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[✓] [Magic Lore] Shamanic Totems


Bardmancer
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Totems

Those well-versed in the arts of Shamanism have found the process of their magic rather taxing and time-consuming. Connecting to the Spiritual Realm, or perhaps constantly blessing lands for crops to flourish, was no simple endeavour. Repetition became a bore, but by innovation of wise shamans, the Totems became a great tool for more rigorous tasks.

 

Construction

Totems are conduits for great shamanic feats by imbuing the power of the Spirits within it. Naturally, a Totem's composition is completely dependent on the Spirit being summoned. A Spirit of Fire may want roaring flames and ash, but a Spirit of Knowledge may demand a plethora of books and writing. The Totem always reflects the Spirit in question.

 

Before building begins, a Shaman must venture into the Spirit Realm to find a willing Spirit - this is only relevant to respective subtypes. The Spirit should then agree to bind itself to a Totem. This mission is not so simple, though. A Spirit may have a variety of requests or duties that must be accomplished to establish the pact, which then is maintained to appease it.

 

Once a Spirit has agreed to the binding, a Totem can be built. A Shaman should start by erecting a single, massive pole, behaving as a foundation. The central pillar typically contains Old Blah scriptures or runes that detail the domain of the Spirit. From there, the Totem is expanded upon through other attachments and decorations that are designed for the Spirit in question. It is assembled closely to how a shrine would be, but a taller frame. A good height for a totem would be around 8 blocks tall at the centre. Ancestral Totems have the aspects of their mortal life in the form of decoration.

 

Elementals prefer artful manipulation of their elements. In some cases, a small amount of a Spirit’s power can be used simply to uphold aesthetics, such as floating orbs of water or an un-fueled brazier. These cannot be manipulated by an Elementalist, as they are magically charged.

 

An Immortal Totem can be more vague, and simply represents their domain in certain ways. The Spirit of Disease may want vomit splashed or rotting corpses to hang.



 

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An example of a shrine that would be suitable as a totem

Connection

With the Totem built, the ritual may begin. Shamans begin by contacting the willing Spirit - two T4 Shamans of any subtype or one T5 Shaman of any subtype. This is accompanied by the general chanting of all available people nearby and the preparation for the spell. The Shaman(s) leading the ritual will create a connection between the monument and the Spirit - commonly in the form of a brief possession. The imbuement enchants the Totem, allowing it to harbor the raw Spiritual energy.

 

The connection process links the Shaman and Totem to the Spirit. The Shaman must maintain their end of the bargain and give direction to the raw Spiritual energy - making it into an effective spell. If the Totem is destroyed, the Spirit’s energy returns to the original realm. Likewise, if a Spirit is unsatisfied with its worship or veneration, it may revoke its power at any time, bringing an end to the pact.

 

When a Spirit is within this pact, their powers within the Spirit Realm weakens. Controlling lessers under them becomes more difficult with every Totem they imbue, which is why a Spirit is hesitant to aid in Totems. Their power, however, is more easily able to influence the Mortal Realm in safety. If a Spirit is in danger, it may also end the pact to regain its power in the Spirit Realm and defend itself. A Spirit only has enough power to fuel five (5) Totems at one time.

 

The tether between the Totem and the Spirit must be renewed every IRL month. It is achieved by the same process as the beginning ritual, though it becomes much easier overtime. Eventually, more coordinated spells become possible through the power of the Totem. The ceremony takes 20 emotes from the shaman before it is completely fuelled. This may be cut down by an appropriate display from an Air Elementalist.

Abilities

The power that a Totem channels is greatly known. Gatherings of worshippers and shamans may create a communal power, being able to accomplish far more than any single shaman could do. Examples of such achievements are converting a large region of land into desert, splitting open a ravine within the earth, or the slim possibility of communicating with ancient ancestors.

 

The initial Shaman with the original bond guides the raw Spirit energy within the Totem to influence the land around them greatly. The more people or shamans present to aid in worship, the easier it is to guide the energy. Plentiful sacrifices are often given to supply the power, or even festivals and assemblies to satisfy the needs of a Spirit. The grand spell must be redirected every IRL month.

 

Additionally, communication and spells are easier. This, however, may only be in relation to the Spirit in question. The Totem that harbors the specific Spirit’s energy delivers a “white noise,” similar to traversing the Spirit Realm. The “white noise” is then interpreted into information by all Shamans that links to the respective Spirit. This makes it impossible to contact or utilize any other Spirit, but simple to the Spirit which the Totem fosters. It becomes possible for every shaman subtype to commune with the Spirit linked to the totem.

 

For example, a Totem is constructed and devoted to a minor earth Spirit. Elementalists near the Totem will be unable to contact their pacted Spirits other than Earth Spirits, only being able to manipulate the element of earth when around the Totem. In addition, the other subtypes will find it impossible to contact their respective planes; however, each is capable of conversing with the Earth Elemental, should it desire to talk back.

 

Shaman subtypes that relate to the respective Spirit may use its power comfortably, and while within the immediate vicinity of the totem they have any connection emote counts lowered by one. This does not affect spells that only require one emote. They are required to still call upon the Spirit as it will not answer immediately. 


A Totem does not inherently increase the power of a Shaman; instead, it creates the opportunity for several Shamans to aid in a single grand act of magic relevant to the type of Spirit imbued within it. Although contact to this Spirit becomes possible for Shamans of all subtypes, this does not allow them to call upon its power as well.

 

It is widely known that a Totem will inevitably change the area surrounding it, correlating directly to the Spirit that has been imbued into it. Due to their previously mortal form, Ancestrals and their totems are unable to affect the land around them and instead grant a general aura of hope to the faithful, and dread to the unbelieving. The only Ancestral able to affect the land around the area of the totem is Krug, whose intense and overwhelming power allows him to be the exception. There are three tiers of Totem, depending on how long they have been active.

