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Farseer: By Mogrocka, added onto by Kraal

 

Farseers are spiritual seers of nations and clans. Farseers are gifted warriors that can travel into the plane of spirits and speak with spirits invisible to the eyes of normal orcs. 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.

 

Spirits

 

There are two types of Spirits Greater and Minor, The Greater Spirits are the ones created by Krug, the old father they were created by him feeling or practicing something, for example when Krug made fire he created the fire spirit when he felt anger he created the spirit of anger, minor spirits fall under the greater spirits as they are created from other orcs so when a orc feels anger for example one is created and they serve and fall under the domain of the greater spirits of their aspect. Spirits are not good nor evil they are what they choose to be at that time although  spirits will never act out of just good well there is always something that they require or want to gain.

 

Greater Spirits become strong or weak by the actions of Orcs, when Orcs praises a spirit or calls for the spirit or sacrifices for a spirit it gains power, if a spirit loses all mention by Orcs it whittles down and shrinks in power but does not die, as Greater spirits are Immortal for example the greatest of all spirits is Votar, the Spirit of the Hunt as Orcs mention him always for example when Orcs cry Glougaz Votar that means For The Hunt.

 

Aspects

 

All the Spirits started with only one aspect for example Enrohk has three aspects he started with Bloodlust and the rest he gained, by either consuming other spirits completely or by defeating another spirit that has more than one aspect. When a Greater Spirit is consumed it does not die, it just joins in a forced union with the other spirit meaning it can regain its freedom somehow. Spirits weaken when they gain many aspects because even though he has one aspect that is powerful he may weaken because the others are not, also one spirit will never be allowed to gain to many as other spirits will combine efforts to release aspects from that spirit, there is a delicate balance.

 

Greater Spirits in the Spirit World rule vast domains and have countless of minor spirits under their control, they wage war, make peace and plot against and with each other.

 

A example of how Greater spirits interact with the Orcs before the great revival of the Orcish race by Rex Mogroka. Mogroka was contacted by Enrohk a weak spirit at that time with only bloodlust, and the former Orcish government suppressed bloodlust and tried to control it it is said Enrohk gave Mogroka powers and with Mogroka’s ascent to power bloodlust was made free and Enrohk gained power.

 

(Spirits and Elements are the same Orcs just classify spirits with element aspects as elements but in truth they are one of the same.)

 

Votar - Spirit of the Hunt.

Enrohk - Spirit of Bloodlust, Bloodshed, and War.

Tesader Spirit of Shadows

Fuxahr Spirit of Strength and Power

Ebumohr Spirit of Despair

Pefiemor Death

Iarohm Pain

Betailohn Festival and Drunkenness

Udrubal Plague and Disease

Aronebhal Learning, and Intelligence

Fabohro  Pity

Ciuscu Life

Agomoch Anger and Wrath

Bruigig Earth

Scathach Fire and formerly of war lost the aspect of war to Enrohk

Bazur Wind

Burghed Water

Xomkug Darkness and Smoke

Morbash Kloomping  

Xorag Fertility

Bilge Decay and Laziness

Bugrol  Dreams and Sleep

Igurg Smithing and Iron

Hebub Envy and Jealousy

Mor Tricks and Thievery

Durgat Destruction

Ghorza Travel

Durz Speed and Agility

Bor Discipline and Justice

Lash Strife and conflict

Garakh Ugliness

Umog Magic and Spirituality

Atub Self Sacrifice and selflessness

Borgakh Hard work and Labor

Bagrak Building

Dura Love - Weakest of Spirits

Nargol Courage and Steadfastness  

Durz Competition

Rolfish Assassins and Poison

Durgat Birth and offspring (- Blawharag depict it as a feorc with 600 boobs - Mogroka lol on Lotc never would happen :P)

Ugor Lust

Badbog Gluttony and Greed.

