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[✗] [Rewrite] Shamanism: Lutuamancy


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Lutaumancy:1 slots:

Definitions:

Ancestral Spirit:

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

Ancestral Plane:

A place where ancestral spirits live. 

Lutauman:

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

 

Background

 

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

 

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

 

 

Magic Explanation

 

Lutaumancy is a sub-type of the deific magic Shamanism. It focuses on connection to the home of Ancestral Spirits, the Stargush’Stroh. For a shaman to begin the teachings of a Lutauman they must first find a teacher who will teach them Old Blah to commune with the Ancestral Spirits properly. Learning the language of the spirits is the first step in becoming a Lutauman, as to travel to the Stargush’Stroh requires the shaman to call out to the spirits in their tongue. In addition, the Lutaumancer makes a pact with Kor, Greater Immortal Spirit of the Dead for right to visit Stargush and certain tools and abilities to enact his will upon the mortal plane. 

 

Lutaumancy is a one slot magic and requires a teacher. It follows all other rules of shamanism. 

Abilities

 

||Non-combative.||

Spirit Walking to Ancestral Planes

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

 

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

  • Comprehension of Old Blah to create a chant.

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

 

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

 

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

 

Ancestral Request, and Ancestral Favors.

Since time immemorial, the descendants of Ancestral spirits have requested aid, boons, knowledge and more from their ancestors. In accordance, it is only right that the Ancestors should request much of their descendants.  

 

Ancestral spirits send dreams out to their descendants, of matters that they desire taken care of in their realm of Stargush. From the most mundane of tasks, to diving into the eldritch unknown of the realm. The ancestors demand respect and effort from their followers.

A prime example, those of Clan Lur are seeking drakes in for the grand hunt. However, rabid ostrich have taken to terrorizing shepherd flocks. This task is too mundane for them, and why should these spirits do such a thing when their mortal descendants are perfectly capable for the task. 

 

In addition, an ancestor may request trial of their descendants, to have them prove their faith and loyalty. These trials are designed to test the knowledge and skill of descendants, keeping their mind sharp.

Example. Ancestral spirits of Clan Ox have designed a logic machine in Stargush. They shall not reveal its secrets, but instead test the intelligence and problem solving capabilities, by trapping them within the logic machine.

 

These tasks are coordinated between a Lutuamancer, and with someone knowledge of the clan hosting the trial. In the case of named ancestor, and player ancestors, a Lutuamancer must have expressed consent/a lore holder in the clans permission or aid in order to enact these trails/favors.

Asking favor of an Ancestral must always be cleared by an ST/Observed by an ST for the desired effect to take place. Ancestral spirits, though spirits, hold only a fraction of their Elemental and Immortal counter-parts. These are drastically different from the curses of a Witch Doctor, or the blessings of a Farseer. One must visit the ancestor in person.  

 

 

Nûrzum: T5 Lutuamancers only

 

In the form of trying to gain a boon or blessing from a Dark Ancestral Spirit in Nûrzum,  Spiritualist must avoid detection at all cost, least they gain the displeasure of Kor. Entering the prison is no easy task in of itself, and may require scavenging the realm for tools.

Within the prison they may find weapons to allow them to
dissipate a guard or an inmate for a short time. Being caught or seen, will raise Kors alertness to your presence. If Kor gains enough awareness, you are grasped by the Greater Spirit and harshly flung out of the spirit realm. Kor will banish you from re-entry for two elven years. 

 

If you are caught, you can have up to five strikes against your soul. Each time you are caught, you gain one strike.  If you go above these three. Kor will simply devour your spirit itself. (This will be a PK.) 

 

Proper sacrifices to Kor, with the sacrifice being undead, will lower a soul down one strike. 
Crafting, grand shrines will lower the count down one strike. 

 

These Ancestral spirits of darker nature may be more willing to grant boons or give favor, given you do what they want in return. . .

 

 

Redlines:

Spoiler
  • No item found in Stargush or Nurzum may be brought back to the mortal realm. 
  •  
  • ST must be contacted before the start of a walk for their approval, they do not have to watch the entire walk, but proper documentation must be taken by at least one player on the walk for record keeping, accountability, and reviewing purposes.
  •  
  • For requests / bargains with spirits there must be an ET or LT member representing the spirit.

  •  

  • If the body of a spirit-walking shaman and/or traveler is killed during their walk, the shaman and/or traveller’s spirit shall remain locked in the Stargush’Stroh. Though not enforced, this would make for a convincing PK. Should the player not wish to PK after this, it can be assumed that Kor bails them out and sends their spirits back to the soulstream after they’ve spoken to him. (which can actually be roleplayed out should one wish so). This could, if roleplayed properly, end up with a costly bargain. Unless the player has already three strikes against their soul. 

