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HedgeHug

[OOC] : Shamanism Roleplay "Guide"

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A "guide" on roleplaying shamanism

Various subtypes and situations, as written by Hedgehug

 



 

I sat contemplating on a bus-trip on my way home from a long day of school to write something for LotC again. From time to time I get little ideas of roleplay that would be fun or perhaps reminisce older roleplay.

 

Shamanism is an interesting magic, interesting as it is elaborate. Were it not for the Codex, there would be a lot of unclarity about the subtypes and what the actual word for word capabilities of shamans are. However, as it is inherit with this magic, much is left to the individual interpretation. It is thus that I write this thread tackling some roleplaying ideas for shamanism. I will mainly be taking on subtypes that I’ve mastered myself, instead of writing on how something I don’t roleplay should be roleplaying (because that would just be absurd).

 

Elementalism:

The elemental pact is an interesting piece of lore that dates back quite a bit. Though the lore is written it leaves much up to the individual interpretation and so various people roleplay it in various ways. I personally see it as follows:

When one finds themselves in need of their pacted elemental spirit, they will call them from the elemental plane and summon them within themselves. What occurs is that the spirit enters the mortal realm through a tether created by the chanting shaman. The spirit and the shaman take up the same space at the same time, moving and speaking in unison like a coordinated choreography.


Because of this ‘joining of force’ I like to implement speech from the spirits side into the mix. Often I’ll emote (after about 2 previous emotes of chanting and actually summoning the spirit -assuming at this point the spirit would’ve arrived and taken its place within the shaman) the spirits voice mixing in with the chanting. 2 voices chant the same verse at the same time. One orcish (or… elven if you’re like that) and one spirit. Often I use the phrase that a “Daemonic duality” can be found in Shagaraths chanting voice.

 

After summoning, the choreography continues. Various chants from the shaman let the elemental know what he wishes to do. Throw a boulder, spit fire or lay waste to a house - the spirit must vocally be made aware of how the two entities will start physically moving their matter of choice. The stronger the connection, the less time is needed for the spirit to understand their bound shamans wishes. The stronger the bond between shaman and spirit, the more they are capable of.

 

Consider the following rp-example of Shagarath calling upon his pacted Elemental of Earth:

h-n7WqW2IIcvQ8W2CB6E09ZSld3nmW0zdHU5e-ZbulDhc7zfgp4pNFtBc0BCIzrnuCluib18KSkf7p5FU-c9fHH5hcKxDwjWJWq3orV3KB7ncH7gLdbe3ScMkuvwiLSml4z-3y6u

Simple focus and summoning emotes, followed by a phrase in Old Blah:

“Etos, spirit of earth. My ally from the other side. Shagarath calls for thy aid.”
 

After repeating that same chant for a few times, the spirit will be summoned and enter the mortal plane.

B1HaPveh9ApVd5rK5SIg1gXszznIGQdAn4CzwyC4g93aCc6WfjUdJ7zmankMsEvX8DVtroc1jG030Oi_WgkqflvnCSs7BA2np_qDRtWmgnwPhoYNyP7MiQ8IqXNedoBbpG7AaYLz

 

At this point the spirit is summoned fully and the Shaman is ready to cast. Note that casting elemental shamanism will take more time to charge up than say elemental evocation - though what results is a more reliable, powerful, potent and non-wearing connection to the spirit. The shaman may cast as many casts during a single combat instance without getting tired or wearing off to the point that they have to stop. This is however, assuming there are no major distractions that break the bond.

 

One such action is acted out here:

PV8iVCuwS8K-WqMV5vjzyG2UOjiJhta-OOqQ2zfxaKu5n31N942aeI1gdT8YQRWh4QzA2FmDNdZEH1iFP6EVvrhQiByVqDY-0KRwRjCYUcM-Q67hc3IZ-wIBXcykelJq8JhBScMm

Witchdoctory:

The art of Wicked Witchery is a more complex and versatile tool for a shaman to have. It can be considered more utilitarian as it has offensive, torture and healing abilities.

 

Offensive:

 

A fun example I recently thought of was clever usage of Veist, Spirit of Illusions and Trickery. Through chanting and summoning this spirit, a shaman can successfully corrupt the mind of his or her foe with Veist’s trickery and disorient them. One of many possible effects that “Disorientation through Trickery or Illusions” might be is double or even triple vision. Especially to creatures or low-intelligence foes overall, appearing as more than you are can easily scare them off. One elder shaman is a prey, 5 elder shamans is a pack and so: danger.