Bubyaghy Building, sturdiness and invention - Patron of Goblins

Shagar Pride

Hurus Patience and planning

Uxomoch Command and Leadership

Suvirum Diligence

Eurin Rain and Farming

Sapuodahl Fear, intimidation and sadness

Ublulhar Hope and new beginnings

Uxazozur Doubt

Pauxahru Arrogance and Stupidity  

Heechoi Slavery

Eseozohn Revenge and Vengeance

Zarkai Savagery

 

And many many more (Can be created when needed basically Spirits can be countless as they are whatever Krug felt, or touched or did)

 

 

What do Farseers do

 

Farseers are like the old men of a clan, or nation they are the wise men, spiritual healers, lorekeepers(Story tellers), they also can see in the future predict things for example a farseer can have a dream about a great defeat or a great victory or a famine. They also act as the guide for orcs between them and Spirits. Farseers can walk on the spirit planes explore it and interact with spirits there its very dangerous if a orc dies there then he is dead in his real world, how to do so is hidden it is contained within the Or’Gok scrolls. ‘’Basicly a shaman sits down and meditates and then travels to the spirit realm with his spirit the secret on how to do so and the words said are within the Or’Gok scrolls that Mogroka’Gorkil has. Farseers also act as Healers, not in the magic sense though more of the herbal and using natural medicine that they make from their surrounding environment.

 

Far Seers are very important to Orcish Culture as they are there keepers, and wisdom tellers when someone is in doubt they go to the farseers for guidance or if they are cursed by the spirits and so on. They also can act as warriors, they can wield the power of spirits fueling themselves with power or other orcs enhancing their abilities.

 

Details

 

What can Farseers do with magic, Farseers unlike elementalist can not cast magic in the same way. So they can not shoot a fireball or waterball or any of that sorta thing.

 

Lets take the example of Mogroka Gorkil, what can he do as offensive magic, one thing only cast lighting which is called Krug’s Wrath but he only came to do that for being a well advanced Farseer, in the current magic system tier 5 Mogroka would be more than that to even be able to cast lighting as he has spent over (2 years in life) as a shaman he can do that even Mogroka his powers can be spent casting it after three casts.

 

Farseer is more about blessings, or gifts of the spirits its more about empowering oneself or others with the spirits powers. For example blessing others with Enrohks Claw makes them more bloodthirsty and more fierce.

 

Other blessings may enhance physical powers, for example strength or giving him the power to withstand tiredness.

 

Or some can be used on natural remedies, lets say Mogroka makes a medicine for  stomach pain, it works just fine but it takes longer for the treatment to work, but he can use the a blessing from the spirits to make the medicine work faster and be more effective.

 

Farseer, is more of a future teller, he can walk the planes of spirits by going into a deep meditation and interact with them.

 

This is more of a rp purpose and does not contain magic really nor can it affect players badly in anyway.  

 

For example a farseer, can go into a plane of spirits and find out that Enrohk is mad at the orcs and he needs to be appeased so the farseer goes back to his plane and tells the orcs of that, making a rp event for the the race. He might say for example we require to hunt and kill four Creatures, and sacrifice them to Enrohk.

 

Or maybe the hunt spirit, wants to grant the orcs a blessing but requires something done, like hunting a great beast and then the orcs gets blessed, the blessing is nothing really its just a roleplay, event and the blessing may say oh the orcs for a week we'll have a plentiful hunt.

 

Farseers, also can summon rain, but not one farseer can do that it must be at least four, and the ceremony can be a long one, and rain might not occur depending if they pleased the rain spirit enough or not. ‘’Of course this is just another purely rp focused event more so than magic that can benefit them.’’

 

Far seers main source of knowledge comes from entering the spiritual world, also called the spiritual dimension. They can also learn the ability to heal from their journeys to the spiritual world. In this world they may also acquire spirit guides who make sure the far seer is guided safely in their travels in the spiritual world. Note that it is possible for the far seer to have more than one spiritual guide. Being the spiritual world also cleanses negative energies that confuse or pollute the Orc.

 

When I say ‘’Healing’’ it is not the normal type of healing that other magic user have that heal wounds and so on. When a Farseer heals it means that he interacts with the malevolent spirit that has cursed or interacts with the patient.

 

These ailments may be either purely physical afflictions or purely mental afflictions. Things like diseases are physical afflictions and are cured by gifting, flattering, threatening, or beating the spirit that is ailing the patient. The far seer may have to do more than one of these to cure the patient, and even in some cases all of them. If all else fails, or if the far seer is confident enough, they can resort to pure violence and attempt to defeat the spirit in battle. The spirit recognizes defeat by being shown a token extracted from it, though the far seer may attempt to fool the spirit by showing it a fraudulent token, making the spirit believe it has been bested. If the spirit notices the token is fraudulent it may be impressed that the far seer tried to fool it, or it may choose to just ignore the token and continue ailing the patient. When the spirit is sufficiently impressed with the far seer, it will retreat curing the patient of the ailments that it was causing. Mental ailments are things like persistent terror caused by traumatic experiences. These are handled the same way that physical ailment spirits are.