  •  

  • As stated above, such walks have a higher chance of a PK.  Each time a player is caught by Kor, it counts as a Strike. To reduce strikes, proper documentation must be taken and sent to ST for review.
  •  
  • Spirits inprisoned in Nurzum can not be released or escape. 
  •  
  • With proper roleplay, and ST permission, a spirit inside Nurzum may be able to 'appeal' for freedom. This proccess would be aided by mortals commiting honorable deeds for the spirits in this Ancestral spirits name. All appeals are handled by Kor (Aka ST.)

 

Only Greater Ancestors and Lesser known Ancestors may grant favor with a mortal.  See the list below. 


Greater Ancestors

Spoiler


URUK


Krug - The first and greatest Shaman. Due to his greatness in life, he is an exceptionally powerful ancestral.

 

Lur - Said to be the greatest hunter in history.

 

Rax - Said to be the greatest warrior of all time.

 

Gorkil - Known as a great military strategist and tactician. His firstborn son, Angbad, created the Gorkil clan.

 

Braduk - Famed as a great chieftain.

 

Dom - Said to be an exceptional shaman, second only to Krug.

 

Ugluk - Third born kub of Gorkil, renowned as a great warrior.

 

Azog - Said to be the greatest smith in history. Third son of Gorkil.

 

Kurak - Also known as the wolf of Lur.

 

Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength.

 

Trickster - Trickster of Lur, he was renowned for his subterfuge. His skills at deception and diversion were so great his identity was unknown.

 

Bralkor - The Axe of Lur, known for his great resistance to physical damage.

 

Jarkun - The Sword of Lur, known for strength combined with dexterity and speed.

 

Yar - Descended from Dom (though this is not recorded), known for his great wisdom and spirituality.

 

Yaggo - Sometimes called the greatest rider of all time.

 

Dregort - The greatest boat builder and captain to have ever lived, legend holds his mother was Ankrus herself.

 

Grumbag - Known in life as a great builder, he is the patron of all Yazgars.

 

Vargo - Known for being a great alchemist. 

 

Kharak [Smawton] - An exceptional Orcish Rex who created the world's greatest ever tribute to a Spirit in the form of the Orgonic plague. Known for his exceptional spirituality and leadership.

 

Grubgoth Wud [Grubgoth_Wud] - A notoriously savage olog of a tremendous height and weight, and an uncannily skillful chef. Notably Grubgoth of the War Uzg under a myriad of Rexes, and Keshig under the plague-bringer Kharak’Raguk. For a brief period, he commanded his own clan of ologs.

 

Skalp’Raguk [Minagobbler] - A red-skinned orc who rose to Rexdom at the tender age of 12, and united his brothers through a long, popular, and successful Rexdom. His final act of devotion to his people was to take his own life via an explosive vest in the Dwarven throne room, along with that of several dwarves in an act of retribution.

 

Thurak'Yar [Fooddude] - A shaman of such renown he slayed Orogon to help end the Orgonic Plague, and replaced it with Kinul. A learned scholar of the ages, and loved Uruk by generally all. Thurak went above and beyond the call of duty as a shaman. His name will be spoken in praise for eons to come. 

 

Mali'ker

 

Velulaei - First Ker shaman. Devotee of Luara.

 

Uradas - Founder of the Vindicators of Magara’lin and jailor of Azul. 

 

The Dalmakia Trio - Three Mali'ker brothers devoted to Glutros and Jevex. Their horde of gold rests still in Magara'lin, un-touched.

 

Daesxin - Founder of the Remnants of Magara'lin. As all other fled, this Ker gathered the bravest Vindicators he could and stayed within Magara'lin. Upholding Velulaeis promise to Luara so her blessing would never be revoked. All Ker owe their very skin to this ancient Maehr. 

 

Arganos[Factbutt] - Lord of celebration and devotee of Bethuraz. His celebrations in Magara'lin could carry on for months

 

Khel [Baconthief] - One of the greatest Mali'ker to live, he lifted his people out from the abyss. He is renowned for his frightful ferocity paired with a cunning mind.

 

 

 

Mali'Ame 


Phaedrus [CosmicWhaleShark] - Liberator of the Wood Elves, and first Elven Rex of the War Uzg as well as a great shaman. Renowned for his honour, wisdom, integrity and tenacity.

 

 

 

(Want to see a Greater Ancestor added to this? Gain ST approval, submit decent lore, and contact someone who can edit this post to reflect that this Ancestor can now grant favor.)

 

 

Becoming A Greater Ancestral Spirit

 

Spoiler

Becoming a Greater Ancestral Spirit is no feat. Any soul that enters Kors domain of Stargush'Stroh becomes a Lesser Ancestral Spirit and can effect the realm on a very small level. 
Greater Ancestral Spirits are spirit worshippers who have gone above and beyond the call of duty. Once they pass, they are granted a small domain that they call their own in Stargush. What warrants a spirit worshipper becoming a Greater Ancestral? Is it their lordship over nations? It can be, but known scholars can prove otherwise. 

