Panashea 2648 Popular Post Share Posted January 18, 2022 (edited) SHAMANIC FEAT: AVATAR CRAFTING PURPOSE Avatar Crafting allows for shamans to create companions to fulfill the needs of the spirits. These allies serve the will of the spirits and allow for physical manifestations of their authority to exist in the mortal realm. Like methods past, shamans work together to create avatars able to conduct rituals, reimbue Ancestral life, and imbue power into lesser spirits. Lesser spirits possess more freedom and autonomy, and thus desire entrance into the mortal realm for power, unfinished conflict, or to heal the wounds of the past. These actions all drive toward providing shamans the tools to create their own events and noteworthy spiritual characters and eventlines, as well as allowing famous historical characters to be revisited and interacted with. The individual avatars each provide unique roleplay and opportunities formerly explored by shamans past. Lingerers, Muyakelgs, and Huduba help to establish the Ancestral Realm and its conflicts, reestablishing it as an active and tangible place rather than constantly gutting and ignoring past conflicts like with the Moz Strimoza. Khur serve as vile and corrupted spiritual mediums, able to influence mortal spiritualists in unique ways. Avatar crafting will take up one spell slot, and constructs are unable to learn any magics unless a MArt is made where multiple magics influence their creation. CREATION All types of Spiritual Avatars function the same way, with slightly different limitations and abilities. These creations are essentially mobile Totems, greatly reducing their size, overall function, and magical prowess for greater versatility and mobility. Like Totems, Avatars are made through finding a particular Lesser spirit. The eternal conflicted nature of Greater Spirits prevents them from creating avatars in this open ended method, and so shamans must seek out weaker spirits able to imbue power into shamanic constructs. Still, the added feature of mobility and close conjunction with a shaman allows them unique features not possible with a Totem. An avatar’s composition must always reflect the nature of the spirit the shaman wishes to sculpt from. An avatar of blacksmithing may be crafted with components of metal, scraps of steel, and coal. To begin, a ritual is conducted by multiple shamans, creating a connection between a Lesser spirit they have previously served and interacted with. They must establish some pact, in which some kind of covenant and tithing is established between spirit and shaman. Then, they create a shape for the spirit to inhabit, and the Foundation which is imbued with spiritual energy. The Foundation is almost always a singular pole inscribed with Old Blah and runes, although more unorthodox or larger avatars may require multiple “Foundations” along its body. This Foundation supports the tether that connects the spirits to the mortal realm and imbues the avatar. FOUNDATION The Foundation serves as the spiritual “heart” of an avatar. Avatars may be static objects (Spirit trees, enchanted weapons, spiritual places), or mobile constructs. Iif the avatar intends on moving, it may be no larger than an olog,with a maximum of three foundations. For larger immobile avatars, more foundations to be set up along its body in areas it seeks to influence, and require a MART. A Foundation is simply a divine rod, often made from metal or natural materials. These Foundations serve as the core weakness of any avatar. Removing or damaging the rods manifests the avatar entirely, requiring the ritual to resummon them. This destabilizing would prevent them from being resummoned for 2 irl days. A creature with multiple Foundations/hearts manifests and demanifests at the same rate as one with only one.. Once a rod is removed, the avatar has 8 emotes before completely demanifesting. When a construct completely loses power, they too demanifest in the same way. Demanifested constructs can be resummoned through the mentioned rituals, with the same shell(if intact), serving to bind the spiritual energy again. SPIRITUAL DEGREDATION ALL THINGS WITHER The materials used to craft a shamanic avatar only last for a certain amount of time, with living material (plants, flesh,bone,) lasting the longest, then the natural elements. Metal and magical materials, despite their physical durability, do little to contain the volatile essence of the spirits, and so remain the most transient in creating shamanic avatars. Each has a “durability” that allows the avatar to function within the mortal realm for a limited amount of time. A shaman or haruspex may extend this duration through a ritual, but avatars inevitably return to the Spiritual Realm, before being called back to the mortal plane once more. Degradation begins the day before the last, with the noteworthy signs being mood swings, memory loss, and overall loss of functionality. As the avatar degrades, its body begins to fall apart, before eventually returning into mundane materials, and completely dematerializing from the Mortal Realm. Spiritual degradation is marked at the initial summoning sight or rp area for the avatar as well as their duration marked down in an in-game book to highlight how much time they have left. Additions to their time are marked in the book as well. Some avatars, especially those maligned, abandon their companionship with shamans. As rogue spirits they may avoid this degradation through Worship. Much like haruspexy, offerings can be made to “charge” the spirit in-order to promote interaction and unlike other constructs, grants agency to CAs. Rogue avatars may serve as antagonists and event characters, and can be freely played by ST, Staff, and shamans so long as an application is made for them detailing their abilities. Rogue avatars do not count to the shaman’s maximum of avatars, unless they are subdued/made companions. DEGRADATION TIERS Living Materials: 2 IRL Weeks Non-Living, Base Elements: 1 IRL Week Metals: 5 IRL Days Magical Materials(Limited to those acceptable by the spirits) : 3 IRL Days WORSHIP TIERS Tier 1:Prayer of all kinds extends the construct’s form for a single day. Tier 2: A physical ritual reimbuing the avatar with their corresponding element; a sacrifice of animal, or non-significant denomination will allow the construct to last for another 2 IRL days. Tier 3: Magical artifacts, Mages, Undead, and other anathema to the spirits sacrificed will allow an avatar to