 

Large Scale Spells

Large scale spells are initially directed by a shaman, and form over two (2) IRL weeks. The ritual to start a large scale spell is similar to that of charging the totem, although it requires the shaman to directly ask for the spell’s effects rather than simply offering praise. The spell’s effects can reach up to a 50 block radius at maximum, but may not spread outside of a region into another region without permission from that region’s RO or PRO. This permission must be documented on the MART application. Spells that affect the terrain are permanent until changed, and spells that bring effects such as weather, fear, extreme plant growth, and other temporary effects last until the totem is destroyed or needs to be recharged. These provide major effects that must be roleplayed, and the effects of which are brought on slowly over the course of one (1) IRL hour. Regions with these areas are recommended for event sites.

 

Surrounding Area

The region directly surrounding the totem shifts gradually to form a suitable environment that pleases the spirit. These provide minor effects that must be roleplayed, but cannot completely and instantly change a person’s temperament or emotions. All surrounding area effects spread to the range of a large scale spell if it is performed.


 

These changes to the surrounding area can lead to some aesthetically astounding creations, unfamiliar to the world, whereas some merely produce beneficial boons. Any effects brought on by proximity to the totem swiftly fade once they are out of the reach of the Totem’s influence.

 

Tiers:

  • Tier 1: This Totem can affect up to five blocks outwards from the Totem in all directions.

  • Tier 2: This Totem can affect up to ten blocks outwards from the Totem in all directions. Requires two IRL weeks of activation.

  • Tier 3: This Totem can affect up to fifteen blocks outwards from the Totem in all directions. Requires one IRL month of activation.

 

Destroying a Totem

Those who wish to destroy a totem have several avenues they may go down to achieve such. Complete destruction of the totem by entirely clearing the area can be done by anyone, but requires region perms or permission from an RO. Doing this will afflict a random curse of that Spirit on any who participate, which will last for one (1) IRL week. A Shaman of a subtype that can use the power of the Spirit housed in the Totem can (politely) ask the Spirit to leave, although they must have a valid reason to do so, such as in the event that the Totem will be destroyed, needs to be moved elsewhere, etc. The creator of the MArt or the ST must be informed of any destruction of Totems in order to update the MArt.

Redlines:

  • MArts are required for documentation of Totems and so they can be updated.

  • Shamans of different subtypes may not use spells of the Spirits outside of their specialization.

  • Communication to the Spirit within the Totem is achievable by all shamans and non-shamans, provided it wishes to speak. It will only speak in Old Blah, but can understand common.

  • Only one (1) Spirit and spell at a time may be imbued into a Totem.

  • Totems reduce communication speed by two (2) emotes to the respective Spirit. This only applies to out-of-combat scenarios.

  • When in the vicinity of an active Totem, spiritual contact to other Spirits not of the Totem is impossible.

  • Totems allow for large-scale spells.

  • Totems must be refueled every IRL month.

  • Totems can be destroyed, revoking any sustained power. The Totem must be completely smashed to pieces, and the pieces must be removed from the area.

  • Large-scale Totem spells may only be used in regions where a PRO has approved their specific use.

  • The limit on the number of Totems a spirit is willing to imbue is five. Beyond this point, it becomes impossible to convince them due to the sheer amount of power it will require.

  • Effects from Totems upon descendants will fade as soon as they leave the borders of the totem’s influence.

  • Totems from two different spirits cannot be placed within 50 blocks of each other. Any overlap between large scale spells creates a blending of the two effects.

  • Do not use Totems to attack others. While effects must be RPd, do not force severe effects on someone.


 

All Abilities

Generic Redlines:

  • Staff will not build these effects for you. Be prepared to create them yourself.

  • Do not create landscars.

  • Try and have signs describing the psychological effects, or direct people to this page.

  • Effects such as having a desire to hunt or a sense of resilience are psychological only, unless specified.

 

Elemental Spirits

 

Skathach - Spirit of fire, depicted as a burning wolf.

Large-scale: The radius becomes consumed with a brief flash of fire, charring plant life and leaving the area mostly barren. Trees caught in the radius instantly burst into flame, the fire of which lasts for as long as the Totem stands.

Surrounding area: The area around the totem slowly forms into charred remains and ash, smoke filling the air. Fires catch easier in this area when provided with fuel, and won’t extinguish unless descendent intervention takes place.

 Redlines:

  • The burst of fire does not immolate animals or descendants, unless they are standing on flammable objects and get their feet burned.

Akathro - Spirit of water, depicted as a half woman half fish.

Large-scale: The radius becomes flooded to varied degrees. It can become swamp-like or an ocean.

Surrounding area: The earth around the totem makes it more susceptible to retaining water, potentially even forming small ponds.

 Redlines:

  • Water will only flood the area providing there is a dip in the ground for it to sit in.

  • You cannot have floating water blocks at the edge of a region.

Bregthar - Spirit of earth, depicted as an aged stone behemoth.

Large-scale: The radius may have a deep ravine running through it, rise to a plateau, or become a barren stone landscape.

Surrounding area: The earth twists and becomes covered in dirt and rock and tends to be devoid of any but the hardiest plant life.

 Redlines:

  • Do not create landscars.

  • Use common sense when building a plateau. No giant 250 block high cobblestone cubes.

Fiarza - Spirit of air, depicted as an agile woman adorned in feathers, able to shift shape into any flying animal.

Large-scale: The area may become akin to a tundra, with few trees and low bushes. Heavy winds may also sweep the area, making it hard to survive. This does not affect the ambient temperature.

Surrounding area: The area becomes a haven for gusts of wind and pure air. The smell of fresh air and gentle or powerful breeze buffets those around it.

 Redlines:

  • No tornados, twisters, hurricanes, or anything like them.

Kulthark - Spirit of metal, depicted as a hollow suit of armor that can shift shape into a variety of forms.