To become a Greater Ancestral spirit you must give yourself for your people, others, and the spirits. Thurak'Yar is an example. Though once a Rex, he did not take the mantle in his old age. His teachings still ring true in the ears of shamans on the mortal realm. 

 

Those that have left a great impact, regardless if they have lead nations, or killed gods, possess within themselves the might to claim the mantle of Greater Ancestral Spirit once they cross Kors gate and enter Stargush. 

 

  • Unlike older versions, personas that cross the gate of Kor do not need to have been a nation leader as a requirement for ST to allow a new Greater Ancestral Spirit upon this list. Should a playerbase worship an Ancestoral spirit in Stargush that was once a player persona in Stargush, it alone gives warrant for them to become a Greater Ancestral Spirit. 
  • Like all spirits Ancestral spirits gain power from Worship. The more their name is spoken, acts done in their name, sacrifices and offerings to the spirit. Becoming a Greater Ancestral is not defined by leading nations, but how the persona gave back to their community, how they will be remembered for eons to come from their actions alone regardless of a ruling position. Should a player persona gain enough praise, clout, and be generally agreed by those that they served as Spiritualist, that they are indeed, a cool person. Lore should be submitted and sent to the proper LT to gain acceptance of a new Greater Ancestral Spirit. 

 

 

 


 

Gaining an audience with an ancestor able to bestow a boon is an indacious task with no sure guarantee of favor being granted. 

 

Once granted, what does favor look like? Such in the case of Azog granting lost knowledge. These favors can range far and wide, but only within the realm of their own power.


 

Redlines:

Spoiler

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

  • If the body of a spirit-walking shaman and/or traveler is killed during their walk, the shaman and/or traveller’s spirit shall remain locked in the Stargush’Stroh. Though not enforced, this would make for a convincing PK. Should the player not wish to PK after this, it can be assumed that Kor bails them out and sends their spirits back to the soulstream after they’ve spoken to him. (which can actually be roleplayed out should one wish so). This could, if roleplayed properly, end up with a costly bargain. 

  • In the event of asking a Greater known Spirit or Lesser known spirit for a favor, one must contact ST, and speak of the desired effect, and what is actually in the realm of possibility. This is a vast spectrum, and is handled by the ST, as this would be too complex to be left alone in the hand of players solely. 

 

 

 

Spectral detection: 

At T5, the Lutaumancer can detect spectrals and ghosts within twenty blocks of them, at a rate of 75% percent. (25% spell failure). If successfully pulled off, any specters or ghosts in the radius are sensed, but not revealed if they are invisible. This effect can not go beyond walls taller than three blocks. Doors, and or windows

 

Example Emotes: 

 

First Emote: The lutuamancer calls out in the old blah. Running ribbed bones to make an eerie twinkle sound. Spiritual energy runs off their form and to the air. Their eyes fill with a second ivory light. Scanning over the building they were led inside. A two story home in a cramped city. 

 

Second Emote: A sudden pulse of spiritual energy pulses forth from the feet of the shaman. Expanding out and pushing against solid walls. Unable to pass through the doors and windows

 

If specters or ghosts are in the radius. The third emote occurs. 

 

Third emote: The shaman whips their head around towards the source of energy. Gaining a general idea that the ghost is indeed somewhere in the small house. In the main room. Their eyes whip in the general direction. Giving the shaman a broad idea where the restless soul was


 

Redlines: 

 

 

Spoiler
  • This spell will never pinpoint target a specter or ghost. 

  • This spell will not pass through walls, doors, or windows. But will pass through chains, thick grass, vines, and iron bars. 

  • This spell will not detect psychically formed undead. (Ghouls, zombies, the sort.) Or will it detect Necromancers nor detect any trace of Necrotic magic.)

 

 

Combative/Non-combative Use

Kor’s Blessing

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

 

Summoning the blessing of Kor is a complex affair with only the powerful Lutamancers able to successfully pull it off . Upon the shaman summoning the blessing of Kor inside of themselves they would be attracted to any ghosts that inhabited an 12 block radius around them and would be able to pinpoint them out if allowed to fully manifest Kor’s blessing. Upon location of a ghost, the shaman is then able to ‘purge’ the ghost back to the soulstream. Kor uses the shaman as a conduit to do this.

 

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

 

Requires five emotes to charge up at t3. Lowers over progressing tiers.. After this, a single ghost may be eaten over the course of an emote.

At t4, it takes four emotes channeling. At t5 it requires three emotes of channeling. 

 

At T3, it takes four emotes to devour a specter/ ghost. 

 

At T4 it requires three emotes to devour a ghost/specter. 

 

At T5 it takes two emote to devour a ghost/spector

 

T5 basic emote concept. 

Spoiler

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

[emote 2] : the chant directed towards the Ancestral spirit.

[emote 3] : receiving the boons from the Ancestral spirit whilst repeating the chant.