function for 5 days. Tier 4: Personal Totems, significant acts of praise(festivals,large religious ceremonies) and long form empowerment spells enacted on the avatar will allow it to function for 10 days. Totems or significant areas of spiritual power will allow the avatar to persist without the need for being recharged, essentially acting as a stop gap or temporary respite from degradation. PHYSICAL DESCRIPTION Avatars(all shamanic constructs) are composed of their aspect, both during the process and after their creation. Though they are spiritually imbued, they possess no greater strength or durability then the materials they are made out of. The nature of constantly influencing the Mortal Realm, of pouring spiritual power into physical materials leads to something known as Spiritual Degradation. Much like a faucet pouring endlessly, creating ANY sort of construct and having them function long-term is a fool’s errand. Spiritual constructs may be resummoned endlessly, but their nature in this world is eternally fickle. MENTAL DESCRIPTION A Spiritual Avatar’s life is one fickle and marred with constant conflict. One’s time within the Mortal Realm is brief compared to the eternity of the Spiritual Realm, and yet they are compelled into grandiosity. Obsessed with their aspect, they are driven towards zealotry and overindulgence. While some spirits may be more mild-mannered, while on the Mortal Realm they are all greedy. The nature of being transient will inevitably tear apart the mind of the avatar, should they be as intelligent or aware as a descendant. Lapses in memory, mood swings, and compulsions draw many avatars that linger for too long into the mortal realm into madness, or degrade completely. Some aspects may seek to battle against the madness, driven by a means to persist within the mortal realm with unfinished business. As spiritual beings, Elemental and Immortal constructs’ language and understanding of this mortal realm is limited. They will primarily speak Old Blah, and can learn a common tongue over time. For players unaccustomed to Old Blah, they simply must express that they are speaking an ancient and guttural language, created by primordial beings of wrath and greed. PLAYER SUBMITTED CONSTRUCT ABILTIES Every kind of avatar possesses innate abilities listed under General Construct Abilities , and then three abilities clarified within the submission itself. Two abilities are short-range/short-lasting, and one is long-range/long-lasting. Their spells are weaker than totems spells, and so their limitations are greater. These spells reflect the nature of the spirit, though can extend to reflect the nature or characters within the Spiritual Realm. Each ability must have some roleplay rationale/proof of how and why the avatar should have the ability, as well as approval from ST.(i.e; I interacted with this lesser spirit and did x,y,z, as well as empowering/changing/worshiping/defending them from this great threat). Writing out the nature of every Greater Spirit (50+) ruins scope, creativity for future shamans, and with the ever changing nature of the spirits, it doesn’t make sense to list 1000+ abilities for a spirit that can get consumed, have its aspects change entirely, or remain unused. Reviewing each construct is already a requirement for the submission, and so to prevent the mistakes of previous shamanic constructs, a thorough detail of their overall abilities and establishing what they can and cannot do; for the player- for the construct- and for staff to understand without hamstringing anyone. Redlines: -The scope of each subtype’s spells is reflected on the subtypes used to create it(i.e a muyakelg cannot cast a farseer blessing, but it could derive its powers from a lutauman spell or ancestral totem) -Spells cannot be used to gain extra days and will always take time away. -Spells cannot be outside of the scope of shamanism unless the avatar’s construction is aided by compatible non-shaman magics. -Short range spells will extend no further than two blocks. -All avatar’s long range spells may last at a maximum 1 irl week, and their region influence and overall influence extends no further than 10 blocks -. Their overall shamanic capability, of any subtype, is reserved to that of T3. -These three abilities will always take one day off the life of an avatar, with combative abilities taking two days. - Other spells described below that cost two days show the scope and overall effectiveness of these possible abilities. GENERAL CONSTRUCT ABILITIES Shamanic HeathAt the cost of one day, a spiritual avatar may create a temporary space in which their aspect can be animated for 3 IRL days. In this space, communion is easier, 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. Heaths cannot be cast in areas influenced by other magics, corruption and the like. Shamanic CommunionThrough the avatar, any shaman may speak to the lesser spirit offering power to the body. This communion may take place regardless of area, in which the spirit simply uses the energy bestowed in the construct to form speech. This communion costs half a day. Shamanic Addition Avatars may serve shamans of their respective spots, serving as a stand-in when other shamans are not available. This addition will increase the power or effect of spells as if another T3 shaman was present. This addition however greatly cripples the avatar, preventing them from using their spells for 3 IRL days afterward. WEAKNESSES All Shamanic avatars suffer damage from persisting in the Mortal Realm as a form of degradation, meaning that they will inevitably be forced to return to the Spiritual Realm for some time to recharge. Their Foundations serve as methods of disconnecting them from the Mortal Realm. Their natural state, both mentally and physically, is one eternally volatile. Their nature, even with the most mild mannered of spirits, is greedy, and ever yearning for worship and praise. This may lead to the construct being greedy or easily tricked as it seeks more power. This lust for power drives many of the sentient avatars towards violence and becoming rogue constructs, much to their own peril. Ancestral Constructs can be purged by rival lutaumancers in a similar method to Kor's Blessing. This is more difficult and draining then the normal process for purging ghosts, requiring four additional emotes, or a second lutauman. Elemental Constructs are weak to their opposing element, and suffer severe damage from it. A bucket of water