 

So basicly a Farseer, for example can beat the Orc that is affected to try to cure him. Lets a Orc has a cough the Farseer might try to stuff the Orcs mouth with things, to not allow him to breath or they may punch him the throat. Well that cure him maybe or maybe not its more of providing fun rp its not much as magically curing a person.

 

Farseers, are a pencil of their community, for example leading ceremonies of burning of dead orcs, to try to make their travel to the Ancestors realm easier. Or by being advisors to leaders, or to normal people, by seeing peoples future or fortunes, by warning there people of incoming doom or something more pleasant.  

 

Beliefs of Farseers.

 

Spirits exist and they play important roles both in individual lives and in Orc society.

The Farseer can communicate with the spirit world.

Spirits can be benevolent or malevolent.

The Farseer can treat sickness caused by malevolent spirits.

The Farseer can employ trance inducing techniques to incite visionary ecstasy and go on vision quests.

The Farseers spirit can leave the body to enter the supernatural world to search for answers.

The Farseer evokes animal images as spirit guides, omens, and message-bearers.

The Farseer can tell the future, scry, throw bones/runes, haruspex and perform other varied forms of divination

 

Far seers work on the premise that the visible world is pervaded by forces that are invisible. The far seers believe that these invisible forces are spirits which affect the lives of the living. Though the causes of disease lie in the spiritual realm, the far seer may also employ methods in the physical realm to heal. Though the common way to heal is through the far seer "entering the body" of the patient to confront the ailing spirit head on. Healing the patient if the far seer succeeds in banishing it.

 

Most far seers have expert knowledge of medicinal plants from their native area, and thus can provide a herbal treatment if needed, which is often. In many places, after obtaining permission from the spirits of the area, the far seer can learn directly from the plants. Harnessing their effects and healing properties.

 

 

Practice

 

Generally, the farseer enters the spirit world by effecting a transition of consciousness, entering into an ecstatic trance, either autohypnotically or through the use of entheogens. The methods employed are diverse, and are often used together.

 

Farseers tend to connect to the Spirit realm through multiple methods. One method would be sacrificing. Sacrificing an animal to a spirit then speaking a specific chant in old blah (ie, Vras ubat buruk ug buth arub atg ruiuk). The farseer would then go about smoking a special herb which is known vaguely amongst Shamans, this smoke/drug is made up of three components, softened sandstone, jabbernak dung, with a hint of cactus green. The three as mixed together which makes a substance which gives the consumer a strong high.

 

The farseer(s) will gather close to their sacrifice, chanting while the herb is inhaled. This process would take a few moemnts, the farseers chanting until their eyes darken. Their sould would then be lifted and transported to the spirit realm.

 

Chants

 

Farseers use chants to please the spirits or get them into a trance, all chants use the old blah not the current blah, so the Farseer needs to learn the Old blah.

 

Paraphernalia

 

Farseers may have various kinds of paraphernalia

 

Drum – The drum is used by Farseers. The beating of the drum allows the Farseer to achieve an altered state of consciousness or to travel on a 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 –  Also used in ceremonies in traditional ways in their blessings and ceremonies.

Pipe – Used for smoking various tobaccos and psychoactive herbs

Sword/Staff – A holy sword/Staff will always be used in the practice to protect the Farseer from wandering "evil" spirits as he travels to the spirit world.

Shake – The Farseer begins his practice by rattling, which turns into a shake. It is the process of communicating with his shamanistic spirits to guide him to the spirit world.

Mortar and Pestle – Used to smash herbs

 

So all in all Farseers, do not really wield a lot of magic, they have some but its not offensive magic. There more of storytellers, deviationists, advisors, and spiritual leaders, more like Priests.