 

At lower tiers there’s a chance of failure to receive boons. 50% at T3, 5 emotes total. , 25% at T4, 4 emotes total.  10% at T5. 3 emotes total)


 

The amount of ghosts one can purge depends on the power of said Lutuamancer. 

 

T3: The lutaumancer has a 50% chance to devour one single ghost/specter. 

 

T4: The lutaumancer has a 75% chance to devour two ghosts/specters. 

 

T5: The Lutamancer has a 90% chance to devour three ghosts/specters. 

 

Redlines:

 

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

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

  • You can only attempt to purge a number of ghosts, in accordance to tier. 

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

  • The ghost will never be instantly purged. It will require a few emotes of casting the ghost being sucked into the shaman for the ghost to be fully purged.

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

  • Paleknights and other armored ghosts do not gain the protection of their garb. Kors vacuum will drag the soul out of their armor, serving only as a buffer. 

  • Ghosts that are anchored to a location, can still be devoured with ease, but do not follow standard displacement ruling. They return to their anchor. Should the shaman devour the same ghosts within three OOC days, they are to follow standard displacement rulings. 

 



 

Ancestral Wrath: 
At T4, the Lutaumancer is able to summon caustic energy around them.

(This spell requires three emotes of chanting/Praise to ancestral spirits, and one more emote of channeling before it takes effect.) 

 
( For the next two of their emotes. In this state of channeling movement is halved, but they are able to attack with hand held weapons and perform simple actions. )

In the form of ancestral spirits lashing out in wrathful vengence. Hands lash out and burn the skin/fur of foes that enter a 2 block radius of the Lutamancer. 

This caustic effect is neither fire nor acid, but pure rage from the Ancestral plane itself. It is resisted by magical protections, thick cloths, leathers, chainmail, plate armor, and scalemail.
 

Prolonged exposure peels away flesh and skin, down to the bone itself. This caustic energy in nature instantly cauterizes wounds, rendering them without any bleeding. (Infection may occur without medical assistance.) 

 

Given the right medical care, these wounds will fully heal, but leave scars unless cleansed by magical means. 

Spoiler

Bare Flesh/Fur/Hide:   Exposed for one emote:   Bare-flesh is flayed, wounds are instantly cauterized, no bleeding occurs. These wounds are large patches of flesh rendered raw, and are not targeted at specific parts of the body.
This may inflict great pain if the affected are already harmed. These wounds are shallow. This will not disrupt spell casting.

Bare Flesh/Fur/Hide: Exposed for two emotes:  Bare flesh is ripped in horrid patches, hindering the ability to use limbs affected by this caustic aura. Hindering the ability to move effectively. This will disrupt spell casting.


 

Spoiler

Leathers/Thick/Cloth/Tough Hide: Exposed for one emotes: Skin beneath burns and aches, with small viserations coating the afflicted. This does not hinder the affected ability to use limbs, items, cast spells or movement.
 

Leathers/Thick Cloth/Tough Hide: Exposed for two emotes: Flesh is flayed, wounds are instantly cauterized, no bleeding occurs. These wounds are large patches of flesh rendered raw. And are not targeted at specific parts of the body. This may inflict great pain if the affected are already harmed. These wounds are shallow. This will not disrupt spell casting. 

Spoiler

Plate Armor/ Chainmail/ Scalemail: Exposed one emote: The afflicted feel tingling on their skin. 

 

Plate Armor/ Chainmail/ Scalemail: Exposed two emotes. Skin beneath burns and aches, with small viserations coating the afflicted. This does not hinder the affected ability to use limbs, items, cast spells or movement.

 

 


 

Spoiler

Magical Armor:

 

One emote of exposure: Afflicted feel nothing. 

 

Two emotes of exposure: The magical barrier starts to dissipate slowly.



Effects on: Spectral/Undead Matter

This caustic energy devours the spectre's beings. Rendering them to the soul stream bit by bit. Kors chilling grasp takes hold, hindering their ability to move to half of base movement speed. They feel boney hands grasping longingly for them, in an attempt to drag them to final rest.

 

Spoiler

One emote of Exposure: The Spector's form starts to rapidly disintegrate upon contact with the caustic aura. This greatly hinders movements and disrupts actions such as spell casting  

 

Two emotes of Explore: A good portion of the Spector is devoured and taken to the soul stream. This greatly hinders the Spector's ability to move and perform actions such as spell casting.


T5

Effects on Organic Matter:

 

At T5, the Lutaumancer is able to summon caustic energy around them. 

(Two emotes of chanting, one emote of channeling, before effect takes place.)


( For the next four of their emotes. In this state of channeling movement is halved, but they are able to attack with hand held weapons, and perform simple actions This spell requires one emote of chanting/Praise to ancestral spirits, and one more emote of channeling before it takes effect.) 


In the form of ancestral spirits lashing out in wrathful vengence. Hands lash out and burn the skin/fur of foes that enter a 4 block radius of the Lutamancer. 