would scald and burn the physical parts of a fire construct, though to completely kill one, it would need to be fully submerged. All constructs are only made of mortal materials and so possess no increased durability or ability beyond their natural means unless clarified within their submission. CONSTRUCTS MUYAKELG Req: T4 Lutauman + T4 Witchdoctor Spoiler A twisted ancestral creature that reaches a peak of nine feet, or diameter. At its maximum height of an olog, greater sized muyakelgs require more energy in the same way ologs require food.Two shamans must power the Muyakelg to keep it functioning for an additional day. Like a tin man’s joints rust, their bodies lose the energy that keeps them properly functioning. Muyakelgs are made of flesh, powered by the Ancestral energies within it. Their limbs may vary from tentacles to hands, claws, alien appendages, though no wings or things capable of flight. They may be bipeds, quadrupeds, or strange creatures with many legs or a slug like foot or tentacles to meander upon. Their mouth, or mouths, maws, jaws may be attached to its form, anywhere, as are limbs, hands or horns. Muyakelgs are rarely humanoid in any regard as the flesh used comes from various animals/people, and one made in such a form would be nearly impossible to find. A universal law applying to added limbs is they become less able to mimic orcish strength in their grips, swings, and daily doings. They bleed much like any other being containing mortal flesh does, although they aren’t without tough skin. A Muyakelg possesses the strength between orc and olog, though with its many arms and limbs, the strength is divided among its appendages, though individually weaker than ologs, their combined strength surpasses it. Muyakelgs are HIGHLY susceptible to damaging head wounds. Attacks that decapitate A muyakelg will instantly sever their connection with the mortal realm. Muyakelgs bleed out, not blood, but spiritual essence, and overtime they will also begin to slow down and collapse in the same manner. Due to being made of simple flesh, a Muyakelg is harmed by all conventional means, though somewhat reinforced to the damage by the hardened flesh they bear. Piercing weapons will do little to the Muyakelg’s form save for an injury to their skull. A Muyakelg may lose an arm or leg, but with many possessing three or four, the beast is rarely brought out of commission, often fighting until it is unable to walk forwards. As made of flesh, they are susceptible to fire, lightning, etc, things that harm the flesh or it function. For creation to begin, a lutauman must seek out a lesser ancestral spirit, currying favor and approval in their name by whatever means, often through appealing to their aspect or craft they held in life. Once done, the Ancestral reveals their name, and the work begins. RITUAL The majority of the labors are in the Witch Doctor's creation of the host body. He must collect bones, which could be from animals or people. They must be immersed in sand for three days, and at the dawn of each day a bucket of mixed blood, IRL juice and sea water dumped over the burial site. The Witch Doctor must then exhume the bones and bring in the Lutauman for the next step. The bones must be placed within the embers of a formerly large bonfire. The Lutauman will attempt to invoke spirits willing to impart a small blessing on each bone through intense chanting and dancing, while the Witch Doctor carefully examines each bone, turning them over in the embers with tongs. The Witch Doctor must now take the bones and sew them together with animal sinew and leather into a makeshift skeleton, under the instruction of the Lutauman who dictates the desires the spirit has for its physical form. More often than not, this leads to bony frameworks that look alien and otherworldly, with extra arms and legs or other bizarre deformities. Then, the sown skeleton must be coated with a mixture of lamp oil and gold dust - except for the eyes, which must be covered and protected during this process or the entire efforts of the Shamans will be ruined. The Lutauman shall invoke the spirit which wishes to become bound, chanting and lighting incense. The spirit will allow itself to inhabit the incense, and the Lutauman shall breathe in quickly as much of the smoke as he can hold. Bringing a straw to his lips and placing the end into the eyes of the skeleton frame, he then blows out the smoke. The Witch Doctor, lastly, must light the oil on fire and the entire bone construct then erupts in flames. The spirit courses through the skeleton, using the spiritual energies infused in each bone to grow flesh across the skeleton: sinew, tendon, muscle, skin. The Muyakelg flexes its joints, slowly bringing its warped form from the floor... Upon the birth of a Muyakelg, the new, eldritch form they take on is a difficult one to master. As they have new limbs, eyes, appendages and the like, a Muyakelg’s combative form is not truly realized for the first 7 IRL days. However, as the same Muyakelg is resummoned again and again, this time of getting comfortable decreases by 3 IRL days, before capping at a minimum of 2 days. Muyakelgs no longer suffer the penalty of being forced to speak Old Blah, and instead are allowed to speak ordinary Blah. Abilities:Sleep: As former mortals, Muyakelgs are able to suppress the effects of Spiritual Degradation temporarily through a comatose-like meditation. The construct “sleeps” as much of the energy returns to the Ancestral Plane, and the Spiritual Degradation debuff is removed. The construct is only able to talk, and would require a shaman to recharge it back to full strength again to grant motion. Weaknesses Fire serves great damage to a muyakelg’s living body. It slows their movements and proves to undo a construct’s strength. Lutauman may also serve to purge the construct through summoning Kor or Krug, wrenching the bits of Ancestral magic free as if they were a ghost. This functions the same as the Blessing Of Kor spell. This Muyakelg can still be resummoned. Mental State and Purpose: A Muyakelg is a forlorn thing. The taboo act of raising Ancestrals is not one approved by all shamans, but can grow necessary when a bulwark of the spirits is needed. The Muyakelg are honorbound and tolerant, at the virtuous peak of their past selves. Many desire to return to earth seeking their unfinished business. A past Rex sees ire with his clan, a last debt still to be paid, or simply to guard against the coming