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Bloodsmithing


Aesopian
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Blood Smithing

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No current blood magic ritual exists to support fleshsmithing, hence the creation of this minor lore piece.

 

Blood smithing is a ritual created through the union of blood mages and flesh smiths, either necromancers or dark shamans. It is an improvement on existing flesh smithing rituals.

 

Much like traditional flesh smithing, blood smithing allows an individual to redesign the physiology of another. A flesh smith can attach a limb of their own twisted creation to a host body, and in the cases of particularly skilled practitioners, even organs such as additional eyes and ears can be embedded in the body. With the assistance of blood magic, the flexibility and precision of their work is improved.

 

The mastery of blood and genus blood mages possess allow them to impede the responses that make grafting alien tissues into organisms impossible, and furthermore, make it easier to force a soul to return to these organisms once this happens. Their deft control over the healing process makes them skilled at ensuring organisms which have been flesh-smithed are able to incorporate new additions into their physiology and make sure those additions are functional.

 

In summary, blood mages are altering the blood of the host organism to support better better flesh smithing. If the changes are particularly vast, they may need to continue their work following completion of the initial smithing procedure.

 

Otherwise, the procedure is identical to traditional flesh smithing. In order to illustrate specific changes to redlines of fleshsmithing, I have included the normal redlines to flesh smithing below, and I have included the modifications to these red lines that take place in blood smithing in red. Those which do not have red text following them remain the same, even in the case of blood-magic augmentation.

 

Blood Smithing

*Requires (At the least) a second tier Ish'Urkal who has consumed a minor spirit with Dark Shamanism. Or, requires a tier 3 Necromancer with Necromancy.

 

*Fleshsmithed creatures may use magic if they were originally able to do so.

 

*Limbs and generally fleshy parts must be of the same type of creature as the owner of the body (i.e. an orcish arm being attached a halfling will do, but a dog's leg won't). => You can attach tissues and structures belonging to any species, but due to the nature of the fleshsmithing process, features which are not structure or motor based are lost.

 

*Requires ooc, but not in character, permission. Should there be no consent, the soul will drift off instead of returning to the body, and they’ll die (No PK).

 

*The addition can be either numbed or in constant pain- The Ish'Urkal has the choice over this. => The addition may also have slight sensation.

 

*Clerical or Alchemical healing to restore the old limb is impossible. However, they can both aid in reducing the pain, repairing numbed nerves and making the limb more practical. => Following around two elvish months of healing (can be less or more depending on the extent of the change), the limb will have relatively normal functionality, and this can be accelerated with clerical or alchemical healing.

 

*If it’s an arm or a leg, note that it wouldn’t function perfectly. For the most experienced, a  slight limp would be present, and for the least well versed it would be no better than a wooden attachment. => This limp can be lost over time.

 

*No fine motor skills with grasping appendages, though swinging a mace or hammer is easy enough. => If the limb or structure is designed for it, fine motor skills can be acquired.

 

*Eyes and ears can function up to a point. They will always only be able to perceive poorly, with eyes having at best very blurred vision and ears at maximum having very muffled hearing. Furthermore, eyes cannot function at all if the vision they provide is in directions that are too different from the norm. Ergo eyes in the back of one’s head are strictly for appearances only. => Eyes, ears, and other sense organs may come to function normally, after a long enough time is spent acclimating.

 

*Ish'Urkals can’t perform flesh smithing on themselves or other Ish'Urkals.

 

*The victim will always become subservient to the Ish'Urkal, with no exceptions. Additionally, they have a high chance of attracting a spirit of mental instability to themselves. => The victim becomes subservient to those performing the ritual in equal parts. If there is a disagreement, they get to choose. If a blood mage was the person smithed, they may refuse the Ish’Urkal, but their powers will be drained (as one level) for the next 24 IRL hours.

 

*Necromancers cannot perform fleshsmithing upon the living, only the dead or undead.

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Looks like fun! Nothing says good times like crazy, multi-armed, scaly spooks! +1

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I like it - 

 

only that it already exists ¯\_(ツ)_/¯

 

 

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I support this as the current dark shaman leader.

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41 minutes ago, Hedgehug said:

I like it - 

 

only that it already exists ¯\_(ツ)_/¯

 

 

 

Despite its name, this has nothing to do with actual metal forging.

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How about instead of non orcs screwing with shamanism, we just get shamanism back first. 

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How is this different to flesh smithing, dark shamanism, or blood magic?

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18 hours ago, L0rdB0rd said:

How about instead of non orcs screwing with shamanism, we just get shamanism back first. 

 

You can already perform blood magic augmented Dark Shamanism, this just provides guidelines for the one thing which has a big enough impact on individual characters that it might be worth writing down.

 

18 hours ago, Sky said:

How is this different to flesh smithing, dark shamanism, or blood magic?

 

See the red lines for differences compared to standard flesh smithing.

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This lore is pending further discussion amongst the team, please check your PMs.

 

Edit: Denied as there is a new version of dark shamanism.

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