Large-scale: Twisted shards of metal may rise from the ground and create a “boneyard” style landscape.

Surrounding area: Those who enter this area feel a physical sense of heaviness as if they were suddenly wearing heavy armor appropriate for their race, but also have a sense of resilience.

 Redlines:

  • The ‘resilience’ effect is psychological only. It does not make you physically resistant in combat.

Neizdark - Spirit of storm, depicted as a mass of thundering clouds that can take on any shape.

Large-scale: Thunderous storms may continuously plague the area, with metal tools, weapons, and armour finding themselves drawn to the ground through magnetism.

Surrounding area: Has the constant threat of a storm or is storming in the area, causing those who pass through to have their hair stand on end and clothes be littered with static shocks.

 Redlines: 

  • Cannot be used to charge oneself with static and then go shock someone or something.

  • Cannot be used to root someone to the ground or disarm them.

 

Greater Immortal Spirits

 

The Immortal Spirits each reside in their own portion of the spirit realm, and cannot interact with other spirits or deities. Each portion contains a Greater Immortal, and a multitude of Lesser Immortals.


 

Votar - Spirit of the hunt

Large-scale: The land becomes a perfect hunting ground, full of life, and the terrain shifts to suit all creatures in that biome the totem is placed in. Those within the area are drawn to hunt not only for food but for the sheer thrill of it.

Surrounding area: The land around the totem seems to attract wildlife appropriate for the hunt, both rarer and with features more attractive to hunters. An example may be a stag with particularly large horns, or an albino rhino, or a double tusked boar. As is suitable for the spirit of the hunt, only the fittest seem to survive in the area. Descendants who are close to the totem feel the animalistic urge to hunt.

 Redlines:

  • No massively oversized animals, or really weird stuff like two-headed lions. Keep it natural and believable.

Freygoth – Spirit of the wild, instinct, and beasts

Large-scale: A bountiful area springs up, with plants and trees quickly filling the area and leaving it overgrown and untamed. Animals suitable to the biome are drawn here by the perfect conditions, and find themselves thriving. While colonisation in this area is possible, nature is constantly intruding into any free space available and brick or stone houses may find themselves crumbling before long.

Surrounding area: Animals can find themselves drawn to the area, and may set up nests and dens nearby. The area will also become overgrown very quickly. Descendants may find themselves drawn to more basic instincts, such as the urge to hunt, be territorial, or fight over mates, food, land, etc.

Redlines:

  • The effects on people are psychological only and do not persist outside of the totem’s influence.

Enrohk - Spirit of bloodlust, savagery, and war

Large-scale: Swathes of red-tinted grass spread across the land, patching in areas around stone water-filled craters that are often red from the large-scale violence that surrounds the totem. Descendants and animals find themselves far more likely to provoke fights, sometimes fighting to the death even if it is not the most sensible choice. Descendants find that their minds are touched by a lust for warfare.

Surrounding area: Surrounding plants may find themselves taking on a reddish hue, and vicious animals suitable to the biome are drawn to the area. A species of cactus found nowhere else sprouts here, sporting long and dangerously sharp thorns that can be harvested and made into decorations by brave worshippers. Bloodlust is easily called upon here, and fights that break out are more likely to end badly, regardless of what rules are agreed on beforehand.

Redlines:

  • These effects cannot make you stronger or better at fighting. It can only draw out bloodlust, which is effective on all descendants and not only orcs.

  • Any bloodlust gained will start decreasing the moment one leaves this area.

  • While you can definitely stab someone with the 30cm maximum cactus spikes, it’s no harder than wood.

Vulka - Spirit of warfare, strategy, and siegecraft

Large-scale: The area becomes morphed into a graveyard for siege equipment, an area littered with trenches, yet the strategic aspect of this area is seen with greater clarity.

Surrounding area: The area becomes smooth pathing for siege equipment, soil becomes loose for trenches, and trees become more hardy for weapons. Planning strategies seems to be more effective here, imbuing descendents with greater clarity.

Redlines: 

  • These effects do not improve the effectiveness of siege weaponry. It is impossible to increase your own real life intelligence without effort upon yourself. Strategy on such a scale is done on your part.  

Jevex - Spirit of order, hard work, and self-sacrifice

Large-scale: The ground around the totem levels itself, with straight lines of trees and plants. People in the area feel driven to strongly comply with their cultural beliefs, and tend to work harder at any tasks they attempt. They may also be more likely to sacrifice themselves for the greater good when in danger.

Surrounding area: Plants in the area will grow linearly and into odd symmetrical geometric patterns. Any animals would be seen walking in a single formation, with the taller first and the smaller last. People may feel more compelled to devote themselves to hard work, putting their work above themselves. 

Redlines:

  • Cannot be used to force people to sacrifice themselves. This is entirely optional.

  • Cannot make people stronger or be capable of doing more than they normally would.

Shezept - Spirit of revenge, plots, and stealth

Large-scale: The landscape curls into a wide crater with raised edges, which lead to a gentle slope down into a heavily forested area. Thick fog lowers visibility dramatically, making it easy to hide among the foliage. In this area, people are more likely to listen to their “bad side”, and vengeful plots seem easier to conjure.

Surrounding area: The land is cloaked in an eerie darkness, with voices whispering for you to plot against someone you know. Trees spring up around the totem and cloak it from sight. A dour mist constantly hangs over the land, and thick vines cloak any forested areas. Within the canopy can live a certain kind of small monkey, similar to a macaque, that makes a hushed whispering cry from hidden locations. These monkeys are almost never seen, and evade capture easily.

Redlines:

  • No taming monkeys. They’re not even special.

  • Does not make you a master at stealth or at executing plots.

Ixli - Spirit of forbidden knowledge, truth, and judgement

Large-scale: Nothing seems to change about the area itself, but eyes made of shadows occasionally coalesce out of view when people are inside. These eyes observe anyone inside the area and fade away as soon as they come into view, only being able to be spotted briefly in one’s peripheral vision. Unseen whispers beckon people closer to the shrine, making empty promises of forbidden secrets.