 

Torture:

 

I doubt that I have to go in depth with this … Voodoo Dolls are described in depth in the Codex already and on top of that “Hexing” makes up 80% of a Witch Doctors work. The only thing I can say here is: be creative and keep the rp fun for the victim as well. On top of hexing creatures or so - consider land-based curses. Also described in the codex (Though we don’t want another orgon, pls no)

 

Healing:

 

Before you shout “what the ****, this was shamanism right?” - by healing I imply our so called ironic blessings. It’s essentially a curse that has both positive and negative effects. Examples would be a cut off tongue. What’s there to do? Well using Witchdoctory it can be healed back - though with the ironic blessing that the ‘victim’ can only speak gibberish, speak the opposite of what they mean or speak inverted.

 

Lutaumancy:

Lutaumancy was my first and will always be my most treasured shamanic subtype. Though it’s potential from a ‘power’ or strength point of view it may lack behind other if not most LotC magic - it’s the social potential it has that works so greatly. Lutaumancy to me is 90% social with 10% combative potential that’s rarely used due to better alternatives being present.

 

One thing I’d like to say regarding this magic that isn’t in the codex is a Lutaumans relation with the concept and the spirit of Death: Kor. It’s a feature my character Shagarath has that not many know about: his lack of fear for it.

 

When an orc dies (or any spirit-worshipping creature or descendant) they will venture to the Stargush’Stroh where Kor awaits them at the Mortal Gates, the entry into the afterlife.

A lutauman ventures here often, passing either through the gate, or waiting at this very gate to guide friends or family through it and into the afterlife. These shamans can see heaven, but are not to stay there lest they die too. This comes paired with interactions and even conversation with Kor, Spirit of the Dead.

 

A little piece of rhymery I wrote for roleplay pages depicts this situation:

 

~

Many travels have Occurred

The spirit lifted, vision Blurred

Shall come upon on the Shaman Mind,

A thought of quite a different Kind

 

The Lonely Wanderer, aged and Scarred,

Ideas conflicted, true by Heart

Shall find himself in between Planes,

And in due time, find wrists in Chains

 

To visit heaven, sighting Beauty,

Enchanted by its Spell

But forced back down, fulfill his duty

Making it but Hell

 

~

Shagaraths relation with Kor over the years has lead him to have no fear for death or dying. He ‘knows’ (though obviously this is a falsity, as this is never for certain) his death will not be permanent, knowing Kor has their plans for him. This could lead to his zealotry reaching suicidal levels.

 

So any Lutauman, or player of one - perhaps a piece of guidance or a question you’d like to ask yourself is:

“In what way shape or form does my Lutauman’s relation with Kor and the concept of Death itself affect his mindset on that topic - and how is this reflected in his actions?”

 

I’ll leave you with a list of written roleplay on shamanism. It’s about 100+ pages of google docs so jeah… have that. May it inspire you to roleplay Shamanism in a fun way, or even in a way you haven’t yet discovered.


 

Yar

https://www.lordofthecraft.net/forums/topic/143433-~-the-first-voyage-~/

Drelthok

https://www.lordofthecraft.net/forums/topic/146013-~-down-the-rabbit-hole-~/

Arwa

https://www.lordofthecraft.net/forums/topic/146132-~-through-the-fields-~/

Izus

https://www.lordofthecraft.net/forums/topic/146226-~-a-goodnight-kiss-~/

Xaakt

https://www.lordofthecraft.net/forums/topic/151543-xaakt-spirit-of-rebellion/

Orgon (1)

https://www.lordofthecraft.net/forums/topic/151749-haunting/

Orgon (2)

https://www.lordofthecraft.net/forums/topic/151983-retribution/

Etos (elementalism)

https://www.lordofthecraft.net/forums/topic/153057-of-stone-bonds-and-monoliths

Luara (ft. Criala & Dakir)

https://www.lordofthecraft.net/forums/topic/153258-adorable-innocence/

Laklul

https://www.lordofthecraft.net/forums/topic/165018-abominable-me/

Phaedrus (1)

https://www.lordofthecraft.net/forums/topic/145165-his-last-words-or-not/

Phaedrus (2)

https://www.lordofthecraft.net/forums/topic/150953-~-there-and-back-again-~/

Muyakelg Creation

https://www.lordofthecraft.net/forums/topic/149170-creation-of-an-abomination/

The Unison

https://www.lordofthecraft.net/forums/topic/151424-unison/

Vorgo (1)

https://www.lordofthecraft.net/forums/topic/151665-~-the-war-part-1-preparations-~/

