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Found 46 results

  1. Slothtastic

    Gathering of the Slavers

    (Translated for better understanding) The new Snagagoth approached his second in command, the Snagaboss Mograh’Yar. His opponent in the duel for Snagagoth. “Welcome, brother.” The woman held a pipe full of green in one hand, and by her relaxed demeanor, Orgak guessed she was high. “I have some ideas on what to do with the slaves, would you like to hear them?” She asked, eyes red. Were Orgak not tempted by the Cactus Green, he might not have listened. But this was his business now, and some Green wouldn’t hurt. “Sure.” He said, sitting down upon the bench. Orgak gestured for her to hand over the pipe, which just then he realized how expertly made it was. Ivory, from an elephant. With carvings detailing the hunt. He took a few puffs from the tusk pipe before he handed it back. “I was thinking, we could build a road with the slaves. We have no road as of now, and we need one to trade and raid more easily.” Mograh took the pipe back, breathing the smoke into her lungs yet again. “Sounds like a good idea, we need a road if we are to transport slaves after all. And it’ll give ‘em something to do other than farm.” He grinned, tusks showing as the green took its effect upon the Blue skinned Orc. “I was thinking about more organized slaving times. When people are on the road more than normal.” He spoke. “I think we should test their strength. To separate slaves from sacrifices. Torture them for an hour. Those that break, become sacrifices. Those that keep going are slaves. Then we torture them for another hour to make sure they’re obedient slaves.” Mograh proposed. Orgak laughed, the idea of the slaves being tortured for yet another hour appealed to him. It might be funny to see them become relieved, only to be tortured again. The business was sealed. The next day, signs were posted in San’Khatun and ONLY San’Khatun (meaning no meta other nations), reading as follows: [!] THE SNAGAGOTH NEEDS YOU! REPORT TO THE SNAGAGOTH ORGAK’LAK OR SNAGABOSS MOGRAH’YAR FOR ASSIGNING TO THE KRIMPING TEAMS OF KRUGMAR. THE KRIMPING TEAMS ARE EXPECTED TO MEET A QUOTA OF SLAVES A WEEK. DON’T WANT TO GO KRIMPIN’? JOIN THE OVERSEERS! DO YOU HAVE THE STRENGTH TO JOIN THE KRIMPIN’ TEAMS? OR THE CUNNING TO JOIN THE OVERSEERS? ------------------------------------- New Rank: Snagaboss Current Snagaboss: Mograh’Yar (Micbox) Handler of the processing of new slaves and the assistant Snagagoth. Snagaboss brands, trains, assigns and leads snaga missions. If a snaga has no place in Krugmar, it is the Snagaboth’s duty to give them one. If there is need of snagas to build or do something, the Snagaboss oversees the operation to perfection. The Snagaboss also keeps them from escaping. New Teams: Krimpin’ Teams Krimping Teams are Orcs who are experts in their field of slaving. Made with up to 10 members a team, said teams will be directed to roads and hotspots to get as many slaves as possible, which they will then bring back to the Overseers, who will then take care of the Snagas from there. Krimping Team Format: Overseers The henchmen of the Snagaboss, the Overseers help with the processing and assigning slaves of the Uzg. As well as help with slave related laws and offenders of these laws. They are under the direct command of the Snagaboss and Snagagoth.
  2. please give the current orc nation and the halflings regions in the next map they don’t have to be big or even tile-sized, to be fair to everyone else. just give them a place where they can huddle together for warmth pros: as a new player I won’t get confused if I join as a halfling/orc because there’s nowhere to go orc players and halfling players will not quit, and may be Grateful it’s only fair cons: none addendum, since people think the halflings and orcs “aren’t equivalent:” both nations have been around for the entire server’s history both provide niche roleplay and don’t pull as many players as big tents like oren or sutica. but as niche groups, they don’t steal traffic from major nations both nations were falsely deemed “inactive” by staff. in the halflings’ case, GMs flew over on australian hours and took screenshots of an ‘inactive’ nation. in the orcs’ case, staff illegitimately revoked a tile both deserve a plot and a chance to grow their playerbase. like dalek said in this thread:
  3. Elite_Snipes_YT