 

 

(Some well say well Mog why don't farseers, really have magic that's offensive, because in all honestly I never really liked that type of magic really I never liked any magic, that can harm someone, I liked how the druids had it and disliked how the mages where. Even the empowering oneself and others, that's maybe a belief thing maybe it doesn't really happen, I just left it there so when the MA Plugin comes out you can have something, we discussed turning into spiritual wolfs etc but I did not include that here, this is more what it is now rather when the MA plugin comes out.)

 

(Also if I forgot something Ned Lud is around he can fix and edit anything here, any questions ask Austin and he can tell me and il tell him to answer.)

 

(So truly Farseers, do not need any magic at all, they are the same as Red Indian shamans, its more of belief to me, any magical powers that are wanted to be added here, can be added by two people Ned Lud and Austin as I see it they are the only two that know about Farseers, of-course I mean that for the MA Plugin if it ever happens.)

 

 

Witch Doctor: By VonAulus

 

Witchdoctors use the raw power of the spirits to make hexes, curses and potions. They are the more common healers in the orcish culture, using their concoctions to cure diseases and other ailments. They gather odd ingredients and charms from places all around the land of Anthos, using them in their highly barbaric rituals to tap into the Immortal spirits.

 

Spirits

 

Witchdoctors utilize the spirits in a chaotic fashion. They operate by channeling the raw will of the spirits, and they are unique in that they don't necessarily align with a single spirit type, rather with the general ritualistic fashion of channeling any given spirit -- whether it be elemental, Immortal or otherwise. Through their rituals they can channel blessings, hexes, or even create magical potions by channeling the spirit's raw will.

 

Unlike his Elementalist or Farseer brothers, the Witchdoctor will use his rituals to send a message to all realms of the spiritual plane, calling only for a spirit to answer and channel their will into the ritual. Some spirits (like a spirit of Fire, for instance), might be attracted by the Fire Flower, or the Blazing Fern when a Witchdoctor throws it into the ritual. Other spirits, like the Immortal Spirit of Lust, might be attracted by a rose and the feather of a dove.

 

Note that the Elemental and Immortal spirits may be summoned in very similar ways. An apprentice Witchdoctor who chants in the wrong way at the slightest, or uses the smallest inkling of wrong ingredient might get an entirely different spirit than intended.

Below, the spirits have been given preference to what they like to be summoned with, and their usual raw power.

 

Elementals:

A witchdoctor does not rely on any one spirit, but try to attract a type of spirit. As they grow in experience, they have more of a chance of getting the intended spirits power. Ritual and luck have a large impact on the outcome of the spell or concotion.

 

Fire: Attracted by bright, spicy herbs such as the Fire Flower or Blazing Fern, as well as simple charms such as ancient ashes, Nethermane hides, or light amounts of oil.

Preferred Ritual: Primal, guttural chants and barbaric dances involving several people.

Raw Power: Destruction, pain, and revenge.

 

Water: Attracted by cool, settled herbs such as sweet assortments of berries or a sliver of seaweed, as well as simple charms such as the scales of a large fish, the carapace of a giant crab, or sand taken from the lowest part of a body of water.

Preferred Ritual: Slow, easy chants, and a calming demeanor to the overall ritual itself.

Raw Power: Health, life, and well-being.

 

Earth: Attracted by hard, bitter herbs such as Earthroot or Cactus green, as well as simple charms such as the skin of a flesh worm, the moss from an embedded rock, or a thistle from a spined feasel.

Preferred Ritual: Long, drawn out rituals with constant rhythmic chanting, sometimes accompanied with drum beats.

Raw Power: Stillness and endurance.

 

Wind: Attracted by light, sour herbs such as daisies or the leaves from an oak tree, as well as simple charms such as a hawk’s feather, bottled odors, or sometimes nothing at all.

Preferred Ritual: Emotionless, always-changing chants. One moment may be deep, groaning calls while the next may be happy, honorable singing.

Raw Power: Euphoria, speed, and luck.

 

Immortal Spirits:

The Hunt: Attracted by only the most ornate of animal parts. The Immortal of the Hunt has been summoned with the pincer of a Skaddernack, the heart of a feral wolf, and the toe of a troll in the past -- such is the quality needed to call the will of this Greater spirit.

Preferred Ritual: Countless repetition of ancient Orc hunting songs, the sacrifice of livestock, and the uttering of “Glazug Votar” during peak moments in the ritual.