Vorgo (2)

https://www.lordofthecraft.net/forums/topic/151666-~-the-war-part-2-a-painful-truth-~/

Cursing some Helf

https://www.lordofthecraft.net/forums/topic/151825-nightly-terrors-of-an-aheral/

Apohets Vision (fiction)

https://www.lordofthecraft.net/forums/topic/152699-apohets-vision

Shagaraths return

https://www.lordofthecraft.net/forums/topic/160687-returned-i-am/

Lunar Convergence (1)

https://www.lordofthecraft.net/forums/topic/157504-lunar-convergence/

Lunar Convergence (2)

https://www.lordofthecraft.net/forums/topic/160551-lunar-convergence-ii/

Vorgo (3)

https://www.lordofthecraft.net/forums/topic/164893-presence-of-the-past/

 

 

stargush.gif

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Going to go ahead and get it out of the way. It's impossible to read the text without high lighting it fam.

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Amazing guide, Shamanism is what every Magic should aspire to be. But fr though, font change to white would be a godsend.

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Remember folks, Shamanism is a religion of peace.

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5 hours ago, HedgeHug said:

At this point the spirit is summoned fully and the Shaman is ready to cast. Note that casting elemental shamanism will take more time to charge up than say elemental evocation - though what results is a more reliable, powerful, potent and non-wearing connection to the spirit. The shaman may cast as many casts during a single combat instance without getting tired or wearing off to the point that they have to stop. This is however, assuming there are no major distractions that break the bond.

 

Hey, I've just checked the elementalism part and I noticed that never getting exhausted is wrong and can easily be used to powergame as you're constantly channeling the spirit's power. Or else I could just stand still and flick boulders around like they're pebbles and not even get exhausted by it. Its sort of like druidism; the trees are there and you can magically grow trees out of the ground or roots from a desert, but to do this, you're supposedly using your own mana to connect with the tree spirit things that do druidism (aspects) and channel it. If channeling the entity's power didn't get you exhausted, it'd be even more powergame-ish than what it already is.

 

Also, you forgot to mention that elementalists can only control the present elements that are within eyesight or that the orc has a perception of where the thing that is being manipulated is exactly at, so lets say, if there's no fire, you can't really use fire shamanism.

5 hours ago, HedgeHug said:

A fun example I recently thought of was clever usage of Veist, Spirit of Illusions and Trickery. Through chanting and summoning this spirit, a shaman can successfully corrupt the mind of his or her foe with Veist’s trickery and disorient them.

 

The main idea of witch doctors is that it's not a combat magic, so, logically, it shouldn't be used for combat, specially since you need blood or hair or something to curse someone as far as I know, and the same thing can't be used twice; but if willing to, @Catarrh can expand on this subject because he's a smart guy

 

5 hours ago, HedgeHug said:

Shagaraths relation with Kor over the years has lead him to have no fear for death or dying. He ‘knows’ (though obviously this is a falsity, as this is never for certain) his death will not be permanent, knowing Kor has their plans for him. This could lead to his zealotry reaching suicidal levels.

 

Also, a general thought, but does this make Shagarath immortal or is it just an assumption that he makes?

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4 minutes ago, Man of Respect said:

The main idea of witch doctors is that it's not a combat magic, so, logically, it shouldn't be used for combat, specially since you need blood or hair or something to curse someone as far as I know, and the same thing can't be used twice; but if willing to, @Catarrh can expand on this subject because he's a smart guy

To be brief, it's not combat magic. Actually making the magic happen usually requires too much rigmarole and concentration to be useful in a fight. It's easy enough to screw up when someone's not swinging a sword at you. Though, a witch doctor could make a hexed potion ahead of time, and just carry it around in case of a fight I believe.

Edited by Catarrh

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