    WhiteWash Announcement

    Dah bluud ov Krug iz zakred. Thoze dat pozzezz it inherit indominable size, huge featz of ztrenff, ruthlezz zpeed agh unwaverin’ tenazity. But zuch ah gift iz dangurouz in dah handz ov immature, un-tempered Urukz. Zuch iz why dah Kode of Honour muzt be held above all elze. Ah Whytewazh iz zum’azh wiv Uruk bluud, tu eneh level of potenzy, agh yet ignorez dah Will ov Krug, agh Honour. However, meneh Urukz then peep down on deze Whytewazhez lyke vermin, or kattle tu be slaughtah’d. Krug, agh Gorkil, taught uz dat Family matturz abuve all elze, agh nub mattur how much may dizlyke dem, dey hav lat’z bluud, agh zo zhall forevur be lat’z bruddah agh ziztah.Mi givez out ah lettur tu all Whytewazhez. Kume tu Zan’Khatun, dah Goi in dah Dezert, agh Blah wiv mi. Zo long az lat ugreez tu blah’n, lat zhall nub be flat’d durin’ lat’z vizit, agh whethur or nub we ugree on zertayn termz, lat wyll leave ulive. Howevah, Whytewazhez that refuze tu atleazt blah zhall be treated in dah zame way az dey have been for millenia - Rex-Wargoth Murak'Gorkil.
  4. Elite_Snipes_YT

    Declaration of Dominus under Murak'Gorkil

    A letter would be pinned to every door and house in San’Khatun with a message on the back of it from someone... Ug Brudda’s and Fellow Zistah’s Mi have a Very Importanz Message for lat , Mi Name is Groggnar’Raguk, Ahnd Mi have been Recently become lat Dominus, Mi vill Serve lat Uruks ahs Bezt ahs Mi cahn, Wif Honor Wif Respect ahnd Wif Dignity. Mi Will Serve Da Rex Wif the same thing and will beeh ah Hozh Dominus tooh latz Fellow Brudda’s ahnd Zistahs! Groggnar’Raguks Signature would be here....Groggnar’Raguk, Dominus of the Peoples of Krugmar!
  5. TheNanMan2000

    A New Rex of Krugmar - Mûrak'Gorkil

    Music to Accompany Reading Official Declaration of a New Rexdom - Mûrak'Gorkil 4th of Deep Cold, 1693 The displacement of the Orcs has left Krugmar weakened and without a centralized location for Clan meetings and permanent settling of Krugmar’s people. Many of the Orc veterans of the Clans have gone on pilgrimages or not been seen for many months, and few were left behind to take up the mantle of Rex. Wargoth Mûrak'Gorkil and his Clansmen marched on Fort Stronk and he declared his challenge to the title of Rex. None accepted the call, except from Rognor’Lak, a warrior from the all-too-recent Clan war which had split Krugmar from the inside during Shakul’Gorkil’s Rexdom. Mûrak'Gorkil, siding with his kinsmen, defended Shakul and as such, Rognor felt duty and honour-bound to challenge him. Accepting the fight Mûrak and Rognor faced off, then fought unarmed and unarmoured, until Mûrak was victorious. Rognor’s duty satiated, defeated in fair and honourable combat, declared his loyalty to the now Rex and Wargoth of Clan Gorkil, and so Mûrak went on to the rest of his kin, and spread his word.. ”Tu mi bruddahz agh ziztahz ov Krugmar. Wi have been zacked by Albai, kicked by Zhara agh had owah alliez, Kaz’Ulrah, razed tu dah ground, but yet wi ztand! Owah hiztoreh iz nuffin’ but zack agh ruin, but nevur hav wi been lozt tu dah zandz, agh zo neithur zhall wi now! Tu mi anzeztahz, all dat have kume before me, bakk tu Gorkil himzelf, mi zwearz by lat’z zpilled bluud dat mi zhall zerve diz title hozh! Tu dah next yearz ov owah hiztoreh, agh tu bein’ rumembah’d for yearz tu kume! Ang Gijaak-Izhi!” Now under the new Rexdom, San’Khatun, the Orcish City in the desert has been made the Nation’s Capital. Many Orcs would begin making their way across the sands to their ancient homeland and to leave the grasslands behind, belonging to Elves and Humans. The Ranks and Government established by the previous Rex, Gurukk’Lak, is kept.
  6. TheNanMan2000