Raw Power:

 

War, Bloodlust or Bloodshed: Attracted by bright, vibrant herbs much like the ones used to summon the Fire spirit -- these may include the Fire Flower and Blazing Fern, as well as other herbs like the Gijaklul. Charms such as the head of a famed warrior, a drop of sacrificial blood, or shavings of rust from an ancient war axe have also been used.

Preferred Ritual: This ritual much resembles that of the Fire ritual, although the sacrifice of a live prisoner or slave will increase your chances of calling the spirit greatly.

Honor: Attracting the spirit of honor has been done rarely, for they watch their callers with sharp eyes. If the Witchdoctor is dishonorable, their ritual may even backfire on them. No charms or ingredients are needed, although the ritual may be very complex.

Preferred Ritual: In the past, the few lucky Witchdoctors that were able to summon the Immortal of Honor involved the ancient hand-me-downs of their clans, such as tribal heirlooms, ornate weapons, and the ashes of the firstborn in their clan. One must show strength and restraint at the same time, making the task of calling quite difficult.

 

Fertility or Lust: Attracted with herbs such as a rose in full bloom, or sometimes even with a Fire Flower. The feather of a dove, tooth of a cub, and a single stolen hair from the Clanmother have all been used as charms of calling.

Preferred Ritual: Long, harmonic melodies have been sung to evoke the Immortal of Fertility, rarely involving any actual chanting at all. It is quite similar to the Water ritual.

 

Anger or Revenge: Attracted by the same herbs and charms as the Fire spirit, although some Witchdoctors will mix the concoction much more violently.

Preferred Ritual: Again, quite similar to the Fire spirit, but with a much darker, sinister undertone. The Immortal of Anger will most certainly answer the call when a Whitewash is sacrificed.

[Possibly adding Ancestral spirits here.]

An apprentice Witchdoctor would have a very hard time summoning some of the Greater Immortal spirits, because of the rarity of the charms and the advanced needs of the ritual.

 

Rituals

The Witchdoctor can start a ritual in several ways. Here are the different ways that a witchdoctor can convey the will of the spirits:

 

Tonics, Potions and Elixirs: When a witchdoctor needs a handy-dandy bottle of spirit jam on the go, they can always come to a tonic, potion or elixir. These are literally bottled up spirit power, which is stored when the witchdoctor siphons the power of the summoned spirit into the jar or bottle. They are identical to a blessing or hex, but differ in the fact that they can be drunk and can be saved to use at any time.

A tonic is the term for a concoction that will heal you, while an elixir and potion can mean anything from something that will make you sneeze to something that will make you bleed from your eyeballs.

 

Blessings: Unlike their Farseer brothers, who use blessings during battle to improve the strength of their allies, a witchdoctor uses the power of the spirits to heal wounds and cure ailments. Whether it be a broken arm or Bo’dank, the witchdoctor can fix it.

Usually, they use a voodoo doll to pinpoint the location where the sick or wounded has a problem, then they undergo the ritual to fix it.

 

Curses and Hexes: Sometimes, the witchdoctor will convey the spirits will in a darker way. By involving the use of a voodoo doll, this shaman can curse them with the power of the spirit.

A curse made from a fire spirit might cause the victim to experience a burning sensation around their body, while a curse from the War spirit might make the victim blunder and stagger with their weapon.

 

The only problem is, being that they are channeling the raw will, they have minimal control over the outcome of the spells. A blessing will always be a blessing, a hex always a hex, so on and so forth -- but in the case of most Witchdoctors, that blessing, hex, tonic or potion could literally be anything.

It could be a successful blessing that mends the target’s wounds, or it could be something relatively useless, like a hex that causes someone to sneeze periodically for a day or two. It all depends on which given spirit ended up chiming in, and what they decided was the best course of action for the particular subject. Since there are so many different spirits and each with their own opinion on the matter at hand, it is next to impossible to predict what the outcome will be for someone just beginning in the arts.

 

As the witchdoctor grows in experience, however, and begins to understand what spirits are attracted to what types of rituals and charms, they will better be able to make the correct potions, hexes, tonics, and blessings that the situation calls for.

