 minas If you are applying for a skin, please fill out the below: Username: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image: How is your character quirky?: Type of Payment: Proof of Payment: Enter your application below and PM me for details. (skins normally take a week or less) Thanks! (here are only a few examples)
  24. The Expedition of a Lifetime ~ In sight of future travels the Orc’s spirits uplifted, Through the training his father’s face was gifted. Indulging further in comfort and green, council and revelations are to be foreseen. The loss of a father took a drastic toll, For the life of him the murderers stole. Once lost as an orphan indulging in war, Through great trials he felt as a man and less torn. As the Ages of Axios dragged on for what seemed like days, Left the Orc approaching a new phase. In many battles and trials shall his voice roar, Mortal days will leave us what’s left in store. ~ Inside the Den of the Citadel, the hours of the night caused a silence to swallow the air as only a fire crackle could be heard of the burning pot before Falum. As the Thunderkrug lifted into the air from under the pot while food roasted, a chilling sensation touched the Shaman’s skin creating a dense high that penetrated the air and anyone surrounding. Though, isolation is was Falum seeked to conduct such a ritual as he experienced time and time again with Shagarath. He held the Staff of his father before him creating the Tether between the Realms, and slowly through his chanting and meditation found himself in the lands of Stargûsh’Stroh. A familiar Lur Wolf appeared before the Shaman and guided him through the vast forest while a faint feeling washes over him as if he were a cub again chasing Lur Wolves. Before long, a darkened figure lingered in a small grove of the forest almost as if he was expecting Falum. “It is good to see you, Father. I know it hasn’t been long since I last seen you, but to be able to visit you myself is a whole other experience.” the Shaman entered the Grove as the Lur Wolf disappeared into the thickets. “It seems Shagarath has taught you well, Falum. It fills me with great pride that my son is capable of performing such rituals.” The Ashen Orc’s form extends forward meeting his Son with a headbutt As the two created a small campfire, the two sat and enjoyed one another’s company though they might have been separated by Realms. The visit brings great relief to Falum’s mind as they spoke for what seemed like an eternity. “Son, you have lived a long and good life. Better than I could have ever imagined to happen for you since I left the Mortal Realm. You are truly an Orc of great honor as your father was.” Vorgo’Yar leans over the campfire admiring the reputation his son made for himself “Father, my time is not over yet of that Realm. I will strive forward in making my name worthy of a place alongside you in Stargush’Stroh. Now that you’ve found your rest here, I wish for you to continue watching over me and my endeavours. I will make you proud, Vorgo.” Falum visual projects great determination and confidence of himself. After speaking further, Falum finds it time to return back to the Mortal Realm and say his farewell to his father. He embraces Vorgo one more time before casting himself back using the Staff to pull himself back into his Mortal body. A small fire grows in Falum’s eyes as he slowly pulls himself from the seat and sets off towards his blarg, ready to rest off the adventure he made into the Spirit Realm.
  25. MinionManXDD

    [✗] Dah BuTtUhr Knyfe

    Legends say that a blade of immense power was forged within the great blazing fire of Krug’s volcano, they say that this blade was folded over 10,000 times; its handle carved of an ancient tree that dates back to the time of Krug himself; it has seen countless battles, and tasted the blood of over a thousand elves… This sword was once said to have held up a mountain, and was wielded by Krug as he fought back Iblees and was said to have almost cut him in half. It's said in an ancient scroll that this sword is only one of a legendary set of weapons known as the ‘Kuhtlerry’ and is known as the strongest weapon of the bunch; it was said that it once deflected a meteor back at the Sun… After a thousand years this mighty blade has reappeared in the Nub Clan's lair, presenting itself to the Leader of the clan, Schnub'nub. The spirit of fire, Skathach, blesses this blade and chooses the most worthy member of the Nub clan to lead the clan and wield the blade. When in the hands of the chosen owner, the blade would glow with brilliant heat and be able to cut through most organic materials like butter. This is the first of many Nub Clan relics. a fearless Nub Clan leader readying himself for a duel, Dah BuTtUhr Knyfe sheathed