    Challenge for Rexdom - Mûrak'Gorkil

    A New Challenger Approaches From deep within the Desert North of plundered Krugmar, a Challenger marches the waves of sand and sharp effaces of stone. A black furred Demigryph, decorated with scars from past hunts, with a brown skinned and equally scarred rider atop, wielding his famous Poleaxe. Beside him are his loyal Clansmen, Shakul’Gorkil, ex-Rex of Krugmar and devout follower of Azog, greatest Blacksmith and 2rd born son of Gorkil. Another, Nazark’Gorkil, a long-standing Farseer of the Clan who’s knowledge keeps us standing. Then is Skorkon’Gorkil, a past Ugluk, riding his own Ugluk Bull as a monument to his past Clan, dedicated to the 3nd born son of Gorkil, Ugluk the renown Warrior. So is Rokag’Gorkil, a Lutauman under the famed Falum’Lur and an Orc who’s legend is still in the making. The group of Orcs, bound by blood and the steeped history of Clan Gorkil, pass Krugmar’s battered walls and ransacked buildings on their march to Fort Stronk, it’s grim display a reminder as to the adversity Orc-kin face, and the result of falling to it’s foes. Such a fall shall not be permitted, an oath whispered by Murak, although fully knowing his Ancestors and the Spirits were listening. Finally reaching Fort Stronk, standing tall as a bastion of Orc-kind’s final stand and surrounded by the ocean, the group of Gorkils march through the camp and into the keep, declaring infront of all Orcs present “Ay am Mûrak'Gorkil, pazt Waghchief ov Klan Gorkil, loyal bruddah ov Waghgoff agh Targoff Vorgak’Gorkil agh pazt Waghgoff, agh Rex, Shakul’Gorkil, now Waghgoff ov Klan Gorkil, challungez all whu zeek dah title ov Rex to ah azh on azh, unarmed klomp in Zan’Khatun, dah Goi in dah Dezert!”
  7. Hey I'm putting all my LotC videos as unlisted and wanted to make this post so that the links could be found without asking me. These videos start in 2013 when I joined and the last one I uploaded was last year in 2017. Green = Better quality / recommended videos. Red = Boring videos that I put in just for the record. Harbinger Fight (Anthos, 2013) Battle of the Nation's Crossing (Thorin's War, Anthos 2013) Battle of Shadowcastle (Pre-Trench War, Anthos 2013) Fall of the Cloud Temple (Anthos, 2013) Deeproads Breach (Ondnarch, Anthos, 2013) Battle of Thoringrad (Trench War, Anthos, 2014) Battle of Indagolaf End (Trench War, Anthos, 2014) Dwarves Help the Conclave (Anthos, 2014) Battle for Kal'Azgoth (Ondnarch, Anthos 2014) The Last Ice Morph (Ondnarch, Anthos 2014) Battle of the Dreadfort (Anthos, 2014) Welcome to the Fringe (Anthos - Fringe, 2014) Skirmish in Kaldonia (The Fringe, 2014) The Battle of Kal'Agnar (Athera, 2014) Battle of Hiebenhall (Athera, 2015) Battle of the Withering Woods Battle of the Melting Frost (1st Frostbeard Rebellion, Vailor, 2015) Dwarf vs Orc Wargames (Vailor, 2015) Battle of Khro'Nagaak (Vailor, 2015) Battle of Kal'Ordholm (Vailor, 2016) Battle of the Gorge (Dwarves & Courland vs Oren War, Axios, 2017) Battle of Goldfield (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish of Johannesburg (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish by Curon (Courland-Haense War, Axios, 2017) Mordring Attacks Bastion (Axios, 2017) Skirmish Outside the Krag (Dwarves vs Norland War, Axios, 2017) Battle in the Cultist's Lair (Axios, 2017)
  8. HortonHeardAWho

