Jump to content

[✓] [Magic Lore] Lutauman


Bardmancer
 Share

Recommended Posts

Lutaumancy

Definitions:

Ancestral Spirit:

A dead spirit worshipper; a spirit that has severed connection with its mortal body and transcended to the Ancestral Plane.

Ancestral Plane:

A place where ancestral spirits live. 

Lutauman:

A shaman who is able to connect to the Ancestral Plane and contact Ancestral Spirits.

 

Background

 

The Lutaumen are shaman priests that have been taught the ways of the ancestors, the first one able to do such being Krug. These shamans are gifted with the ability to spirit walk in between the mortal plane and the ancestral plane where they may commune with the ancestors. 

 

If the shaman wishes to bring other descendants with him he may do so with some limitations, making Lutaumen able to reunite lovers, family or friends in the afterlife that is the Stargush’Stroh. The Lutauman are the most priest-like and socially focused of all Shamanic Arts.


 

Magic Explanation

 

Lutaumancy is a sub-type of the deific magic Shamanism. It focuses on connection to the home of Ancestral Spirits, the Stargush’Stroh. For a shaman to begin the teachings of a Lutauman they must first find a teacher who will teach them Old Blah in order to commune with the Ancestral Spirits properly. Learning the language of the spirits is the first step in becoming a Lutauman, as to travel to the Stargush’Stroh requires the shaman to call out to the spirits in their own tongue.

 

Lutaumancy is a feat, and requires a teacher. It follows all other rules of shamanism. 

Abilities

Spirit Walking to Ancestral Planes

The very foundation of shamanism itself is the ability to access the spiritual plane. For the Lutauman this would be one of two ancestral planes. In order to successfully travel there safely, alone or with company, three things are required:

 

  • A state of meditation, often achieved with the help of herbs.

  • Comprehension of Old Blah to create a chant.

  • The ability to release one’s own soul, done in combination with a strong tether that links directly to the ancestor they wish to visit.

 

Once all three components are accounted for, a spirit walk can commence. First the shaman must enter a state of trance, often done with the help of herbs and other drugs. Music can be made and songs can be sung until the mind is made empty. Second comes the chanting, addressing Kor or even Krug himself. This chant is meant as a way to ask for permission to enter the realm, and to act as a rough guide in locating the spirit the shaman seeks the presence of. Lastly the shaman must be capable of releasing their own soul to let it find its way to the ancestral plane. Lower tiered shamans may find this troublesome and will seek out the help of more experienced shaman. The use of a tether is mandatory to seek out a specific spirit.

 

Whilst their soul is in the ancestral plane, it’s tethered into the mortal body through a mana anchor. The body remains in the mortal realm where it lies motionless as if asleep. 

 

Redlines:

General redlines for spirit walking apply. For lesser spirits or ‘pleasure’ walks one can RP the spirits. For greater spirits and requests / bargains with spirits there must be an ET or LT member representing the spirit.

  • If the body of a spirit-walking shaman and/or traveler is killed during their walk, the shaman and/or traveller’s 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 with a costly bargain.

 

Kor’s Blessing

Kor is a strange spirit, in the sense that as well as existing within his Immortal Realm, he also exists just outside of the gates of the Stargush’Stroh and acts as a ‘gatekeeper’, deeming who is worthy to enter the Ancestral Realm from the soulstream that passes just outside. Due to this, Lutauman’s can also call upon a blessing of Kor when they are experienced enough even though he is an Immortal Spirit.

 

Summoning the blessing of Kor is similar to the summoning of any Greater Ancestral spirit yet the effects are certainly different. Upon the shaman summoning the blessing of Kor inside of themselves they would be attracted to any ghosts that inhabited an 8 block radius around them and would be able to pinpoint them out if allowed to fully manifest Kor’s blessing. Upon location of a ghost, the shaman is then able to ‘purge’ the ghost back to the soulstream. Kor uses the shaman as a conduit to do this.

 

The ghost would feel an unnatural pull towards the shaman, getting stronger the closer they got to the shaman and eventually would be pulled in through the shaman’s open eyes and mouth into them; almost as if they had eaten the ghost. 

 

Requires five emotes to charge up. After this, a single ghost may be eaten over the course of two emotes.

 

[emote 1+2] : Self-meditation and focus of the mind.

[emote 3+4] : the chant directed towards the Ancestral spirit.

[emote 5] : receiving the boons from the Ancestral spirit whilst repeating the chant.

(at lower tiers there’s a chance of failure to receive boons. 50% at T3, 25% at T4 and 10% at T5.)


 

Redlines:

  • To call upon the blessing of Kor takes time. During the time before the shaman has fully summoned Kor within himself the ghost is free to do as they wish.