forces of darkness. Muyakelg Redlines:-Muyakelgs suffer from Spiritual Degradation twice as fast. Rounded up. -Muyakelgs will demanifest if struck on the head with an orc strength blow. -Muyakelgs do not retain any of their magic from their past lives, unless specified within their abilities on submission. -Muyakelgs separate their strength evenly throughout their limbs, unless intentionally disproportionately made. -Muyakelgs will demanifest if the Blessing of Kor is used upon them. LINGERER REQ: T3 Lutauman Spoiler Purpose: After the removal of the Inferis from the Ancestral Realm, the dangers of the spiritual afterlife and many of its notorious characters were left uncertain due to revisions in lore. Lingerers serve as a final piece to dark shamanism, as a way to invoke those damned characters without needlessly expanding into confusing magics. A Lingerer, or rather, a Dark Ancestral is what remains of Dark Shamans, Whitewashes, and the undesirables who linger within the dark parts of the Ancestral Realm. All lights must fade, and so when the living linger in the Fîgûga Uzg, they become Lingerers. The land is dark, near impossible, though those with wicked heart may briefly peer through the fog. Lingerers are often deceased dark shamans of various iterations, and their cabal. Most of their mind is lost to the darkness, though they seek one thing. To return to the Mortal Realm, and continue to invoke chaos. Interacting with an imprisoned Lingerer must be done with an LT or ET, or teacher of shamanism. There, a lutuaman, or unfortunate soul may ask 3 questions. A Lingerer can lie however, only once and is limited by its knowledge on the Mortal Plane and what it has observed. Once the three questions are asked, the Lingerer is freed. If fewer/more questions are asked, the Lingerer is granted the ability to possess the body, and the host is trapped within the Fîgûga Uzg, until freed by a Lutauman. An imprisoner Lingerer is free to trick the prospective travelers with hallucinations, false questions, or other subversions. If a Lingerer is freed, they are playable with a CA, although once in the Mortal Realm their powers and abilities are dampened, as the process to travel weakens them. A Lingerer’s form is near-ethereal, tethered and held together by spiritual energies rather than bone and sinew. They are slightly weaker than the average descendant and more fragile, but not made for intense physical combat. They do not breathe or sleep, or feel pain, lest brought on by magic. Abilities: Feast: A Lingerer however, must eat. Born from the darkness of Fîgûga'Uzg, Lingerers devour light, and are able to pull upon its unnatural sources (fire,glowstone,lights,bioluminescence), in a range of 15 blocks over a course of 4 emotes. This ability is not feasible in direct sunlight. This feeding allows them to persist for two additional days. Ruuhk: Once in direct darkness, they may draw upon the Fîgûga'Uzg and summon forth a Ruukh, a weapon made of pure darkness over three emotes. The weapon is as strong as steel, and interacts with all materials naturally, save for living things. Once the blade strikes through flesh, it begins infecting the target with the madness of the Fîgûga'Uzg. Over the course of 10 emotes, the target is paralyzed at the sight of injury and within 8 emotes, the target blinded, with each additional strike hastening the process by an emote. Weaknesses: Aurum will return them to the Spiritual Realm, severing what little vestiges remain in the mortal realm. Bright lights prevent them from summoning their Ruuhk, and leave them little more than withered creations. Weaker than normal descendants, a Lingerer simply possesses weaponry and prefers to rely on their abilities. Redlines: -Lingerers cannot eat spirits or steal their true names -Lingerers are not intangible, and possess less strength then descendants -They do not retain any of their shamanic abilities unless specified within their abilities Despite being painless(save for all magics), damage to their body will prevent them from casting spells, moving, etc, just like a normal person. Huduba REQ: 3 T3 Haruspice or 1 T5 Haruspex Spoiler A Huduba is a spirit of storytelling and redemption created by a haruspex. Unlike a muyakelg, it is not an Ancestral Spirit, but a living story granted sentience through the might of Dlimbok. As a living story, it is extremely ideological and lives to serve a single purpose. The Huduba is only empowered and brought to life through Threshing Ink, and then enwreathed in flesh or bone to preserve its power. The flesh is embalmed, soaked in more ink and fluid as the story and ideology is physically imbued within the construct’s flesh. Still, the origins of a Huduba are as strange as its shape and form. A Huduba is a haruspex’s attempt at vindication. As stories of dark shamans, forlorn orcs, and the accursed were spread to warn others of their kin’s mistakes, the haruspice found that eternal damnation did not improve the lives of their kin.If their story was used to teach others, then surely that same story could be used to teach the main character. They are thin and fragile like Lingerers, though bandaged and without a malevolent aura. A Huduba is a method of atonement for Lingerers and other forlorn within the Ancestral Plane. Through their construction, the haruspice intends on granting some clemency for the cursed spirit. If a haruspex encounters a Lingerer, or the story of someone forlorn within the Ancestral Realm, they are able to create a Huduba; a physical idol in which the actions of the chosen Lingerer/ancestral can be absolved through physical means. This second birth helps to absolve the sins of the Lingerer, and allows them to become one with Dlimbok, thus ending their eternal damnation within the Firuga’Uzg. Haruspice may also create Lingerers as antagonists to draw from, or orcish tales to create a Huduba from, even if they may not have existed as a true orcish descendant, they malleable nature of stories – especially those orcish allows for the construct to draw life; the same mystical fluid used through haruspexy. Like the Threshing Ink itself, the Huduba lives to spread its story, its character, till the tale written by the haruspex is complete, and the Huduba lives on with Dlimbok. Like all shamanic constructs, the Huduba can be resummoned as all good tales can be told a second time. The scope of the Huduba’s story is one often written as one of vengeance or spiritual zealotry, shambling