    For Yazgurtan

    [!] A letter arrives at Yar hall, as well as on the notice board to be displayed to all [!] To: Nurena’Yar, the standing Yazgurtan. Me have gave lat a mighty length of time, yet lat sit on lat’s arse and act like an absolute glob; lat sit there and do nothing. Lat have been the Yazgurtan since Shakul’s reign, and the only task lat has attempted is merely patching up San’Kala’s walls. Even that lat failed to do, for just a couple months ago me have seen me kin being commanded by the Targoth to reconstruct the barriers that once kept our enemies out. As such me can do no more waiting, for lat’s failure has been too much. Lat am to arrive at the arena of San’Kala in dub months in order to klomp me. Not doing so will be recognized as a forfeit, allowing me to take on the mantle of Yazgurtan. On the 11th of Amber Cold, 1888 Scribed by, Skribblr of Clan RAGUK, Zrarly’RAGUK
  9. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
  10. https://www.youtube.com/watch?v=Ml8DscySDL0 You’re lost and unknowing. Your mind burns with a thousand questions; “Come, Uruk. . .” A hand through the dark beckons for you. “Come and sit by the fire.” You follow it. The smoke clears. A small fire burns in solitude. You sit by it. “You seek knowledge. . .” From the shadows comes he: ash-seeped and still. He speaks; “And so I shall grant it unto you.” Smoke plumes up from the fire. This time thick. This time invasive. “But the Spirits are hard Gods. This will be your only opportunity.” His voice, a thunderclap, rings out thence: a chant in a guttural and slanting tongue, where the words roll over one another and mesh into pure primordialism. Unhinged, unbridled; all-knowing, melodious in a wild way and percussed only by the beating of your heart, it ensnares you. You feel it in your throat, all throughout your body; in your gut, in your legs- your legs soften. Your arms too. It prys you open, your eyes widen, your ears do not only listen but they hear. You tumble, you’re falling, sinking, the earth swallows you up from all around. . . And then you wake. There's no smoke. There’s no heat. No fear. No noise. Only stillness. But sat before you is a spirit of a million eyes: “I am Lethrothrak, He of a Million Eyes, and my knowledge I wish to impart.”
  11. On the edge of The Barrow Downs, two large figures sit by a fire. It crackles and pops, the two uruks sitting across from each other not as strangers, but as brothers. Brothers who have fought through thick and thin together, as cubs and into adulthood. Now, the drums of war can be heard in the Raguk War-Camp, and as the camp vibrates with orcs preparing for battle, Grubgobbla, the Raguk Wargoth, stands. He reaches his arms out, holding a dagger coming from one of the past Wargoths, the famous Leyd’Luk himself. Rognor, the Swampgoth, holds his hand out as well, and with a swift stroke Grubgobbla cut through his thick orcish hide, wincing through the pain. Rognor followed his actions, and the two pressed their bleeding wounds together. The blood pact had been made. They had become blood brothers. The terms sworn: Raguks and Laks will aid each other in internal struggles within the Iron Uzg They will provide equipment for both clans as necessary This will last until either Grubgobbla’Raguk or Rognor’Lak dies, or either’s clan has been dissolved All klomps will be good and of the highest caliber -Grubgobbla’RAGUK -Rognor’LAK
  12. Humanistic