This caustic effect is neither fire nor acid, but pure rage from the Ancestral plane itself. It is resisted by magical protections, thick cloths, leathers, chainmail, plate armor, and scalemail.

Prolonged exposure peels away flesh and skin. This caustic energy in nature instantly cauterizes wounds, rendering them without any bleeding. (Infection may occur without medical assistance.) 

Given the right medical care, these wounds will typically fully heal, but leave scars unless cleansed by magical means. 

 

 

Spoiler

Bare Flesh/Fur/Hide:   Exposed for one emote:   Bare-flesh is flayed, wounds are instantly cauterized, no bleeding occurs. These wounds are large patches of flesh rendered raw, and are not targeted at specific parts of the body. This may inflict great pain if the affected are already harmed. These wounds are shallow. This will not disrupt spell casting.

 

Bare Flesh/Fur/Hide: Exposed for two emotes:  Bare flesh is ripped away in horrid patches, slightly hindering the ability to use limbs affected by this caustic aura. Slightly hindering the ability to move effectively. This will not disrupt spell casting. 

 

Bare Flesh/Fur/Hide: Exposed for three emotes: Bare Flesh is afflicted heavily across the body. Tearing away chunk after chunk. Leaving large gaping wounds and somewhat hindering movement, disrupting spell casting, and affecting the ability to use items. 

 

Bare Flesh/Fur/Hide: Exposed for four emotes:  Large patches of flesh are exposed. Afflicted with tissue is damaged   This effect will not kill the target. The victim should typically recover. Though may suffer as severe burn victims do. This effect will typically leave horrid scars unless healed by magical means. 

 

Spoiler

Leathers/Thick/Cloth/Tough Hide: Exposed for one emotes: Skin beneath burns and aches, with small viserations coating the afflicted. This does not hinder the affected ability to use limbs, items, cast spells or movement. 

 

Leathers/Thick Cloth/Tough Hide: Exposed for two emotes: Flesh is flayed, wounds are instantly cauterized, no bleeding occurs. These wounds are large patches of flesh rendered raw. And are not targeted at specific parts of the body. This may inflict great pain if the affected are already harmed. These wounds are shallow. This will not disrupt spell casting. 

 

Leathers/Thick cloth/Tough Hide: Exposed for three emotes: Bare flesh is ripped in large horrid patches, hindering the ability to use limbs affected by this caustic aura. slightly hindering the ability to move effectively. This will  disrupt spell casting. 

 

Leathers/Thick cloth/Tough Hide: exposed for four emotes: Bare Flesh is afflicted heavily across the body. Tearing away patches. Leaving large wounds,  hindering movement, disrupting spell casting, and impairing the ability to use items

 

Spoiler

Plate Armor/ Chainmail/ Scalemail: Exposed one emote: The afflicted feel tingling on their skin. 

 

Plate Armor/ Chainmail/ Scalemail: Exposed two emotes. Skin beneath burns and aches, with small viserations coating the afflicted. This does not hinder the affected ability to use limbs, items, cast spells or movement.

 

Plate Armor/ Chainmail/ Scalemail: Exposed for Three emotes: Flesh is flayed, wounds are instantly cauterized, no bleeding occurs. These wounds are large patches of flesh rendered raw. And are not targeted at specific parts of the body. This may inflict great pain if the affected are already harmed. These wounds are shallow. This will not disrupt spell casting. 

 

Plate Armor/ Chainmail/ Scalemail: Exposed for four emotes: Bare flesh is ripped away in large patches, slightly hindering the ability to use limbs affected by this caustic aura. slightly hindering the ability to move effectively. This will disrupt spell casting. 

 

Spoiler

Magical Armor:

One emote of exposure: Afflicted feel nothing. 

 

Two emotes of exposure: The magical barrier starts to dissipate slowly. 

 

Three emotes of exposure: The magical barrier shatters. 

 

Four emotes of exposure: The afflicted is to use the list above to determine what occurs. Example. Bare Flesh beneath the barrier acts as if they had only been exposed for one emote. Same as leather, and so on and so forth. 

 

Effects on: Spectral Matter/Undead

This caustic energy devours the spectre's beings. Rendering them to the soul stream bit by bit. Kors chilling grasp takes hold, hindering their ability to move to half of base movement speed. They feel boney hands grasping longingly for them, in an attempt to drag them to final rest.

 

Spoiler

One emote of Exposure: The Spector's form starts to rapidly disintegrate upon contact with the caustic aura. This greatly hinders movements and disrupts actions such as spell casting  

 

Two emotes of Exposure: A good portion of the Spector is devoured and taken to the soul stream. This greatly hinders the Spector's ability to move and perform actions such as spell casting.

Three emotes of exposure: Nearly half of the Spector is devoured into the soul stream. Their ability to cast spells is cut off, their movement is limited to three blocks per emote. 