Surrounding area: Voices echo through this area in an unknown language, detailing knowledge that none should know about. This cannot be translated, and is not in any recorded language. Descendents are plagued with an overwhelming sense that they are being judged by an unseen entity. Lying within the area is very difficult.

Redlines: 

  • The totem cannot convey any real knowledge, only feelings of paranoia and psychosis.

  • No metagaming and forcing people to reveal random secrets in RP. The ‘lying is difficult’ part is for flavour only.

Ogrol - Spirit of despair, sapped strength, and entrapment

Large-scale: On a larger scale, the plants in this area seem to struggle to grow even more so, yet somehow thrive when people walk through the area giving the visitors a sense of being stuck in this perpetual state of despair. Bare and twisted trees curl around themselves, forming natural cages.

Surrounding area: Plants rarely grow in this area, other than a short, stout, dull grey shrub. This plant, dubbed boxtree, does not grow a central stem, only an intricate criss-crossed meshing of branches that, when harvested and removed of its leaves, forms a shape similar to a large birdcage. Descendents in the area feel uneasy.

Redlines:

  • Harvested boxtrees are made of weak branches and are easily broken, they cannot be used to imprison anyone.

Kor - Spirit of the dead

Large-scale: The dead seem to thrive here, their corpses trapped in a perpetual state of preservation. Whispering voices carry on the wind, and shadows of long departed and unrecognisable ancestors seem to plague visitors with requests.

Surrounding area: The area will be completely bereft of life, and no animal will go within 20 blocks of it. Fresh dead bodies within the area will not rot, though all facial features will melt away to leave a plain and unidentifiable corpse. Their clothing becomes ragged and faded until it is nothing more than unrecognisable cloth.

Redlines:

  • The effect does not allow anyone to speak with the dead.

  • Bodies stored in the area are NEVER able to be identified.

Ankrus - Spirit of the sea, marine life, and sea-faring

Large-scale: The freshwater of ponds, puddles, and lakes shift to saltwater, a thriving environment for sea and marine life. The smell of brine is overpowering and assaults the nose as one passes through the area. Plantlife that is affected by salt struggles to survive here.

Surrounding area: Marine life will flourish around this Totem. It also leads to a peculiar type of fish visually similar to a pike that will jealously guard it, and will readily attack all that come within the watery boundaries of the Totem. It can be caught, but cannot be bred in captivity.

Redlines:

  • The fish will become a regular skittish pike if taken out of the area, losing its unusual aggressivity.

Arwa - Spirit of fertility, harvest, and farming

Large-scale: Thick fields of crops grow everywhere, even appearing within homes and anywhere that has the smallest piece of dirt. The landscape tends to flatten and smooth out, with natural riverbeds forming to fuel the constant growth in a mimicry of Arwa’s realm.

Surrounding area: Crops planted around a Totem of Arwa will yield the perfect produce. A small spindly plant grows here which can be dried to produce a strong smelling herb that can be added to many dishes to greatly aid flavour.

Redlines:

  • No murdercrops.

 

Anyhuluz - Spirit of destruction, malicious intent, and internal strife

Large-scale: The land is burning, appearing to shift into a ruinous state. Trees burn, the earth cracks, and any life that once lived here is gone or dead. Yet, to those passing through, this doesn’t seem enough as the sense of anxiety overwhelms you and urges you to immolate the land further.

Surrounding area: Those who enter this area are hit with a mild sense of anxiety and paranoia, a feeling that everything you do is wrong. The area just around the totem seems to be scorched, yet the urge to set the land ablaze is pressing.

Redlines:  

  • The effects of this totem will never force a descendant to burn something, only increase the desire to do so. Any form of building damage must be discussed with a PRO.   

 

Akezo – Spirit of health, vitality, and healing

Large-scale: Serenity fills this giant garden of tranquility, where plants and animals are the picture of health. Disease, pestilence, and illness spreads and develops slowly here, even when deliberately introduced. Crop fields, orchards, and other plant life thrive, and given enough time even the most barren ground will produce life.

Surrounding area: The area emits an aura of serenity. Those within it will feel mental troubles fade slightly, and the pain from wounds will lessen slightly. 

Redlines:

  • The totem cannot heal any conditions, it only aids treatment.

 

Paxahru - Spirit of arrogance and stupidity

Large-scale: Animals will often be seen acting very strangely, bumping into trees and diving their whole head into any pond or stream in their attempts to drink water. Mothers would often trample their young or simply forget if they were theirs to begin with. As a result animals in the area tend to be very poor quality for hunting, if hunters are even able to remember how to draw their bow. Plants in this area seem to be upside down, with roots being visible on the surface and the flowers or fruits being buried in the ground. If a tree was cut, one might notice that the trunks were without rings.

Surrounding area: The area gives off a feeling of mild confusion. Visitors begin to question their own knowledge and everything they have been taught, and bad ideas seem to plague them. Others simply begin to feel less intelligent as time goes by, and after staying for a period of longer than one (1) IRL hour even speech would be too challenging for an individual to perform. Despite this, visitors seem to think they’re amazingly smart, clever, and beautiful.

Redlines:

  • When someone leaves the area, he or she would start regaining their previous intelligence, prior entering.

  • Nothing can be acquired from this region, as the individual will always forget about taking anything.

Ublulhar - Spirit of hope and new beginnings

Large-scale: The plant-life surrounding this totem will flourish, with budding plants sprouting up from the ground to represent new beginnings. The area will be bright, sunshine shining down upon the budding plants. The budding plants will bloom into large flowers, the colour of which is a stunning opalesce shimmering hue.

Surrounding area: People and creatures in this area are filled with a sense of hope and seem to have discovered a new purpose in life.

Redlines:

  • Any plant or flower that grows in this area will die when it leaves.