 

Combat

The witchdoctor himself can not directly use his powers in a hand to hand combat role because it requires ritual chanting and is very specific for certain circumstances. It would be near impossible to brew an elixir in the middle of the siege on an enemy castle. What a witchdoctor can contribute is morale by making the other orcs think they have been blessed by certain spirits. Whether any actual connection was made, it matters not. They make sure that all the orcs are cured of combat affecting illness and all ill will from spirits have been cleared from soldiers.

 

They can also heal wounds using pre-made potions and basic combat medicine. They may pretreat bandages with healing salves and ointments to help with healing. An advanced witchdoctor may create potions to cause damage to enemy forces when chucked at them. Whether is just be smelly chemical reactions or fire exploding from the bottle, damage may or may not be caused. If one was brewed wrong, the opponents may end up smelling like flowers instead of the death by explosion. As with most other things involving witchdoctor magic, things are unpredictable.

 

 

Lutauman: By: Suika

 

Definitions:

 

Ancestral Spirit:

A dead person; a spirit that has severed connection with it’s mortal body and transcended to the ancestral plane.

 

Ancestral Plane:

A place wherein ancestral spirits reside. Not to be confused with the Immortal Spirit plane which is a completely different place for a different type of spirit.

Lutauman:

A person who is able to contact ancestral spirits (dead people).

Blessing:

A spirit may bestow a blessing upon a Lutauman. The most common blessing is that of strength, which allows a Lutauman to be temporarily stronger than normal. Blessings can bestow strength, agility, dexterity, etcetera.

 

What does a Lutauman do?

 

A Lutauman can contact ancestral spirits (dead people)

 

How does a Lutauman do that?

 

A Lutauman can contact ancestral spirits by doing ritualistic and/or traditional practices and movements such as burning incense, cactus green, or other plants and objects. The reason for burning is that it helps disconnect the Lutauman’s mind from the world around him and allows him to easier propel his mind into the ancestral plan. The use of objects that were familiar to the ancestral spirit before it was an ancestral spirit can be helpful. Some Lutauman find that going to the place of the mortal death of the spirit, or to the body’s grave can also assist. It varies for each spirit.

 

The Lutauman expends mana to project his mind unto the ancestral plane. If the Lutauman is bound by rope or any other type of restricting binding, he will not be able to expend this mana. Great focus on releasing one’s conscious from the mortal plane is necessary.

 

What might a Lutauman find in the ancestral plane?

 

The ancestral plane is not a plane in which one is either inside of completely, or not in at all. It is rather a plane that one propels his consciousness deeper and deeper, while still maintaining somewhat of a connection to the mortal plane. However, the consciousness is bound to the mortal plane, so staying in the ancestral plane for excessive periods of time is difficult and thus requires excessive  levels of mana to be expended. At lower levels of Lutaumanship, a novice might not even be aware that his or her mind had transcended into the ancestral plane, but he or she may be aware, if a spirit was contacted,  of extra and foreign information received. The Lutauman might also notice that mana was used.

 

The Lutauman may be able to contact spirits while in the ancestral plane, but only if the spirit chooses to be contacted. The spirits are a fickle bunch. They may not choose to be contacted at first, but then be contacted later; they may also choose to be contacted at first but then not be contacted later.

 

The clarity of information received from a spirit is on a spectrum. The more recent a spirit transcended into the ancestral plane (if its body died recently), the easier and more clear the information a spirit may choose to divulge is. If the spirit’s body died a long time ago, it may be increasingly difficult to contact the spirit, and may take more amounts of mana to propel the Lutauman’s mind deeper into the ancestral plane to find it. Furthermore, due to being so deep in the ancestral plane, messages may be foggier, sound muffled, and be, in general, esoteric and hard to understand. The spirit may no longer communicate in ways that are understandable.

 

Blessings:

 

A Lutauman may ask a spirit for a blessing in times of combat. NoviceLutauman generally have little to no chance of receiving a blessing, unless the spirit greatly desires such blessing to occur and the novice has a good sized mana pool to spend. Blessings bestowed upon the Lutauman have, in the past, aided Lutauman in combat, but such blessings only last for a limited amount of time. A Lutauman may choose to keep his blessing for as long as his mana will permit. Upon his blessing ending, he is as weak as any other, perhaps weaker due to his mana drainage and toll on his mind.

 

While a spirit is being contacted and mana is being expended, the air around the Lutauman may slightly deaden and chill. Depending on the spirit being contacted, the air may even take on a strange taste. As a blessing is bestowed, the Lutauman may faintly show, for example, a red aura, signifying the bestowal of strength. As the blessing is received, the air may heat up if the blessing is of strength.