Four emotes of exposure: The Spector is fully devoured by the caustic energy. Their being is sent directly to the soul stream. This may serve as a PK if the spectre player so chooses. If not, they follow their own lore rules for displacement. 

Redlines

 

Spoiler
  • This effect can not start fires. Nor burn oil, or start any form of combustion. 

  • This effect can not be used to negate damage to the shaman as it is not a shield. 

  • This effect will never be able to pass through solid objects such as walls, trees, rocks, or thick shrubbery. It affects only living creatures. 

  • This effect can never be used to kill someone unless both players agree the effects would do so. Example. The shaman has already greatly injured the Afflicted before casting Ancestral Wrath, and the subject in question has been exposed long enough for damages to send someone to their death. 

  • This effect can not target specific parts of the mortal body, the caustic energy lashes out at random, and inflictions are dictated by the afflicted, not the caster. There are no exceptions. 

  • This effect will never fully disable the ability to move, nor use items, but may decrease the ability to properly use such things or take certain actions like acrobatics. 

 


 

 

 

Kors Lantern:

This item must be crafted, and follows specific guidelines to do so. One must first reach T5 in the art of Lutaumancy. 

 

Second, they must produce dark ferrum, tempered glass, and a wick that has been imbued with spiritual energy. Imbuing the wick is simple, and requires the sacrifice of a living creature at a shrine of Kor, five emotes of praise to the gatekeeper, and two emotes of channeling in order for the wick to be imbued. 

 

Fashion the ferrum and glass into a sturdy lantern, and place the wick in wax within. Repeat the imbuement process in order to imbue the lantern. Once finished, this lantern will constantly be lit with an eerie blue flame, which only lights for the target it is soul bound too. 

 

In order for the lantern to be used, it must be bound to one's soul. The subject does not need to be a shaman, but they must praise spirits. This ritual requires the use of Thunder Krug fumes, or Oracle wood in the form of a tea as a substitute. Once bound to the target's soul, it may physically be removed from the wielder, but those not bound to the lantern directly will find its flame dies out instantly and serves no use. This ritual requires the target to tattoo themselves with the mark of Kor, and a living sacrifice in addition to five emotes of ritualistic praise to Kor in order for the bind to take effect. 

 

Only one soul may be bound to a lantern.

Effects of the lantern: 

 

Spoiler

This lantern will reveal spectors hiding within 12 meters of its light. This will not pass through walls or curtains. 

 

This lantern has a more sinister function in addition. The user is able to open it and place a part of a weapon within or near, even their own gauntlet if they so desire. With two emotes of chanting, and one emote of channeling, the object in question is ignited in blue flame. (A total of three emotes)This flame does not harm the wielder, nor burn any mortal. It feels cool to the touch for them. Though a weapon is still a weapon. 

 

This effect lasts for six emotes.

To spectors, undead, such as skeletons resurrected, and any of undead nature feel an innate and primal fear of the flames. Contact with the flames renders the ability to cast spells null for one solid emote.
(This effect must make contact with thin cloth or flesh directly.)
(This effect only occurs twice for the entire duration)
The fires burn with an intense degree, and can easily cause blades to cleave straight through the body of the undead with little resistance.  These flames cling to wounds made directly to the flesh but are negated by the effects of sturdy armor. Unless the user in question can render the armor useless by other means. 

Spectrals are able to be damaged with a weapon coated in the flames. Finding that each strike starts to dissipate them. 

 

Magical barriers created/used by the Undead/Spectre can be broken. This requires the same amount of strikes as the tier of the barrier/ magical armor. 

(Example, extreme damage to the armor will allow the weapon to make direct contact. Or targeting patches of exposed skin/bone/flesh.)

 

Redlines 

 

Spoiler
  • These flames can never start any form of combustion. 

  • These flames have no effect on creatures that are not undead.

  • This flame will never serve as a coup da gra against undead or spectors. 

  • These flames do not set the undead victim on fire. 

  • These flames do not serve as a means of PK against undead or spectors unless the victim undead or spector so desires. 

  • This item requires an ST’s approval as it is a MART item, roleplay must be documented and presented as such with no exceptions.

  • The effect of spell blocking only works against undead. 

  • In the case of magical enchantments for protective use like a barrier or shield, it requires the same amount of strikes as the spell casted. T4 barriers being, 4 strikes. 

  • Regardless of weapon, only one strike can be made with this weapon per emote. 

  • The lantern can not be bound to targets that have any diety magic that is not granted by the Spirits. 

  • The lantern can not be bound to targets that have voidal magics

  • The lantern can not be wielded by targets that are undead/spectres. Undead/spectres that attempt to grab the lantern find that the flame within starts to spread for as long as they try to hold it. 

  • The lantern is indifferent to blood magics and vampires

  • In the case of bows and crossbows, the crossbow/bow itself will ignite and send flaming arrows/bolts. 