    Falum'Lur

    Basic Statistics Past History Physical Characteristics Family Spiritual Characteristics
  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. Quintessential

    [RECRUIT] The Braduk Clan

    ]x[ The Braduk Clan ]x[ “Ghash Nagraufom” - “The Fire Rises” Braduk; A name whose history is revelled in blood and brutality. Our legend of the Orcish race tells of giants, dark and grim. The bond of these brothers and sisters defied time and blood, and their souls were ablaze with the fire and the passion of their time. With the swiftness of their judgement, and the ephemeral of their mercy, these brothers and sisters shared a bond with the creatures of the desert. These creatures were rhinos, gigantic as well as intelligent. These desert beasts became one as steeds with their Orcish counterparts, utilizing their needle-sharp horns and their armor-thick hide, the rhinos shook the earth as they rode into battle. The Braduk clan started in Aegis by the first son of Braduk, Baderkuk. Baderkuk’s father was a hero, famed and praised for saving thousands of orcs after the Clash of Clans war. Braduk went on to found Kenuk, a city state that came to be known as one of the greatest Orcish settlements. It was during this time that they befriended and rode the rhinos of the many deserts. The calls of these rhinos intimidated lowly mortals like children midst a thunderstorm in the darkness of night. Since birth, those who are known as Braduks have gruesomely paved their way through history. From the glory days to dark days, our history contains the names of legendary Wargoths; these orcs led the clan to glory, a nation which progressed under these, Asulon’s ‘Blood Talon’ Mokrag, Anthos’s Ghazkull, and Vailor’s ‘Iron Rhino’ Kahn who once ruled as Rex. Yet now, the pure-blooded line of Braduks dance dangerously closer to extinction. As the world descends into darkness and chaos, a return beckons for the fabled and powerful giants of Braduk clan. Braduk and their rhinos rise once more. ]x[ MEMBERS ]x[ ] LEADERS [ Wargoth: Gilgamesh Han Urruk Braddukk (the1bow) Being a Wargoth means you are the overall leader of the clan, and their word is final. This position was usually reserved by the biggest and strongest orc, but due to the thinning bloodline, that cycle had been broken by a previous Wargoth, Lukra’Braduk. Clan Father: While the Clan Father is an elder, they are the leading lorekeeper, a trial keeper, and a rhino gifter of the clan. They have nearly equal say to that of the Wargoth, and a Clan Father’s advice is always heeded and taken into heavy consideration. Warmachine: The position of Warmachine means you’re the second-in-command. They are able to carry out tasks that are not deemed worthy enough for the Wargoth’s attention, as well as disciplining the other clansmen. However, a Warmachine’s first priority is to protect the Wargoth at any and all costs. Those who take this title must be sworn in by an ancient oath in the old Braduk tongue. Warboy: Upon receiving your position as Warboy, it means you’ve taken up a position of technical tinkering. The Warboy is responsible for all things ‘techie’, such as contraptions and the like. However, the Warboy is also tasked with being a secret overseer. They track and hunt down those who have wronged the clan. ] ELDERS [ The elders are orcs who have been a part of the clan for a long time. They’ve shown great knowledge and wisdom of the clan’s history. Meanwhile, they are like guides and mentors to younger orcs, and new clansmen. Elders are the only ones that can challenge the Wargoth. Kahn’Braduk ] CLANSMEN [ Bloodline: (Updateable) Gilgamesh Han Urruk Braddukk Vruk’Braduk Madak’Braduk Maugoth’Braduk Kahn’Braduk (Deceased) Jolagh’Braduk (Probably Deceased) Kotturik’Braduk (Deceased) Orgoth’Izig (Traitor/Ex-Clan, but still bloodline.) “Bloodline” Braduks are the tall, dark-green-skinned descendants of the legendary Braduk, which was mixed along with the intelligent Olog hero Kudo, who cuckolded Baderkuk. This is where their height came from, bloodline Braduks used to range up to 10 ft, but due to the generational decrease, most blood-Braduks are now 8'6 or below due to the thinning of blood throughout generations. It was thought that the only children came