and unyielding religious folk who wield the might of the story to heal wounds brought by past traumas. A Huduba may possess all the characteristics of the person they’re molded after, but will always exist as a separate, spiritual entity. True redemption is impossible for those held within the clutch of Kor, but their burden can be made softer. Abilities: Erase: A Huduba is able to absorb stories much like a haruspex’s sacrifice, erasing the words from texts and adding it into its own composium. This eating takes 4 emotes, and grants the Huduba memory of the story. This only works on narratives and the like, and would not grant the Huduba and skills or abilities, only knowledge of the story. This has no cost as it would fuel the Huduba. Eating a book grants a Huduba an extra day. Project: The Huduba is able to summon noises and sounds akin to a Lutauman’s Soul Resonance, but the Huduba can pull upon its wealth of information to create sounds, voices, and auditory projections. These sounds may only be ones a Huduba has heard. These projections can only be summoned in an area as large as Shout around the Huduba. Haruspexy: As a creature of Haruspexy, a Huduba is able to perform haruspexy, utilizing Pages Alive and A Storied Artifact without any requirements. They are able to utilize Cave Painting at the cost of 1 day. Cursed Haruspexy: As former lingerers, the Huduba is still able to use the cursed magic to implant false memories within a chosen target. These memories slowly develop overtime, and require physical contact between a chosen infected object, or the Huduba to practice haruspexy on the target 5 separate occasions. Cursed Haruspexy Redlines Spoiler -Cursed objects require a Day to create, and would only remain cursed for 3 Days. -Implanted memories cannot teach skills,magic, be used to metagame, or harass other players -Memories would only last for 1 month, or longer with OOC consent. -Memories cannot compel someone to act a certain way, and only act as a reminder/impactful story. -Cursed haruspexy can be used to overwrite old memories with consent and awareness, but would only serve to bandage trauma, and would be undone if the subject was to experience a trigger. Storied Mind: As a living story, a Huduba is able to hibernate within a descendant’s mind. Usually resting within the haruspex it summoned, it rests without suffering from Spiritual Degradation. The descendant trades a memory at the cost of the Huduba dwelling within their mind. To do so, the Huduba must tell its story over and again until the target falls asleep, and then the construct crawls within the mind of the host, leaving behind its bandages and embalmed flesh. This process takes six emotes. Huduba Redlines - Each implanting of cursed haruspexy costs half a day, and the memories that linger within the target will only last for an OOC month. -These memories are completely fake and do not grant any abilities or skills. -Storied Mind does not allow the Huduba to communicate to the descendant, the construct is essentially asleep/unconscious. -Storied Mind does not allow the Huduba to see any memories of the descendant, or vice-versa. It is simply a holding place for a story. KhurREQ: At Least 1 T4 Witchdoctor A fading Khur, returning to the Spiritual Realms. Spoiler Shamans, born of mortal flesh, are limited to the scope and effectiveness of their spells and magic. The mortality that binds them to the mortal realm is only so conducive, leaving them unable to perform the great feats the spirits so desire. In past forms of shamanism, Muyakelgs, amalgamations of flesh were given pieces of the spirit, but still lacked the prowess and control of their mortal shaman counterparts. They stood in stark contrast to what the spirits desired, made of rotten flesh and decaying husks scrounged about, as if shamans were vultures. With the advent of more latent shamanism, of shamans who grew closer to the spirits, and the coils of Sandru and Omnisan unfurling, the Spirits beneath them were able to manifest more of their power within the Mortal Realm through the use of Totems. Witchdoctors, apt in invoking the wrath of spirits, were well aware of this change, and so sought their intercession, and greedly claimed this boon for themselves, allowing for the creation of Khur. A Khur is like a Muyakelg, though rather than constructed of flesh and bone, is a pure spiritual entity, power offered by a Lesser Spirit that a Witchdoctor seeks to worship and engage with. This being has a mind of its own, still greedy and capricious.. Within the Mortal Realm, they may manifest as a variety of shapes and entities, though due to its simplicity, are often humanoid, missing their face or other parts of their body due to it requiring unnecessary energy that could be spent on performing their powerful rituals. Due to being unique, split or any shamans who would seek to aid in their endeavors of spreading their e off from their lesser spirit, their magic is not instantaneous or performed over an altar much like a shamans, but is meticulously watched and maintained by the essence. Much like a Witchdoctor would taint the land, the Khur would place fragments of their essence, spiritual shards and bury it beneath the earth. As time goes on, these shards would grow in strength, influencing the shards in the area and adding it to the strength of the Khur. The Khur however, is unable to cast its own spells, lacking the vessel to perform advanced and mana-heavy combat spells, merely fragmenting itself to gain control over regions and lands to perform large form ritual spells. As the Khur grows in age and influence, these spells grow larger, as well as shortening the duration for these spells to occur. Like Sorvians past, they exist as embodiments of ideology. Still, they are not timeless, and as spiritual beings suffer the curse of mortal transience. Physical And Mental Description A Khur of Fire Khurs are petulant beings, twisted by the nature of the spirits. Despite their ties to their Witchdoctor creators, they still hold themselves far superior to all Mortal life and existence. Their pride and arrogance is marked by a greed for power and worship, like all spirits. A Khur physically is only able to be made of natural materials(wood,rock, animals, bone). Their durability is no greater than leather and their physical ability is no greater then the average descendant. They are highly susceptible to their own curses and shamanic abilities, undone by farseers and