  • In the case of throwing knives this effect but be reapplied for each throwing knife or thrown weapon. 

 

 

Lutaumancy Tier Progression

Tier 1 - Minor Influence

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

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

 

Redlines:

  •  

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

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

    • Cannot contact Greater Ancestral Spirits.

     

 

Tier 2 - Considerable Influence 

Learned Abilities

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

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

 

 

Redlines:

 

Spoiler
  • Can enter the Stargush’Stroh by themselves.

    • Unable to take anyone with them.

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

  • Cannot contact Greater Ancestral Spirits.

  • Requires Two weeks of IRP Study

 

 

Tier 3 - Basic Mastery of the Ancestral Communion 

Learned Abilities 

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

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

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

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

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

 

Redlines:

 

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

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

  • Requires Four weeks total of IRP study

 

 

Tier 4 - Basic Mastery

Learned Abilities

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

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

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

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

The Lutuamancer can cast Ancestral Wrath

 

Redlines:

 

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

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

  • Requires six weeks of total IRP study

 

Tier 5 - Complete Mastery of Ancestral Communion

Learned Abilities

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

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

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

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

  • The Lutuamancer can craft, and bind the soul of a target to Kors lantern.

  • The Lutuamancer can cast an empowered version of Ancestral Wrath

  • The Lutuamancer may attempt entry to Nurzum

 

Redlines:

  •  

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

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

    • Requires seven weeks of total IRP study

     

 

 

Fluff

 

 

Spoiler

The Ancestral Realm of Stargush’Stroh

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

 

KfqfaLUGvxt-80hjlddQl7ltsSLiIlpGv4SKsQThKAOdfaLKiGgK8N63rxOflK0iR_1IkErSGDBy7LKeN-r-xoDNAbkxTRYPj3RaQwKFhyhZXPwpzgKfSQ3Lh0WPrfdJ7jnD6uGr

Gundâr Broshan - The Plateau of Arrival

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

 

Doraz agh Kor - Kor’s Gateway

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

 

 

Olû Tiil Frautal - Walk to Final Rest

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

 

Ruzob Ukûzrii - The Halls of Eternal Joy

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

 

Turu Dobu Ziimarum - The Many Fields of Tranquility

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

 

Skoiug Goiz - The Soaring Cities

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

Notable Locations :

  • The Grand City of ‘Ker

  • The Grand City of Uruk

  • The Grand City of All

 

Groth’Stroh - The Grey Haven

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

   

Tauob Bûbhosh Hoital - Forest of the Great Hunt

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

  

Ruzob Ukûnûrlug - Halls of Endless Study

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

  

Dâlzob Hûrûrz Mazauk - The Planes of Fearless War

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

The Nûrzum - Halls of the Guilty
Along the inner walls of Stargush rests a towering fortress, guarded by the lessers of Kor and willing ancestral spirits. To imprison dark shamans and mortal souls deemed not worthy to enter Stargush'Stroh,. Here, they await the end of time itself in a cold desolate fortress with no hope of escape. This is the home of dark ancestrals. Made when the bridge to the Moz was destroyed. 


Revised by Mc_Sober_Funk 89/25/2022

 

Based upon Hedge's original Lutuaman Lore

 

Special shout out to Panashea and Lhindr_ for some amazing ideas and fead back on this.

 

:PATCH NOTES:

Spoiler

Fixed story telling abilities with Soul Resonance: Made projection of memory/ life in Stargush 3 feet by 3 feet compared to a meager 1 foot by 1 foot. 
Fixed issue with static effect during Visual Resonance. Imagine is now clear. Effect lasts as long as shaman can concentrate, and is left undisturbed. 

 

Buffed Kors blessing, Allowing for the eating of several ghosts compared to one only, during the effects of Kors blessing at higher tiers.  

 

Attempted to better describe bargaining with an Ancestral spirit. Added a list of Ancestral spirits that can be bargained with. Added Velulaei and Uradas to Greater Ancestors. Outlined a process to make new Lesser Ancestors. Attempted to better define what Ancestral spirits can do in terms of favor. Defaulting to ST ruling on such matters. 

Added Ancestral Wrath, Spectral Detection, and Kors Lantern. 

 

Tweaked Ancestral Wrath due to it being made apparent that players may/would abuse such a combative spell. Greatly reduced damage against mortals. Removed the ability to fully hinder ones movement or ability to swing items, blow into a horn, throw an item. Removed spell disruptive abilities. Kept full damage against spectors. 

 

Tweaked Kors lantern, and how it works against magical protection used/ casted by undead/spectres

 

Addd in Nurzum, and detailed how walks there should function. 

 

Added in new none player Ker to the Greater Ancestral list, removed Lesser Ancestral Spirits over all, as all spirits in Stargush are Lesser Ancestors. Changed the requirements to become a Greater Ancestral Spirit. 