from Kahn’s line, but with the return of Jolagh, hope has shown that someday, other bloodline orcs may wander out of hiding, and a new generation of the Braduk cubs would be born. Normal: (Updateable) Uztrak’Braduk Forkad Burz’Braduk Rugbub’Braduk Nagrez’Braduk Duk’Braduk (Deceased) Most of the Orcs that now apply to this clan are not descended from the bloodline, since many of the Braduk bloodline have been thinned and scattered by the old-aged cycles of attrition and desertion. It has become necessary for the ranks of leadership to be more open towards the non-bloodlined Braduks. ]x[ CLANS LAWS ]x[ The clan precedes everything else, even you. Each and every Braduk clansmen is a sworn sibling to one another, brothers and sisters that are to be willing to lay down their life for the other when the time comes. Never forget those who have wronged or betrayed us. Never forget those who have aided or blessed us. If you betray, rob, or murder your brothers and sisters, you will be terminated accordingly, in the same manner. Never put your personal wealth, or own possible gain of political standing or power, or anything else, above the clan. The clan precedes all. Never disobey your superiors, and never challenge them without due/proper cause. Always remember the Iron Rhino, we are from the Iron Uzg, so always show Iron will and Iron strength. Follow the code of Krug til death and on. ]x[ PUNISHMENTS ]x[ All punishments can be issued at the discretion of the Wargoth. Blood Taloning: The offender’s ribs are individually broken through a large cut in their back, then the lungs are removed from the body and stretched along the shoulder blades in order to make makeshift wings while the victim is restrained in a ‘T’ formation while on their knees. The cause of death is suffocation. This form of punishment was the favourite method of the fabled Braduk-Wargoth, Mokrag’Braduk. Decimation: If any group or party of orcs disobey their superior(s) inc combat, or in any given task, such as the act of decimation will be carried out. The group at fault shall be lined up, and every tenth Orc is chosen. The chosen Orc is then bluntly beat to death with clubs by the other orcs. If the group or party is small, or one orc, the whole clan themselves will beat the entire group. However, this act of punishment has not been carried out for a long time since the lack of clan members. Flaying: In this method, the said offender will be flayed. Whether it is fatal or not depends on how severe the crime or offense was. Crucifixion: The said offender will be nailed through his wrists, and Achilles heels to a cross-shaped wooden structure. They are left to starve or bleed out. This causes long-term torment as they die, because the nerves in the wrist cause one to feel on fire. The position makes it hard to breathe, the Orc must push themselves up to breathe, which agitates the wounds even more. Only when the body is completely rotten, then it may be taken down. Skrote’n: This punishment is reserved for males, specifically ones who won’t bare childen. Should said male commit an act of great offense against the Braduks, said offender has their testicles removed. This is so they cannot breed and spread their treachery further. Uihnce: Reserved for the worst of the worst, for the most heinous of crimes, this punishment is one of the most ancient Braduk punishments. In front of the entire clan, the scumbag must take hold of his own Golok - an ancient weapon given to him/her upon bonding with a rhino - drive it into their stomach, slice it open, and allow their innards to fallout. Therefore, committing suicide. ] TRADITIONS [ Ponytails- A Braduk, no matter their preferred hairstyle, will usually grow out a long ponytail from the crown of their head down, braided or bound with calfskin or blue cloth. The ponytail is only to be cut off in the event of humiliating defeat. Some Braduk males may shave all of their head aside from the ponytail - however, females tend to have more variety, but the common style is having an undercut beneath the ponytail. History Keeping- Unlike most clans, whose accounts of their history are absolutely oral, the Braduks make a habit of creating long-lasting, written records of their clan legends on large, leather