witchdoctors seeking to curse/bless them with their opposing element. Abilities: Spirit Shard: At the cost of one day, the Khur is able to condense their energy into a spirit shard. This is the catalyst for their spells, and can influence regions the same way a Witchdoctor’s Maledictions would work. To create a Spirit Shard, the Khur must isolate itself within its natural element or essence, or some totem/shamanic area. There, the Foundations of the construct condense energy into a single usable shard for the Khur’s spells. This ritual takes 7 emotes. [3] Meditation [3] Condensing Spiritual energy [1] Finalized Product. It cannot be done in combat. Region: A Khur is able to curse regions the same as a Witchdoctor(with PRO consent). Rather than slowly progressing over time from a specific infected instance, each Spirit Shard holds sway over a 10x10 area that functions the same as a Shamanic Heath. Unlike a shamanic heath, this ability can be cast in areas influenced by other areas of magic and corruption and will last for 1 day . A shard can be recharged for one extra day by expending all of a shaman’s energy, or two more Spirit Shards. Manifestation: With six emotes of concentration, they are able to manifest and demanifest. This temporarily extends their duration within the Mortal Realm as they hibernate within the Spiritual. This spell may not be used 6 emotes before and up to 6 emotes after combat. This is merely a hibernation spell, and would never serve a useful escape. The process involves bright lights, sounds, and other tells that would notify anyone nearby of what goes on. Manifesting costs one soul shard, while demanifesting costs two. Spirit Walking: Expending one of their Spirit Shards, a Khur is able to transport and spirit walk to their plane with a maximum of three other people. Regeneration: By consuming one of their Spirit Shards, they are able to fix wounds and damage upon their body. Two shards for major injuries. Healing takes five emotes in which the shard is absorbed and destroyed. Spiritual Contract: A khur, in exchange for two Spirit shards is able to set up a contractual obligation between a spirit worshipper or shaman. This partial power works like a monkey’s paw however, and will always have some dreadful caveat, much like cursed healing. This bane works the same way elixirs do, except without needing to be drunk by a descendant. This could allow for tools, artifacts, and trinkets to be made through the Khur, so long as its energy is refilled with 3 Spirit Shards per irl week. Contracted weapons/combative tools are ST signed and all contracted tools must be recorded at the spiritual site of the Khur or the place in which the spiritual contract ritual took place. A single contract will last for 1 OOC month, and the same tool cannot be resummoned without a MArt. This contract is typically done through a Spirit Walk to the lesser spirit in question, although more mystical and esoteric rituals of communing with the spirits can serve as a catalyst for the ritual. The Khur imbues the contract, written with descendant blood or inscribed in sigils on a chosen object. This item or contract is then blessed and enshrined with the Spirit Shards. The Spirit Shards imbue the object with Spiritual Strength, which can often twist or augment the natural form of the item chosen to reflect the nature of the spirit. Khur Redlines: -A Khur’s physical body does not exude or create the element it is pacted with, nor are the extra combative abilities from certain types of spirits(A fire Khur will not shoot fireballs unless specifically clarified within the submission) -A Khur may only have a maximum of 3 contracts -The Spell Region will not work in areas where shamanism is not possible (blocked connection to the spirits, inaccessible dimensions, etc) -Spirit Walking is never a forceful act and cannot be taken without consent -A Khur may only contract spirits of the same type, i.e a Khur of plague may only contract another lesser of disease, or similar subtypes. -The contract will only work for spirit worshippers and other shamans, and will turn off upon breaching said contract(learning dark magic, breaking spiritual tenants, killing shamans) -A contracted item without power will need to be remade through the same contract. -A contracted weapon will cost an additional Spirit shard and only last for 5 days before being recharged. -Weapons cannot influence regions, and are limited to the scope of Malediction and Totems for their possible abilities -Weapon-afflicted abilities may only last a single day. While Farseers Possess no Constructs, they may aid in the construction of them through the use of a MArt, or create aesthetic spiritual Companions. Spiritual Companions possess no abilities, save for being able to join along in spirit walks, and manifest at a shaman’s call over 3 emotes. They are non-combative, unable to do ANY mortal functions, and simply act as friendly guides and companions for shamans. They are made in the same process as a Khur, but made spiritual through the respective blessing bestowed upon them. General Creation Redlines: -These are not the true manifestation of the Lesser Spirits themselves, merely a fragment of their energy. - A shaman may only create a construct once every month - A shaman may only own a maximum of 3 constructs, though may use their month to create a rogue construct as an antagonist or event character. This does not take up one of their 3 slots. -Rogue constructs still need to be submitted, even if ET wish to play as them. -A shaman with 3 constructs would be unable to use their shamanic abilities while all three are active. - Constructs’ overall shamanic ability may be no stronger than T3. -Avatars may not learn other types of magic, and the magics they are able to cast or only possible through the respective subtypes they were made from. **While Farseers possess no Constructs, they may aid in the construction of them through the use of a MArt, or create aesthetic spiritual companions. Spiritual Companions possess no abilities, save for being able to join along in spirit walks, and manifest at a shaman’s call over 3 emotes. They are non-combative, unable to do ANY mortal functions, and simply act as friendly guides and companions for shamans. They are made in the same process as a Khur, but made spiritual through the respective blessing bestowed upon them. They do not cost a construct slot.