    • If the ghost attempts to interrupt the shaman whilst they are calling upon the blessing, you must roleplay such appropriately. For example, you would be unable to maintain concentration to summon Kor if you were stabbed.

  • You can only attempt to purge one ghost at a time. If there are multiple ghosts around you, you will only be able to send one back to the soulstream at once.

  • After calling and using this blessing the shaman will feel extremely fatigued, as they acted as a conduit to the Ancestral Realm as well as hosted a spirit’s power inside of them.

  • The ghost will not instantly be purged and it will require a few emotes of casting the ghost being sucked into the shaman for the ghost to be fully purged.

  • This ability does not make a shaman able to use any other spells from Kor. This ability is not to be interpreted as the shaman using the power of Kor. Kor is simply doing his job as gatekeeper, and the shaman is the tool he uses to do it.

 

 

Soul Resonance 

 

Soul Resonance is both a mid and late feat of Lutaumancy. It occurs when a Lutauman connects their soul to the desired Ancestor they wish to commune with. In the same manner as if the shaman were to attempt a Spirit Walk to said particular Ancestor. But rather than fully committing one's soul into Stargush’Stroh the two souls instead open a “channel” so to speak. Through this channel the shaman and the Ancestor work together to display auditory and visual representations of the Ancestor’s memories with the assistance of the shaman’s aura. Focusing and swirling one’s aura into a controlled point, they can cause enough vibrations and distortion to allow the manifestation of the memory into its desired form.

 

Auditory Soul Resonance - T3 - The easier of the two to attempt, an auditory resonance merely offers those in the area present to the soul resonance sounds of the mind that the shaman asks of the Ancestor. For example a lutuaman that channeled an Ancestor of hunting or celebration may hear the heavy footfalls of a chasing hunter as he brings his prey down or the musical feats of long lost bards brought to life around the campfire. 

 

Visual Soul Resonance - T5 - A visual soul resonance requires much more concentration of the shaman’s end to channel an actual notable memory of the fallen Ancestor to display before the ones present. A personal connection to the Ancestor is another helpful method to establish the bond. Within the swirling maelstrom of the shaman’s aura, they can begin to manifest visual anomalies within it’s form. While the image is small and hazy, perhaps barely even a foot wide, it’s perspective would come from that of the Ancestor’s and follow the memory as if history were playing before them.

 

Redlines: 

  • Soul Resonance cannot be used to learn the details of one’s death when they are unknown. The Ancestral Spirit chooses to answer in vague manners or by simply saying something to the effect of: ‘Kor holds the answers’.

  • Auditory Resonance either can be the voice of the Ancestor or the sounds of events they were present for manifested through the cloud of the shaman’s aura. Examples being a Greater Ancestor offering words of encouragement or telling the tale that brought them to fame or manifesting the sounds of the memory of battle or celebration. These can last roughly two or three minutes once a shaman gets a proper handling and upwards of ten to fifteen when mastered. 

  • Beginner practitioners will also experience a natural ‘static’ in their connection to the Ancestor. Their voices or sounds coming in warped and distorted when first establishing connections, clarifying more over years of honing. 

  • Visual Resonance appears as a small, circular foot by foot image within the swirling manifestation of the shaman’s aura.


 

Lutaumancy Tier Progression

Tier 1 - Minor Influence

The Lutauman will begin to learn Old Blah from their teacher and will start to learn the basic principles of how to connect to the Stargush’Stroh, however the new Lutauman would be unable to connect to the ancestral realm themselves without the help of their teacher guiding them through the process.

Learned Abilities
  • At this stage, the Lutauman will only have the ability to speak Old Blah and has not yet mastered the ability to connect to the Stargush’Stroh by themselves. Their Old Blah may also sound somewhat bad especially as they start learning the language, however with further practice the shaman is able to improve.

 

Redlines:

  • Cannot enter the Stargush’Stroh by themselves, but can with their teacher.

  • Knows Old Blah after at least 1 year of intense studying.

  • Cannot contact Greater Ancestral Spirits.

 

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.  Reached after 2 IRL weeks of study at T1.

Learned Abilities
  • At this stage, the Lutauman now has the ability to speak Old Blah relatively well, and will be able to string together chants and callings for particular spirits. 

The shaman is also now able to visit the Stargush’Stroh on their own, without the help of their teacher and can stay there for around 2 hours.


 

Redlines:

  • Can enter the Stargush’Stroh by themselves.

    • Unable to take anyone with them.

  • Cannot stay within the Stargush’Stroh for any longer than 2 hours.

  • Cannot contact Greater Ancestral Spirits.