 

History:

 

According to what is known, the Orcs claim this magic to be a part of Orc Shamanism. The Orcish ancestral spirits have thus defended this tradition by notifying Orc Lutauman of the existence of non-orc Lutauman so that the non-orc Lutauman could be either accepted into Orc society or destroyed, more commonly destroyed than accepted. Lutauman that were not above novice level, however, were usually left undetected/considered not important enough to seek out.

 

 

Elementalist: By Kraal

 

What is an elementalist?

 

 An elementalist is a Shaman in which makes pacts/bonds with elemental spirits in agreement to borrow their powers in certain scenarios. This pact would consist of a deal the elementalist has to do for the spirit (ie, bathing every morning for the water spirit), in return the spirit will grant you its name which can be used by the Shaman to call upon the spirit and use its powers.

 Though an elementalist must be cautious who he tells the spirit’s name to, dark shamans can use the name and force the spirit against its will to do the Dark Shaman’s desires. The spirit’s name must stay private to the Shaman to prevent these incidents.

 

What elements are there?

 

 There are billions of elements, whatever Krug touched is an element (ie, touched fire). The most known elements are fire, water, wind, and earth. More complex elements would be storm and metal. Greater elements are illegal to RP, but they are life, death, time, space, light, and dark. None of these elemnts can be conjured, unlike void magic, elementalism is purely altering said element, you can neither add or subtract that of a substance, only alter what is present.

 

Elementalists and the elemental plane,

 

 Elementalists have to lose consciousness to be able to contact the elemental plane. There are multiple ways to do this, example, smoking a large abundance of cactus green to get a dense high. The elementalist, if successful, would connect to this plane, and he will be able to wander through it.

 On his adventures he’d meet many elemental spirits (there can be multiple spirits of one element). The elementalist would have the choice to communicate with elemental spirits, and he would have the ability to question them for their name.

 Most spirits are picky with who they choose, they are more secretive to give away their name from past experiences with dark shamans. Spirits have their own personality, though they’d try and make a pact with the shaman if persuaded by his presentation.

 

Elementalists and altering elements,

 

 As most Orcs know, elementalists have the power to alter elements at their (supposed) will. Though an elementalist has to call his spirit to his presence, which he does through chanting the spirit’s name. Over an allotted time the spirit would respond to his caller’s call, coming to his presence as he alters his labeled element for said task.

 

 Most elementalists though are also very discreet when to call on their spirit, speaking the spirits name is always a risk. The name of the spirit in the wrong hands can lead to the spirit being forced against his will whenever one speaks its name.

 

History,

 

 After Krug, the father of Orcs came into existence, his touch, sight, smell, and hearing would all come to the creation of the modern world. For this, elements were created, billions upon billions being seen every day. Krug’s first generation of children were the first to discover the realm.

 Dom, Krug’s daughter began connecting to the spirit realm, finding mind blowing discoveries as she was guided by the spirits further down the path of shamanism. Since her lifetime, shamanism has been the core of Orcish culture.

 

 Years passed, another generation of shamans coming, Lex’Lur being born. An elementalist, he discovered forty-two elements which haven’t been discovered since Dom’s time. Lex would constantly, on a daily basis come in contact with the spirit realm. His teachings were passed onto many students. Though after the old Dwarf’s disappearance, his knowledge began to wither away as generations passed.

 The elements became more limited as teachers of teachers would begin to learn less knowledge. The elements were lost, six known ones remaining in the minds of the remaining children of Krug. Most elementalists have been taught of more than six, though none have came into contact with one.

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FIRST

 

Very nice job on writing this up too. Long awaited, though worth the wait I'll say as well.

 

 

  I only wrote up the Elemental part :vD Most of the credit goes to all four of us for writing this up

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  I only wrote up the Elemental part :vD Most of the credit goes to all four of us for writing this up

 

Never said anyone in specific. Was more aimed towards everyone who had their part in writting this up. Thanks again. :P

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I will note, just in case you are unaware, Farseer is not a functioning magic type as it still is not lore-approved.

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Question? Is Farseer still not approved? Like it's been rp'd for a year or two now by a lot of people.

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