** CONSTRUCT EXAMPLES CA MUYAKELG EX: Spoiler Kugar’Gorkil, the Prideful (Long Range): Ancestral Communion: In the presence of Ancestral artifacts, totems, or a sufficient amount of haruspex and lutauman(3), the Muyakelg is able to enact a Soul Resonance with any members of his clan. This follows the same redlines as the Soul Resonance, and costs two days if no artifacts are present to commune with. (Short Range): Ancestral Binding: Kugar is able to mark a target by touch with an Ancestral bind, allowing them to temporarily perform Soul Resonance within their dreams or through shamanic artifacts. This only works with spirit worshipers and only with willing Ancestrals who wish to speak with the recipient. The spell works through the Muyakelg touching the target or a device from which to speak with, marking it for 3 IRL days. The Muyakelg must also travel to the Ancestral Realm, or find some way to commune with a desired ancestral to bind upon a mortal. (Short Range):Devour: Once per IRL 1 Week Kugar is able to use the Blessing of Kor spell, devouring a ghost through the same process. This combative ability costs 1 day, and has the same redlines as the lutaumancy spell. CA LINGERER EX: Spoiler Kulgarok’Dom, The First of the Uluamirzgai (Long Range): Hand of Leyd: Kulgarok is able to temporarily depower and empower totems for 3 days, lowering or increasing their effectiveness and range by one stage. If a totem is at its maximum, Kulgarok instead may invoke a large area wide spell the size of the totem that cripples the physical strength of those around it. This weakens all living targets, ( olog - > orc orc - > descendant - > voidal mage).(Short Range)Chains of Leyd: Kulgarok is able to bind those with the former mind enslaving chains of Leyd. This act works with a burst of three chains erupting from the Lingerer over the course of 6 channeled emotes. These three chains only can target one descendant, and have the following abilities with each successful chain binding the target: One Chain Movement is not fully impeded. Slight visual distortions, suggestion is reserved only to imagery and vague shapes rather than a coherent idea. Two Chains: Strong visuals, having more of an effect on those mentally altered or afflicted. Some may briefly see a face, or hear a familiar voice from the figures, though the suggestion in them, or drawn from the Lingerer’s own will stays vague and opaque. At most, a few words may appear in the descendant’s mind. Movement is slowed. Three Chains: At three chains, the world begins to melt and shape to the shaman’s will, and suggestion becomes possible. The Lingerer can manipulate the visuals for 3 emotes before they fade. This mental affliction only lasts for the instance it is used in, though can be extended with OOC consent. Movement is fully impeded. Redlines: The chains themselves are breakable and can be dispersed through various magic. Aurum is quite effective in breaking the chains. This does not serve as mind control, rather an intense suggestion that grows more and more powerful with the various tiers. OOC consent is needed for permanent subjugation. RP the amount in accordance with one’s tiers(cannot summon more than the amount) Suicide/Rape/Literally stupid things cannot be forced/suggested Chains have no kinetic force/cannot be used to strangle someone These are not grapples nor shade tendrils, simply used for binding people or animals. Resisting the chains is possible, with a healthy and focused descendant being able to resist at least one chain. (Short Range): Enrapture: A spell taught through Leyd, the act allows for the Lingerer to transform into the shape of a fallen target, gaining their physical strength. To enact the spell, the dark shaman must kill 7 descendants, placing them within an ancestral totem. Once complete, the dark shaman begins a transformative process, and over the course of 10 emotes, a ritual and metamorphosis. This spell allows for the Lingerer to disguise itself (only physically), as this target. When performing the ritual a d7 is rolled to determine which body the Lingerer assumes, as the selection is random. The transformation only lasts for 3 irl days, and does not work on on-descendants. It does not teach the Lingerer anything about the body they assume, or their abilities. When assuming a form, soul-affecting magics, bright light, fire,and shamanic curses would reveal the Lingerer. CA HUDUBA EX: Spoiler Khan, the Pursued Ancestral (Long Range) Commune: In the presence of Ancestral artifacts, totems, or a sufficient amount of haruspex and lutauman(3), the Huduba is able to enact a Soul Resonance with Khan. This ritual follows the same practice as Soul Resonance and has the same redlines. (Short Range:) Morph: When the Huduba comes upon a weapon or tool of Khan’s, it is able to mimic Khan’s form, albeit spectral and ghost-like. He bears a warm glow unlike wicked ghosts, and appears within the prime of his life. (Short Range:) Graft: At the cost of one day, Khan is able to produce a story and substance a book from his memories. It can teach skills and trades, but nothing of magic. CA KHUR EX: Spoiler ULUGURA: Mother of Plague, Lesser Spirit of Kinul (Short Range)Kinul’s Touch: Upon touching a target over eight emotes, Ulugura is temporarily able to abate physical disease, poisons, and other spiritual taints through her own concoction. However, all things must fester, and this spell only relieves the target for a single day before needing to return. This does not affect magical taints except shamanic ones. (Short Range)Cultivate: As an embodiment of plague and corruption, Ulugura is able to grow a variety of fungi,poisonous plants, and mold within their body as if it was fertile compost or sawdust. This does not mean Ulugura produces these flora. She must find them (Long Range)Ravenous Swarm: A ravenous swarm of locusts emerges from Ulugura, obscuring vision, and afflicting all nearby targets with painful, hyper-aggressive insects. They devour flesh and target open wounds, but have no effect on armored parts of the body. They would travel no further than 6 blocks, and completely devour a descendant over the course of 12 emotes. Water, fire, and other general insect repellants serve to kill the bugs. CREDITS Ptahwithin for the initial Muyakelg lore, the shamanic community, Dargrind,Qizu,ZachoSnacho, Wolfkite, and Barbog for edits and looking work over. This hurt me, but I'm happy its finally submitted. Edited January 18, 2022 by Panashea 31 Link to post Share on other sites More sharing options...