 

Tier 3 - Basic Mastery of the Ancestral Communion 

The Lutauman has mastered the art of communion with ancestors and can travel to lesser ancestrals 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. Reached after 3 IRL weeks of study at T2.

Learned Abilities 
  • The Lutauman’s ability to speak Old Blah is improving with each day and has now almost mastered it, however there is always more to learn and the shaman’s tongue can always be improved.

  • The Lutauman will find it relatively easy to spirit walk to the Ancestral Plane.

    • They can stay within the Stargush’Stroh for up to 8 hours now.

    • They can now take up to 2 other descendants with them to the Ancestral plane, anymore and it would simply be too much for the shaman to handle.

  • The Lutauman is now able to attempt to contact Greater Ancestrals.

 

Redlines:

  • Can enter the Stargush’Stroh by themselves, able to take 2 other descendants with them.

  • Cannot stay within the Stargush’Stroh for any longer than 8 hours.

 

Tier 4 - Basic Mastery

The Lutauman has almost mastered Old Blah, and has improved their ability to perform spirit walks. Reached after 5 IRL weeks of study at T3.

Learned Abilities
  • The Lutauman is now finding it hard to improve in Old Blah, they have mastered the tongue and can easily speak in the language.

  • The Lutauman is now very experienced in walking to the Ancestral Plane, can stay there for longer and also bring more people with them.

    • They will be able to stay for up to 16 hours within the Ancestral Plane.

    • They can bring up to 3 other descendants with them to speak with a spirit in the Stargush’Stroh.


 

Redlines:

  • Can enter the Stargush’Stroh by themselves, able to take 3 other descendants with them.

  • Cannot stay within the Stargush’Stroh for any longer than 16 hours.

Tier 5 - Complete Mastery of Ancestral Communion

The Lutauman has mastered and perfected the art of Ancestral Communion. They can take up to five other individuals with them on spirit walks to the Stargush’Stroh. Reached after 6 IRL weeks of study at T4.

Learned Abilities
  • The Lutauman is extremely experienced in walking to the Ancestral Plane and can now stay for longer and also bring more descendants.

    • They can stay within the Stargush’Strog for up to 24 hours now.

    • They can bring up to 5 descendants with them to the Stargush’Stroh to speak with Ancestral Spirits.

  • Now that the Lutauman has mastered the art and is a tier 5 shaman, they are able to attempt to summon Krug with four other Lutaumen, however it is extremely dangerous to do so and has never been attempted before.

 

Redlines:

  • Can enter the Stargush’Stroh by themselves, able to take 5 other descendants with them.

  • The shaman will not be able to stay in the Stargush’Stroh for any longer than 24 hours.


 

Fluff

 

The Ancestral Realm of Stargush’Stroh

Krug, the first of the orcs and greatest of his kin, the first shaman, was granted gifts from the Spirits. His anger at Horen’s dishonour still churned within him. How was it fair that his people, honorable and strong, were left to rot within the Seven Skies along with the dishonorables; murderers, thieves, bandits, and Horen himself. What purpose was there in life then? It infuriated Krug, drawing forth the same rage he invoked upon Horen’s city. His farseers scried an escape, a hole within the realm they lived within. The plane in which will was law. Krug pulled himself to the Spiritual Realm, and once there carved forth a land for his people with axe and wrath. In time other descendants were granted the privilege to gaze in and enter the realm. For Kor, with some prodding from Luara, had deemed the souls of the ‘Ker worthy, and eventually came to allow others entry to the Stargush’Stroh as long as their minds were aligned with the spirits and lived an honourable life in their servitude. It was because of this population, diverse in race and interests, that the Stargush’Stroh began to shape itself into the ‘heavenly’ place that it is now known as. Below a map is drawn of the Stargush’Stroh as it is today:

 

KfqfaLUGvxt-80hjlddQl7ltsSLiIlpGv4SKsQThKAOdfaLKiGgK8N63rxOflK0iR_1IkErSGDBy7LKeN-r-xoDNAbkxTRYPj3RaQwKFhyhZXPwpzgKfSQ3Lh0WPrfdJ7jnD6uGr

Gundâr Broshan - The Plateau of Arrival

It is within this desolate landscape that Apohet’s ancestral plane connects to the soulstream. Upon a plateau of black barren rock and green hued cracks the spirits appear in fragments where they either fall back to the mortal realm, or materialize and walk the path to the Gate of Kor.

 

Doraz agh Kor - Kor’s Gateway

High above the ashen lands of Gundâr Broshan stands the bridge to the Stargush’Stroh: Kor’s Gateway. From here the Greater Spirit of the Dead himself stands as a warden of his lands. It is here that he who encompasses all that is and all that will be dead guards his gate. Every spirit that wishes to enter must be granted his approval, for only those that lived an honourable life may call themselves worthy enough to live in the Stargush’Stroh.