  • Any hope acquired in the area, will soon fade when one leaves.

Ghorza - Spirit of travel, movement, and fortune both bad and good

Large-scale: Different kinds of roads, paths, and trails appear inside the area, all interconnected and leading to seemingly everywhere inside. People, beasts, and vehicles find the terrain favorable when moving through the area.

Surrounding area: Things change often in this fast-paced area. Plants sprout and die at odd intervals as though controlled by a roll of the dice. Given time a species of ant will emerge and form tall dirt nests in the shape of a walking cane, up to two blocks tall. These ants often nip at the heels of people who are standing still, delivering an annoying and mildly painful pinch.

Redlines: 

  • These ants will never kill anyone or be used in CRP. Their bite stings for a few seconds on bare skin or hide. 

  • The favorable terrain status given by a Ghorza totem will not apply in player on player CRP. 

 

Rolfizh - Spirit of murder, the clandestine, and poison

Large-scale: A thick fog descends upon the area, causing feelings of strife and murderous intent between even the closest of friends. 

Surrounding area: Those who entire this area feel a compulsion to hurt those nearest them and a slight desire to kill descendants in the area. A small and subtle plant sometimes grows here, the sap of which can be a powerful intoxicant and a very mild poison. Consuming the sap causes euphoria, delusions of psychic ability, and an upset stomach strong enough to make one double over. Smearing the sap over bare skin causes mild euphoria and a rash that may spread up the affected limb. When taken outside of the influence of the shrine, the potency of the sap will last for one (1) IRL hour. After this, no matter how it is stored, it will become inert.

Redlines:  

  • Entering the area will not make a descendant instantly insane or ridiculously  violent. Does not force people to murder others. 

  • Entering the area will not make you more effective at CRP or killing others. 

  • The effects of consuming the sap will wear off within (2) IRL hours if staying near the totem and (1) IRL hour if taken away from the totem. 

 

Trokorl - Spirit of engineering, machinery and construction

Large-scale: Random metal cogs and machinery pieces slowly rise from the ground, though many are rusted and cannot be used for their intended purpose. A veritable playground for tinkerers and fans of machinery, people may find themselves struck by the urge to invent.

Surrounding area: Within this area, mechanisms and plants are blessed with a strange unlikeliness to break. Descendants may feel an increased urge to build.

Redlines: 

  • This blessing does not ensure that mechanisms or plants are invulnerable to damage.

  • Mechanisms made within range of the totem bear no increase in quality or magical properties.

 

Luara - Spirit of the moon

Large-scale: Thick clouds cover the sun during the day, but dissipate at night.

Surrounding area:Vegetation and animal life vanish from this area, and it becomes a barren moon-like area with great stone craters. A sense of ethereal breathlessness and lack of clarity plagues people within the radius.

Redlines:

  • Cannot suffocate people.

 

Kezt - Spirit of honor and bravery

Large-scale: This area has an aura that affects descendants positively, filling them with a strong sense of honour that aligns with their cultural or personal laws. Even the meekest of folk feel a hint of bravery, making them more likely to perform acts that they otherwise would not.

Surrounding area: Shield-shaped leaves dot the foliage in this area, along with a rigid kind of vine. When cut and made into a bracelet, amulet, or necklace, it will give the wearer strength in their sense of honour and braver in the face of danger. This effect lasts for 1 IRL hour outside of the totem’s field of influence.

Redlines:

  • Does not make you stronger or better in combat. 

  • Does not force people to get along. 

  • Does not prevent fear from magical sources.

 

Ramakhet - Spirit of the desert, barren lands, and sand.

Large-scale: Over time, high winds and hot weather turn the area into a desert. Oases can be formed but struggle to survive without intervention and a constant supply of water.

Surrounding area: The surrounding area becomes completely devoid of all life. Not even intervention can produce growth outside of oases. 

Redlines: 

  • This totem can not drive off descendant life with its effects.

  • Magic cannot force any plants here to grow.

 

Krathol - Spirit of pain, suffering and starvation

Large-scale: Nutrition is leached from the soil and turns plant life barren, bearing no fruit. People within the area are plagued with a constant dull ache in their bones, and deep hunger pangs in their stomachs. Food brought into the area tastes of nothing, and brings no satisfaction to hungry bellies. Over time, the extent of the pain will ramp up. After 1 IRL hour, the pain will become intense. After 2 IRL hours, it will become crippling. After 6 IRL hours, movement is a struggle. After 12 IRL hours, the pain becomes agonising.

Surrounding area: The land appears to be devoid of life and those who enter the area feel an ache riddle their body. Bushes of deep black berries grow around the area. Eating the berries or drinking their juice causes strong feelings of hunger and an ache in the stomach, despite their delicious taste. These berries wither away into ashes when removed from the area. 

Redlines:

  • The berries can’t kill you, but will not save you from starvation.

  • While eating food in the area doesn’t remove hunger pains, it will prevent starvation.

  • Magic cannot force any plants here to grow.

 

Veist - Spirit of illusion, tricks, and thievery

Large-scale: This dark and foggy area is truly a land of trickery. Visitors have a sense that they are being followed, eyes barely out of sight and fluttering phantoms just out of reach. Soft voices echo through their ears and soft laughter seems to bounce off the landscape. On top of this all, the pockets of visitors seem lighter when leaving the area as if someone had taken something from them.

Surrounding area: Staying within the area for an extended length of time will cause faint hallucinations that grow progressively more intense as time goes on, sometimes sending a person into a deep (but temporary) madness. Animals known for theft, such as certain species of birds and a few mammals, will frequent the area.

Redlines: 

  • Items stolen by animals are roleplayed out at a players own discretion.

  • Once outside the effect range of a Veist totem, effects of hallucinations and madness fade quickly. 

  • Animals will not aggressively steal from you. Mugging is not a possibility.