 

 

 

Edited by ThatFunkyBunch
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Oh Yeah, It's All Coming Together | Know Your Meme

+1, it seems well written, plus can be the start to get lutamancy back into the magic zone then just being a feat.

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19 minutes ago, ThatFunkyBunch said:

This lantern has a more sinister function in addition. The user is able to open it, and place a part of a weapon within or near, even their own gauntlet if they so desire. With two emotes of chanting, and one emote of chanting, the object in question is ignited in blue flame. This flame does not harm the wielder, nor burn any mortal. It feels cool to the touch for them. Though a weapon is still a weapon. 

 

This effect lasts for ten emotes.

To spectors, undead, such as skeletons resurrected, and any of undead nature feel an innate and primal fear of the flames. Contact with the flames renders the ability to cast spells null for one solid emote. The fires burn with intense degree, and can easily cause blades to cleave straight through the body of the undead with little resistance. Inflicting more damage than most mortal weapons can on the victim. 

So, while I think this is a dope item, don't get me wrong. It does feel a bit strong, considering you have an item that not only harms all undead.[Which a lot of CAs/Magics involve undead], but you also have it last for 10 emotes, when a lot of stuff does not last that long. 

 

My solution

Make Charging the flame: Three? I'm not certain if it is already, wording for it is odd
Make Weapon Enhancement: 6 emotes max, 4 if you keep with every strike nulling the ability to cast magic

Hitting mechanics: In regards to the flame, is it direct contact with the skin? Or is it if it just hits their being? For example, say you've got a Frost Witch in armor. Are they still prone to the effects of the flame if they get hit in armor? Or, do they have to actually be cut/burned by the item physically? 

 

As for the wounds, how is it extra damaging? Does the fire stick to the wound? Does it make it harder to heal from? Maybe adding a bit more to that stuff. 

 

I'll look through the re-write a bit more, but it seems cool, I like it. 

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4 minutes ago, SilvertheGM said:

So, while I think this is a dope item, don't get me wrong. It does feel a bit strong, considering you have an item that not only harms all undead.[Which a lot of CAs/Magics involve undead], but you also have it last for 10 emotes, when a lot of stuff does not last that long. 

 

My solution

Make Charging the flame: Three? I'm not certain if it is already, wording for it is odd
Make Weapon Enhancement: 6 emotes max, 4 if you keep with every strike nulling the ability to cast magic

Hitting mechanics: In regards to the flame, is it direct contact with the skin? Or is it if it just hits their being? For example, say you've got a Frost Witch in armor. Are they still prone to the effects of the flame if they get hit in armor? Or, do they have to actually be cut/burned by the item physically? 

 

As for the wounds, how is it extra damaging? Does the fire stick to the wound? Does it make it harder to heal from? Maybe adding a bit more to that stuff. 

 

I'll look through the re-write a bit more, but it seems cool, I like it. 

Thank you for the feed back! I'll fix those issues when I get back from work

 

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I like lutaumancy additions, but from what I understand its just more of a combat tweak? I think Kor's blessing definitely could be a bit stronger/more productive then where it currently stands, but giving Lutaumancer's Spiritual Fire doesn't really make sense. 

 

I would work towards adding abilities that make Lutaus better roleplayers and offer conflict(i.e contacting evil ancestors, or creating new lessers), would be a better addition then directly weaponizing them (although for the full magic slot I think they'd need it).

 

Currently still in a cast, but feel free to message me on discord. This is not my vote of denial, moreso just wanting more work to make this update more useful.

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14 minutes ago, Panashea said:

I like lutaumancy additions, but from what I understand its just more of a combat tweak? I think Kor's blessing definitely could be a bit stronger/more productive then where it currently stands, but giving Lutaumancer's Spiritual Fire doesn't really make sense. 

 

I would work towards adding abilities that make Lutaus better roleplayers and offer conflict(i.e contacting evil ancestors, or creating new lessers), would be a better addition then directly weaponizing them (although for the full magic slot I think they'd need it).

 

Currently still in a cast, but feel free to message me on discord. This is not my vote of denial, moreso just wanting more work to make this update more useful.

Feedback is always welcome :) 

 

I like these ideas. 

 

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Funky: Has been back for a week
Also Funky: Posts lore that he's been working on for a while

Good luck, I hope it goes through

 

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I like to see shaman lore. However shaman lore to improve combative abilities of a person is very distasteful to me. Trust me, I love the additions and changes done. Ancestral Wrath on the other hand gives me a feeling of people abusing it.

 

I would reconsider the combative power of this ability. 

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13 hours ago, Astrophysical said:

I like to see shaman lore. However shaman lore to improve combative abilities of a person is very distasteful to me. Trust me, I love the additions and changes done. Ancestral Wrath on the other hand gives me a feeling of people abusing it.

 

I would reconsider the combative power of this ability. 

Thank you for the input, you bring up a valid point

 

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only intellectual shaman is Funk

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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