 

 

Olû Tiil Frautal - Walk to Final Rest

From Kor’s Gate the spirits venture forth into the boundaries of the Stargush’Stroh. They will follow a long and narrow path beset on all sides by stone canyon walls. Lesser spirits cling to the walls, accompanying them on their walk to their Final Rest. It is during this walk where their simplistic mortal mind is adjusted to that of a spirit. They shall forget their previous life on the mortal plane, keeping only core memories of their existence and personality. At a certain point the pathway shall split, where the Greater ancestrals will separate themselves from their Lesser kin, to meet later in the many realms in Stargush’Stroh.

 

Ruzob Ukûzrii - The Halls of Eternal Joy

The grand halls that house many a party, feast and celebration. It is said that Krug himself built these halls upon arriving in the realm, as a testimony to his greatness.

 

Turu Dobu Ziimarum - The Many Fields of Tranquility

The endless fields, a sea of golden grass that stretches beyond one’s vision. It is in this realm that the Lutaumen are able to contact the greater and lesser spirits of old for guidance or simply for a talk. Many loved ones and family members shared tears of joy upon reuniting through the help of a Lutauman.

 

Skoiug Goiz - The Soaring Cities

A realm filled with towns and larger settlements that are located close to one another. In this realm there are three larger cities where the many blargs (homes) of those that wish to settle in their eternal rest are placed. 

Notable Locations :

  • The Grand City of ‘Ker

  • The Grand City of Uruk

  • The Grand City of All

 

Groth’Stroh - The Grey Haven

The name given to the great mountain and its surrounding hills that house the dark elven souls who eventually find themselves within Stargush’stroh. The dark mountain is enveloped in a shroud of eternal night that is only apparent when approaching the ‘Ker city’s foothills. Until the great and perfect form of Luara hangs above its peak to bathe the land in her silver glow.

   

Tauob Bûbhosh Hoital - Forest of the Great Hunt

A large forest that seems to go on forever, comprised of massive trees that tickle the sky of the Stargush’Stroh. In the middle of the forest there is a large clearing in which stands several large halls, filled with trophies of the Stargush’Strohs greatest hunts. 

  

Ruzob Ukûnûrlug - Halls of Endless Study

A smaller realm that contains a multitude of different biomes filled with their respective flora and fauna diversity to be studied till the end of time. In the middle of these lands stands a large library, filled with books from every walk of life. Most often it is the goblins that spend their time here.

  

Dâlzob Hûrûrz Mazauk - The Planes of Fearless War

An enormous battlefield where the spirits may partake in the endless battles if they so desire. Upon being slain in honourable combat they are revived at its entrance at every day’s beginning.

Link to post
Share on other sites

6 hours ago, DarkSainthood said:

Soul Resonance 

 

Soul Resonance is both a mid and late feat of Lutaumancy. It occurs when a Lutauman connects their soul to the desired Ancestor they wish to commune with. In the same manner as if the shaman were to attempt a Spirit Walk to said particular Ancestor. But rather than fully committing one's soul into Stargush’Stroh the two souls instead open a “channel” so to speak. Through this channel the shaman and the Ancestor work together to display auditory and visual representations of the Ancestor’s memories with the assistance of the shaman’s aura. Focusing and swirling one’s aura into a controlled point, they can cause enough vibrations and distortion to allow the manifestation of the memory into its desired form.

 

Auditory Soul Resonance - T3 - The easier of the two to attempt, an auditory resonance merely offers those in the area present to the soul resonance sounds of the mind that the shaman asks of the Ancestor. For example a lutuaman that channeled an Ancestor of hunting or celebration may hear the heavy footfalls of a chasing hunter as he brings his prey down or the musical feats of long lost bards brought to life around the campfire. 

 

Visual Soul Resonance - T5 - A visual soul resonance requires much more concentration of the shaman’s end to channel an actual notable memory of the fallen Ancestor to display before the ones present. A personal connection to the Ancestor is another helpful method to establish the bond. Within the swirling maelstrom of the shaman’s aura, they can begin to manifest visual anomalies within it’s form. While the image is small and hazy, perhaps barely even a foot wide, it’s perspective would come from that of the Ancestor’s and follow the memory as if history were playing before them.

Hot

 

Link to post
Share on other sites

@DarkSainthoodgood work on finally getting it through – though I will request some credit here.

Link to post
Share on other sites

Fantastic work, @DarkSainthood and everybody else that worked on the rewrite. +1

Link to post
Share on other sites

This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...