 

Glutros - The spirit of greed and gluttony

Large-scale: Non-fruit bearing plants and trees die out, swiftly replaced by those that grow edible produce. Plants that do grow here are swiftly consumed by the herds of animals that appear to gorge themselves, but grow back as soon as they’re eaten. Descendents feel less ashamed of their appetites and size, and far more likely to overeat.                   

Surrounding area: Plants in this area are plagued by small growths containing dense formations of different coloured hardened resin, growing no larger than one (1) inch in diameter. These gem-like formations are easily picked and can be taken outside of the area. Fruit bearing plants grow heavy with produce, and animals tend to hang around the area and may grow to obscenely obese sizes. Descendants within the area may find themselves craving food and struck with the desire to hoard valuables. 

Redlines: 

  • This totem will not grow larger trees, gems gathered are the same as any normal gem.  

  • Herds of animals are passive and will not stampede others.

  • Cannot force people to eat themselves to death.

 

Thulezia - Spirit of desire, pleasure, and beauty

Large-scale: The area springs to life as beautiful plants and trees spread themselves all over. Landscars, such as unattractive buildings and ugly landscapes, find themselves crumbling and collapsing under Thulezia’s icy gaze. People in the area are more prone to vanity, often criticising others and becoming obsessed with themselves. They may also become transfixed with objects (not people) they desire, and may go to great lengths to procure them.

Surrounding area: The area is capable of growing intensely beautiful flowers and flora. An offshoot of the garden rose may grow here, and emits an intoxifying scent that has been compared to many high-inducing drugs. When picked, the rose’s scent will only last for one (1) IRL hour. It is possible to become addicted to these flowers, after long-term use.

Redlines:

  • Sniffing the flower must be done with OOC consent from whoever is going to use it.

  • No lust. Desire is craving objects to own, pleasure is happiness and joy.

 

Isuz - Spirit of love, caring, and tranquility

Large-scale: Quiet ponds and hidden clearings form easily in this area  The land consists of flat plains and happy little trees and bushes.

Surrounding area: A mild feeling of peace washes over those who enter, and the sense of both brotherly and romantic love is amplified, if it is preexisting. Friendships tend to form and deepen easier. Should a water feature be added to the totem, those who drink from it find kind acts more fulfilling and warlike actions more difficult. If the water is taken from the area, it will only last for one (1) IRL hour before becoming inert.

Redlines:

  • Cannot prevent someone from fighting back when attacked.

  • Cannot force someone to not fight in a scenario when they normally would. The level of effectiveness is entirely up to the person who drinks the water.

 

Kinul - Spirit of disease, pestilence, and failure

Large-scale: The fungal growth surrounding the totem spreads outwards, bringing with it disease and sickness en masse. Simply being in this area for longer than two (2) IRL hours is enough to cause coughing, sneezing, and sores to form on one’s body. After extensive contact, such as living within the area, more and more illnesses will make themselves present. Medications, explorations, and general ventures conducted here are more likely to end in failure.

Surrounding area: The land looks as if it were stricken by a plague, those entering the area experience mild symptoms of sickness: nausea, vomiting, etc. Grass and other plant life no longer survives in the area, and the ground is instead covered by a thick layer of mushrooms of varying sizes. Two particular kinds stand out; a deep purple-hued mushroom of short stature, and a sickly white vine-like fungus that hangs from the totem. These varieties feed on blood and decomposing bodies and when picked and consumed can create a powerful addition to an invocation of Kinul, creating a wide variety of sickness symptoms once consumed. They last for one (1) IRL hour when removed from the vicinity of the totem. These mushrooms can take up two of the three mandatory slots used in Witch Doctor curses of Kinul. Open wounds become easily infected, and disease-ridden animals plague the area.

Redlines:

  • The mushrooms cannot kill people. 

  • The disease is chosen by the person who eats it.

  • Sickness effects cannot be forced upon anyone.

 

Urin - Spirit of weather, seasons, and climate

Large-scale: Even on a larger scale, the land is divided evenly amongst the various seasons and weathers. Depending on the path, one may be able to experience all types of mild and extreme versions of weather and climate. With a plea for a certain kind of climate or weather in a Shaman’s invocation of this large-scale spell, such as rain, the area will instead be fixed at the requested climate or weather until the Totem is destroyed or falls inactive.

Surrounding area: The land in this area seems to be divided evenly amongst the various seasons and weather, one will be able to experience all of the mild weathers the land has to offer.

Redlines:

  • Weather caused from this totem will not affect players in CRP. 

 

Kesaroth - Spirit of envy, hatred, and jealousy

Large-scale: A chronic state of negative emotion hangs over the area. People who do manage to live in the area tend to do so far from others, and group endeavours tend towards failure due to heightened tensions.

Surrounding area: Animals and descendants in the vicinity of this totem develop feelings of jealousy, envy, and hatred slowly over time. They may become more annoyed by small issues they perceive around them. Plants grow sparsely, and away from each other.

 Redlines: 

  • This totem’s effects are not to be misused by being an excuse to start a physical fight or attack someone. Feelings of jealousy can stem from things such as height, better looks, or even one’s shoes. 

Leyd - Spirit of dominance and physical strength

Large-scale: The effect surrounding the totem moves to fill a vast area that typically shy and fearful prey animals avoid. The land is frequently streaked with blood and uneaten corpses due to the highly aggressive nature of creatures within it.

Surrounding area: Aggressive or large animals are drawn towards the area depending on its biome. Examples include bears, hippos, large cats (lions, tigers, etc.), large or venomous snakes, crocodiles/alligators, sharks, buffalo, venomous spiders, honey badgers, etc.. Descendants are struck by the urge to prove their physical prowess in fights or feats of strength, or may attempt to take leadership of their group if they are in one.

Redlines: 

  • These totem effects will not cause descendants to go into a blood rage, fights started are to prove who can best the other, not to kill their foe.  