skins, while adorning them with illustrations. As a result, the Braduk histories are far more detailed and well-remembered than those of other clans, dating back to their founding in Aegis. These histories are also important in determining how best to follow the third and fourth clan laws. Initiation- If a clanless Orc wishes to join the Braduks, they must be complete numerous initiation tests. These tests can vary from obstacle courses, to riddles, but usually include a klomp with an Elder of the clan (which they usually do not win). These tests are not about if the Uruk completes the tests, but the way they complete the tests, which will later be looked over by the other Elders of the clan. If all aspects are pleasing and show good qualities in the Orc, they will be sworn into the clan by the Wargoth. The Initiation Verse- The Wargoth asks the the Orc to hold out his klomping, or dominant, hand and starts to say the verse. He or She then places a cloth in the Orc's outstretched hand, lighting it with a flint and steel. At the end of the verse, the Chieftain sprinkles a small bit of 'Braduk zand' into the fire, which causes it to flare up, turn purple, then die down. At the end, something similar to "Welkum tu da Bradukz bruddah." which is usually said by all attending. "Da Bradukz am awl bruddahz am ziztahs, iv nub bai blud, den bai hart. Ib latz behtrae latz bruddahz, latz zuwl, agh da zuwl ob awl latz kubbehz wil buhrn en da Nefah liyk da kluwf duz en latz hand." Choosing Ceremony- At the age of six, or when a recruit joins the clan, a Braduk must receive his or her Braduk rhino steed. A bond must be cemented, for they are as much a brother as an orc. This is the tradition: The orc will enter the rhino pen where many unbonded rhinos are residing. Then, a rhino must take interest in the orc. It cannot be forced. Once a rhino has found interest in the orc, the two will engage in a klomp, a show of strength. If the orc can successfully mount the rhino, he or she will go on to name it. From then until their deaths, the two will be bonded. Carrying of the Golok- During the choosing ceremony, a new Braduk is thrown a short ceremonial machete with which they cut a ‘Z’ shaped mark into their rhino’s cheek - the rhino creates the same mark on the Braduk with its razor-sharp horn. Thereafter the Braduk will carry the machete with them for everyday use and possibly in combat (although it would be inferior to most battle-purposed weaponry), generally worn strapped to the belt or small of the back horizontally in its sheath. Should the terrible day come where the Braduk is guilty of an incredibly severe dishonour he or she will be expected to perform the punishment of Uihnce with it, as detailed earlier Giving out of the Rudis- A Rudis is a short wooden sword earned by an orc of the Braduk clan once they have achieved a great and glory filled deed. Whether it be an immense service to the clan, the slaying of a beast or taking many lives in a battle, an orc will be given this wooden sword by the Wargoth, who would have inscribed the story of as to why it has been earned, on the blade. ] SPIRITUALITY [ Like many Orcs, Braduks are steadfast to their beliefs in the Spirits, and interactions they might have in the mortal realm. The most prominent is the spirit of war, blood, and murder. The name of that spirit is Enrohk. The Braduks served him faithfully for many centuries, some of their language making up the standard phrase which invokes his interest during a sacrifice. The last Chosen of Enrohk was the Iron Rhino Kahn’Braduk, the mighty Rex and previous Wargoth in Athera. His greatsword, War Maker, is with Enrohk’s blessing and remains in the possession of the clan. Braduks also engage in the worship of their ancestors, such as their namesake Braduk and his son Baderkuk, who was mentioned earlier as founding the clan. This also includes the common reverence of past Braduks in order to honour their memory, and hope to draw on their strength from the honoured Braduks in Stargush’Stroh. Stargush’Stroh is the afterlife for Orcs, and is believed to exist at the top of the spiritual plane. The Braduk clan often erect shrines in honour and depict the names of deceased Braduks. Not only is it the Braduks which were