Nug 1905 Share Posted January 18, 2022 if panashea shaman lore has million number of fans i am one of them. if panashea shaman lore has ten fans i am one of them. if panashea shaman lore has no fans. that means i am no more on the earth. if world against panashea shaman lore, i am against the world. i love panashea shaman lore till my last breath... die hard fan of panashea shaman lore. Hit like if u think panashea shaman lore best & smart in the world 7 Link to post Share on other sites More sharing options...
Lojo613 1527 Share Posted January 18, 2022 (edited) Monstrous Muyakelgs feeding on power and attempting to become local gods is such a fascinating and fresh dynamic. These beings are both powerful and weak at the same time, and their free will makes them unpredictable vessels for rp rather than just tools and extensions of their creators. I see the gears turning in the minds of the green tags, how is this construct lore different from all other construct lores… do we need more constructs? Don’t we have golems, atronach, sorvians, Animii, necrotics, and homunculi? While I harbor a fundamental difference in belief about whether the question “does this fulfill a completely unique end” ought to be asked if the means of creation are unique in of themselves, I will justify their existence in those terms. This lore is more than a shamanic way of creating constructs (which is important in its own right) because these constructs fulfill a unique role within the lotc community; neutral and free-willed monstrous/magic constructs. Golems and Necrotics are both what I would classify as “monstrous constructs”, beings which are inhuman in form and power. The caveat with these two constructs is that they are essentially slaves to their masters and have no free will, and while golems are usually good and necrotics usually evil, both are ultimately tools for their creator. Without free will, the possibilities available with both constructs either for event use or rp creation are inherently limited by the will of the creator. Atronachs, being what can be considered a magic construct, is in a similar boat, inherently bound to the will of a creator and thus of limited rp capacity. That is to say, Atronachs, Golems, and Necrotic abominations cannot become standalone major forces for driving rp, as they will always be bound by another, not that these groups are unable to create any rp at all. Animii and Homunculi are rp beings with free will. Animii can be monstrous or human formed, but are more often human in shape and size, limited in form by the lore itself. Animii and Homunculi are distinctly able to drive rp in a way beyond other constructs.The fact that BobRoss plays a machine which creates more machines and leads a clan is proof of this. Animii are not magical as they by default have no souls, no genus, no voidal connection, and this leaves other magical niches besides alchemy distinctly lacking. Furthermore, general lore restrictions on Animii discourage monstrous forms in size and shape, similarly Homunculi are generally human in form. Lastly that brings me to sorvians. Sorvians are of human shape and size, and although they have free will I believe they are far removed from the realm of the muyakelg. I see Muyakelgs as being wonderful event creatures as well as characters which will drive local rp and events. Edited January 18, 2022 by Lojo613 6 Link to post Share on other sites More sharing options...
Tabby64 1295 Share Posted January 18, 2022 Nerd 1 Link to post Share on other sites More sharing options...
herculean_wud 3661 Share Posted January 18, 2022 o_o 1 Link to post Share on other sites More sharing options...
ThatDutchFellow 1076 Share Posted January 18, 2022 Orc mojo always +1 2 Link to post Share on other sites More sharing options...
L0rdLawyer 2271 Share Posted January 18, 2022 Shamanism exists?!? +1 2 Link to post Share on other sites More sharing options...
DrunkPapaBear 1988 Share Posted January 18, 2022 Pana have been writing this lore for so long and the quality of it show how much devotion he spent in it. Shamanism is one of the best magic available on lotc and having people helping it grew like this is what makes it epic. Constructs of flesh and bones that you can play? a chance to play your dead characters by placing the spirit of a dead orc inside the constructs? Can't wait till its accepted and shamanism rp can become even better than it already is. Thank you Mr. Panashea 3 Link to post Share on other sites More sharing options...
StokedOff 374 Share Posted January 18, 2022 Shamanism is a slept on magic that can be used in so many ways to better orcish rp. The culture behind it and the roleplay that can come from this is unmatched. +1 2 Link to post Share on other sites More sharing options...
Gallic 1051 Share Posted January 18, 2022 this is really good and I really want avatars to return, however I feel like the repeated mentions of how greedy and violent and malicious they are is a bit limiting on the potential creativity players might want with their personality; just because spirits are driven by worship doesn't mean they have to be jerks also the time limits make sense but man are they harsh overall I want this to happen and my comment may just come down to personal taste, it doesn't make it not work or anything good lore 5 Link to post Share on other sites More sharing options...
christman 2384 Share Posted January 18, 2022 :] +1 1 Link to post Share on other sites More sharing options...
Mamimiux 174 Share Posted January 18, 2022 Its Creative, its amazing, most of all ITS BUB'HOZH. +1 2 Link to post Share on other sites More sharing options...
flexMate 328 Share Posted January 18, 2022 bazed zhomo mojo 1 Link to post Share on other sites More sharing options...
E__V__O 1984 Share Posted January 18, 2022 Reading over and giving thoughts on the general make on the lore. I'll say you've done a good job here! 2 Link to post Share on other sites More sharing options...
HIGH_FIRE 4248 Share Posted January 19, 2022 +1 cool asf, looks interesting as hell and mojo Link to post Share on other sites More sharing options...
Recommended Posts