  • Each player has discretion when it comes to interactions with animals (unless agreed upon OOC).

  • This totem will not increase descendant effectiveness in combat.

 

Scorthuz - Spirit of cleansing, purity and purging

Large-scale: Everything inside the area becomes clean and pure. Grime, filth, dirt and such disappear from the area, everything is immaculate. Strange silver saplings sprout in the area, gleaming beautifully under the light. Additionally, any pre-existing magical influences on the terrain that are not spiritual in origin get purged from the area.

Surrounding area: The area around the totem is filled with an oppressive pressure that makes it hard to connect to any form of magic besides connecting to Scorthuz themself. Descendents in the area feel more driven by their own sense of what purity means, and may be plagued with thoughts of purging anything that might go against it.

Redlines:

  • The silver saplings cannot be harvested. They become regular saplings if they leave the area.

 

Aztran - Spirit of the sun, stars, and the ethereal

Large-scale: The sun and stars seem clearer when descendants travel through this area, as though night and day had become one. The creatures and plants that call this area home give off an ethereal glow.

Surrounding area: The area around the totem seems absurdly bright, yet gives off an eerily ethereal appearance. A certain kind of daisy grows here, with leaves that shimmer and flowers that glow and flicker like stars. Brewing them into a tea offers a mild hallucinogenic effect that tends to give consumers a dream-like high and a preoccupation with the stars.

Redlines:  

  • As any other drug, you must OOCly let someone know what you are doing if you do not tell them IRP what the tea will do. These effects last no longer than (1) IRL hour. 

  • The daisies cannot be grown outside of the totem's area of influence.

 

Theruz - Spirit of intelligence and learning

Large-scale: The area would be filled only by great arch-trees and flowers of the colours blue and purple. 

Surrounding area: Anyone entering the area would feel smarter and find focusing on the act of study easier as time goes by, also a desire to read or learn something would be felt.

Redlines:

  • Leaving the area one would return back to his or her previous intelligence prior to entering.

  • Doesn’t prevent you from failing to learn something, it only increases your drive to learn or teach.

  • While a person may feel more intelligent and confident in their intelligence, this does not have any realistic effects. An olog will not become a genius, but may realise that a square peg does not go in a triangular hole.

  • The boost to studying and teaching confers no benefit to the progress of student or teacher applications.


 

Betharuz - Spirit of alcohol, cactus green and celebration

Large-scale: Grapevines, cacti, and hallucinogenic mushrooms grow wildly around the area. Trees become bent and twisted, as if they had grown drunk. The scent of alcohol and cactus green linger in the area.

Surrounding area: The area amplifies the effects of drugs and alcohol to a6 small degree. People who may get drunk from ten drinks are likely to feel drunk after five drinks, for example. The land is also more suitable for growing plants with intoxicating effects.

Redlines:

  • Lowers player tolerance to mind altering chemicals by half, drugs grown in these lands will not bear special qualities or be more potent. 

  • Cannot force people to overdose.

 

Velkumezt - Spirit of cities, settlements, and the law

Large-scale: Many stone-like structures would be seen around the totem. These structures would seem to be varied sized rectangle stone blocks, one placed upon the other.  

Surrounding area: Descendants that find themselves near this totem have an urge to act more obedient to the laws of the land of their home.

Redlines: 

  • This totem will not enforce a tiles laws or make people subservient to authority. 

 

Gentharuz - Spirit of smithing, smelting, industry and forging

Large-scale: Descendents feel an urge to pursue metallurgy. The ground opens in places, releasing harmless steam, and unclaimable chunks of ore will protrude from the ground.

Surrounding area: The act of metallurgy itself is easier around the totem,all metals and ores within the area melding and shedding impurities much easier than they would outside of its effects. 

Redlines: 

  • Crafts made near this totem will not gain any effects or qualities.

  • These effects do not guarantee the creation of MArts but assist in the creation of already possible ones.

  • Special ores that require LT approval can be made easier to smelt or purify, with an onlooking LT member’s approval.

 

Ikuras - Spirit of fear and insanity

Large-scale: Any animals entering the area will instantly flee, no matter how intimidating that animal would be. Even the biggest bear will run away in fear. All the plants would have their sepals closed tight, as if they are afraid to bloom. Any trees in that area would have all their branches aimed upwards vertically and close to one another. 

Surrounding area: Immense anxiety and paranoia plague players who enter the range of this totem. Even the sound of a twig snapping could trigger the flight or fight response. 

Redlines: 

  • This totem can not force a player to flee, nor will it effect player on player conflict. 

Drelthok - Spirit of sleeping and dreams

Large-scale: Gentle breezes and a peaceful atmosphere fill this area. Fauna and descendants within it are likely to feel the soft tug of sleep, though succumbing to such is a choice. Cotton almost always grows thickly here, covering the ground in downy material perfect for taking a nap in. A peculiar species of shrub often sprouts up, its leaves as soft as silk and plush enough to easily doze off on. Dreams are easily controlled and are more likely to be pleasant, and are always recalled.

Surrounding area: The inhabitants of the area appear to be engulfed in some form of trance; surrounding fauna appearing drowsy, while descendants feel the effects of the ambrosial sands overcome them.

Redlines: 

  • This Totem’s effects can not be used to kill a victim in their sleep. 

 

Eathruz - Spirit of dawn and dusk

Large-scale: Upon entering the area around the totem, one would witness a spectacular event. Both Sun and moon would be seen on the split sky. The sun would light the sky in a rich palette of colours, like the one of dawn. At the same time the part of the sky that hosted the moon, would be painted in dark blue colours of that of dusk.

Surrounding area: Anyone entering the area would shift from a energetic mood to a sleepy one, depending on which direction he or she looks, in correlation with the sky.

Redlines: 

  • Cannot force people to sleep or stay awake.