well-known for their history, but also Braduks who have recently died. When a Braduk dies, their remains are cremated on a pyre, and then scattered. However, Braduks who obtained a legendary status amongst the clan during their lifetime, usually have their burned bones placed in a large stone urns, and integrated in elaborate tombs. ] CELEBRATIONS [ ] UNDER REVIEW [ Blood Talon Celebration: This is a day to honour Mokrag’Braduk, one of the glorious and honorable, the greatest Braduk to ever have lived. He is known as the Blood Talon, and this annual festival honours his life, deeds, and ultimately honours his sacrifice. His sacrifice is the reason that Braduk clan exists today. Kenuk Feast: This day of feasting celebrates the end of the “Village Wars” between the feuding arms of Braduk’s family, as well as the start of their peace. Various competitions which test strength and dexterity will be held throughout the day, prizes range from mediocre to more vaulable. Zpidhammah Day: This celebration is named after Braduk’s weapon which he used in the Village wars. Zpidhammah Day is a a celebration of the founder of the Braduk clan; his life, and his honourable death in battle immortalized in a mostly joyous occasion. Klomps held, feasts had, and stories told to the cubs from the knowledgeable Elders. ]x[ CLAN LORE THREADS ]x[ Overview of Clan History Https://www.lordofthecraft.net/topic/112251-the-rhinos-history/ History of Wars of the Clan Https://www.lordofthecraft.net/topic/119187-war-stories-the-braduks/ Lore of the Braduk Rhinos Https://www.lordofthecraft.net/topic/91744-lore-braduk-rhinos/ Overview of Bloodline Braduks Https://lordofthecraft.net/forums/topic/14697-ooc-bloodline-braduks/ Previous Braduk Thread (Including Info on Specific Bloodlines) Https://www.lordofthecraft.net/forums/topc/128780-the-braduk-clan/ ] OTHER THREADS [ Previous Braduk Clan Post Https://www.lordofthecraft.net/forums/topic/128780-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/151150-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/159917-the-braduk-clan/ Https://www.lordofthecraft.net/forums/topic/166136-recruiting-clan-braduk/ ]x[ RECRUITMENT INFORMATION ]x[ Considering joining the clan? You can join in one of three ways: Approach the clan on your current character and ask to join. You will be tested, and if found worthy will be inducted into the ranks. Create a new character that is a returning Braduk. You can either have your character be a Braduk who was previously in the clan, or the (possibly adult) child of one or two of them born outside the clan. After testing for traits of cowardice and divergent behaviour, your character will be re-inducted. Be born into the clan. Start from childhood and work your way up. Please keep in mind that any orcs claiming to be bloodline Braduks must get expressed and full permission. Anybody who did not get permission will be forced to change out. To join, approach us in-game, or post here in the thread. If neither works, you may message me here on the forums.
  15. SLAVE FOR SALE [\_|_/] RP: ZNAGA FOR SALE! FEMALE HUMAN CHILD, LOOKS ABLE TO WORK. KONTAKT GRUBGOBBLA’RAGUK FOR SALE. WRYT ON DA POZT PLEEZ ZTARTING BID: 500 ZHINIEZ OOC: PLAYER NAME: Builderslave SELLER NAME: MinionBoyXD “ANG GUND GRIISH.” POZT LAT BID UN THA FORUMZ
  16. 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!
  17. 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.
  18. idiot

    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.
  19. 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.
  20. 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:
  21. RalphGiezer

    CLAN YAR [RE-RECRUITMENT]

    =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 Warchieftain: Chieftain of the Yar clan Nurena'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 Zhag'Yar Tedyn'Yar Khargol'Yar Deceased Members: U'la'Yar (deceased) Phaedrus'Yar (deceased) Vorgo'Yar (deceased) Shunned: Gurak'Yar (outcast)
  22. 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
  23. ♛!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!
  24. 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/
  25. 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)
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