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[✓] [Magic Lore] Lutaumancy

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L ᴜ ᴛ ᴀ ᴜ ᴍ ᴀ ɴ ᴄ ʏ

[ꜱʜᴀᴍᴀɴɪꜱᴍ]

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

The Lᴜᴛᴀᴜᴍᴇɴ are shaman priests who 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 between the mortal plane and the ancestral plane, where they may commune with the ancestors.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

T ɪ ᴇ ʀ   P ʀ ᴏ ɢ ʀ ᴇ ꜱ ꜱ ɪ ᴏ ɴ

ᴀ ꜱʜᴀᴍᴀɴ'ꜱ ǫᴜᴇꜱᴛ

 

Lutaumancy is a subtype of the deific magic of 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 traveling to the Stargush’Stroh requires the shaman to call out to the spirits in their tongue.

 

 Lutaumancy is a feat and requires a teacher, and it follows all other rules of Shamanism; tier progression is as follows:

 

Tɪᴇʀ I: [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 will be unable to connect to the ancestral realm themselves without the help of their teacher guiding them through the process.

Spoiler

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 can improve.

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.

 

Tɪᴇʀ II: [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 an improvement in locating and contacting them. The usage of a tether greatly improves this.  Reached after 2 IRL weeks of study at T1.

Spoiler

At this stage, the Lutauman can now 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.

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.

 

Tɪᴇʀ III: [Partial Mastery]

The Lutauman has mastered the art of communion with ancestors and can travel to lesser ancestors 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.

Spoiler

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; any more and it would simply be too much for the shaman to handle. The Lutauman is now able to attempt to contact Greater Ancestrals.

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.

 

Tɪᴇʀ IV: [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.

Spoiler

The Lutauman is now finding it hard to improve in Old Blah. They have mastered the tongue and can easily speak 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.

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.

 

Tɪᴇʀ V: [Complete Mastery]

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.

Spoiler

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 can attempt to summon Krug with four other Lutaumen; however, it is extremely dangerous to do so and has never been attempted before.

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.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•

 

A ʙ ɪ ʟ ɪ ᴛ ɪ ᴇ ꜱ   &   S ᴘ ᴇ ʟ ʟ ꜱ

ᴛʜᴇ ᴀɴᴄᴇꜱᴛᴏʀꜱ' ᴡᴀʏꜱ

 

[Lᴜᴛᴀᴜᴍᴀɴᴄʏ] Aɴᴄᴇꜱᴛʀᴀʟ Sᴘɪʀɪᴛ Wᴀʟᴋɪɴɢ - [3 Emotes] [Non-Combative]

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. Whilst their soul is in the ancestral plane, it’s tethered to the mortal body through a mana anchor. The body remains in the mortal realm, where it lies motionless as if asleep. [3]

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

To travel there safely, alone or with company, three things are required:

» I: A state of meditation, often achieved with the help of herbs.

» II: Comprehension of Old Blah to create a chant.

» III: The ability to release one’s 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 that the shaman seeks the presence of. Lastly, the shaman must be capable of releasing their 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 a more experienced shaman. The use of a tether is mandatory to seek out a specific spirit.

 

Rᴇᴅʟɪɴᴇꜱ:

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 be roleplayed out, should one wish so). This could, if roleplayed properly, end up with a costly bargain.


 

[Lᴜᴛᴀᴜᴍᴀɴᴄʏ] Kᴏʀ’ꜱ Bʟᴇꜱꜱɪɴɢ - [5 Emotes] [Combative]

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.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Due to this, Lutauman 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 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 [5] emotes to charge up. After this, a single ghost may be eaten throughout [2] emotes.

 

ᴇᴍᴏᴛᴇ ɢᴜɪᴅᴇ:

» [Emotes 1 & 2] - Self-meditation and focus of the mind.

» [Emotes 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 is a chance of failure to receive boons. [50%] at T3, [25%] at T4 and [10%] at T5.

 

Rᴇᴅʟɪɴᴇꜱ:

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 a gatekeeper, and the shaman is the tool he uses to do it.


 

[Lᴜᴛᴀᴜᴍᴀɴᴄʏ] Sᴏᴜʟ Rᴇꜱᴏɴᴀɴᴄᴇ - [5 Emotes] [Non-Combative]

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, though rather than fully committing one's soul into Stargush’Stroh, the two souls instead open a “channel,” so to speak. 

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

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.

 

» Aᴜᴅɪᴛᴏʀʏ Sᴏᴜʟ Rᴇꜱᴏɴᴀɴᴄᴇ: [Tɪᴇʀ III]

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. 

» Vɪꜱᴜᴀʟ Sᴏᴜʟ Rᴇꜱᴏɴᴀɴᴄᴇ: [Tɪᴇʀ V]

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 its form. While the image is small and hazy, perhaps barely even a foot wide, its perspective would come from that of the Ancestor’s and follow the memory as if history were playing before them.

 

Rᴇᴅʟɪɴᴇꜱ:

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 can either 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 came in warped and distorted when first establishing connections, clarifying more over the years of honing. 

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

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

Wʀɪᴛɪɴɢ: Bᴀʀᴅᴍᴀɴᴄᴇʀ

Fᴏʀᴍᴀᴛᴛɪɴɢ: Pᴀʟʟᴏᴅɪᴜᴍ, Aꜱᴛʀᴏᴘʜʏꜱɪᴄᴀʟ

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

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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.

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

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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.

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