 

Kotrestruu - Spirit of memory and the recording of knowledge

Large-scale:  Those within the area are drawn to the nearest piece of parchment and have an almost unnatural calling to write down events that have transpired within their own lives. Descendants tend to lose themselves in trailing memories, sometimes losing their concentration mid-sentence. 

Surrounding area: The descendants under the influence of this totem seem to have a heightened sense of  literacy, and general urge to write of worldly events. Sugarcane and other plants that can be made into paper grow into a jungle of knowledge, with trees forming natural “bookcases” and shelves.
Redlines: 

  • Does not increase intelligence.

 

Letrothak -Spirit of hindsight, warnings, and excuses

Large-scale: The trees and animals continuously warn travellers of the unwelcoming aura in the form of strange behaviour and shapes. Trees may develop branches that point towards the exit, and animals may approach descendants and growl or whine pleadingly. Should a descendant continue to travel through amidst the howls and growls of the creatures and plentiful warnings from flora, they will slowly develop an urge to warn any other descendants about the area of some kind of unseen doom.

Surrounding area: The plants that sprout around this totem seem to warn you with their ominous colours and unwelcoming branches hinged with spikes, yet you still seem drawn to it. Travellers seem to be riddled with excuses as to why they march through the area.

Redlines: 

  • Animals will never warn of descendant intent within the totems effect range.

  • Animals will never become randomly tame or friendly, and will run or attack if approached after ample warning.

 

Xaakt - Spirit of rebellion

Large-scale: The area surrounding the totem would seem strange. The animals would behave rebelliously. For example ,if a mother deer and her young entered the area around the totem, the young would stand up to their mother, often resorting to violent actions. Any plants or trees would seem to have their roots directed upwards and outside the soil, enveloping the other trees or plants that seem bigger than them.

 Surrounding area: The fire within every descendant soul is stoked; unrest and anarchy seem to be more prevalent in those around this totem.

Redlines: 

  • This totem will not drive descendants to attack each other. 

  • Feelings of unrest and anarchy fade once leaving the effective range of the totem.

  • This totem may never be used as a tool to force a coup within a tile. 

 

Etna - Spirit of melancholy and depression

Large-scale: Any animals that exist in the area would always walk with their heads downwards, often making sad sounds. Any plants or trees in the vicinity will have their leaves or petals aimed downwards. Clothing made from plants in the area tends to make the user feel very melancholy.

Surrounding area: Melancholic moods and gloom lurk, while the flora and fauna seem to take on a wilted and weary state. Descendants within the vicinity have the potential to feel as if they’re without energy, and a cloud of despair seems to follow them with each step.

Redlines: 

  • This totem will not drive a descendant to suicide. 

  • Feelings of depression fade (1) IRL hour after leaving the totems effect range.

 

Âmul – Spirit of wisdom and foresight

Large-scale: Every tree in the area seems to be very old, with their branches arching. Any flowers in this region would have their petals shaped like opened pages of a book. The area is home to very particular blue butterflies that swarm in great numbers year-round.

Surrounding area: When someone enters this influenced environment, they feel wiser. If one is young, he would begin to feel like an old version of himself, only in mind of course. A lucky few may receive a vision of a deep understanding of something they have been taught. Blue butterflies will fly towards the one that will receive the vision, encircling them. Once the vision ends, the butterflies will return to their activities.

Redlines:

  • The vision that one might receive is not something that would be very clear for the person. 

  • Nobody can use a vision for metagaming.

  • Visions do not grant knowledge of anything that the afflicted person does not already know.

Dazkur - Spirit of protection and loyalty

Large-scale: The plants in this area seem particularly hardy and the animals seem to have an urge to protect these things. Any attempt at harvesting these plants would seem particularly difficult due to thicker stems, and animals removed would ultimately return to the area, even going so far as to break out of pens unless killed.

Surrounding area: Those who enter this area feel an unending loyalty and sense of protection to those also standing within the totem’s reach. The flora’s leaves and petals resemble that of a shield. 

Redlines: 

  • Effects of loyalty remain for (1) IRL hour after leaving the totems effect range. 

  • This totem will never make someone blindly loyal to descendants, nor will its effects ever persist  permanently.  

  • Characters are free to use the totem as an excuse or a reason behind being loyal if it suits the character. 

Brimztra - Spirit of creativity, art, and music

Large-scale: The area around the totem would be filled with a pleasant aesthetic, both visual and auditory. Birds sing with great enthusiasm and rhythm and bees buzz harmonically, while the plants would adorn the landscape in complex yet extraordinary ways.

Surrounding area: Anyone entering the area would begin to feel a surge of creativity and inspiration. Perhaps one would write a fine volume of their book series, or get a revolutionary idea in the field of his or her profession, and artists would be able to produce their art with ease.

Redlines:

  • This totem does not make descendants better at performing art, painting, singing or anything related. 

  • This totem will not allow someone who has never played to play an instrument perfectly. 

  • Can not be used to bypass the techlock.

 

Ancestral Spirits

 

Due to the complications of binding a spirit with a soul, only Krug is able to power a Totem.

 

Krug - Father of all orcs

Large-scale: In classic orcish fashion, the ground shifts to become more like a savannah or desert, biome-dependent. The aura that surrounds the totem amplifies and spreads to cover the whole area.

Surrounding area: Krug inspires an aura of pride, honour, and valour in all with even a hint of orcish blood. Honorary orcs are also inspired. Non-honorary descendants with no orcish blood may be struck with a sense of fearful veneration, the urge to prove themselves in battle, a desire to submit to Krug’s might, or plain terror depending on the preference of the player.

Redlines:

  • Krug will not offer helpful guidance or anything that can be used as metagaming.

  • Krug will not comment on awkward political views such as caring that elves have shamanism.

  • Krug will only tell people to follow basic orcish tenets, such as being honourable, not harming fellow orcs outside of honourable combat, to worship the spirits, and to fight against evil and the undead.

 

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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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