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[✗] Lesser and Greater Spirits


Panashea
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Amendment
This piece serves to clarify and amend the Deity Lore for The Spirits, as many of the concepts and sections are outdated and inconsistent with current lore. 

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Background
Explanation
Praise
Tenants
Spirit Sigils
Lesser Spirits
Disconnection
Greater Spirits
Spirit Ascension 

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Definitions

Spirit Realm: A deific plane where all Spirits reside. This plane is divided further into different realms, separating the different kinds of Spirits. This realm is attached to the Soulstream, allowing for willing souls to enter it upon death, or most commonly through Spirit Walks in the subtypes of Shamanism.
Greater Spirit: A Greater Spirit is the most powerful Spirit of the aspects and concepts it rules over. A host of Lesser Spirits sit beneath it as proxies, envoys, and workers. Greater Spirits own their own domains within Spirit Realms, from which Lesser spirits carve up their own territories. 
Lesser Spirit: The most common kind of Spirit and the Spirits shamans pact with to utilize the different subtypes. Lesser Spirits exist under Greater Spirits, and so their aspect reflects the Greater Spirit they exist under. 
Elemental Spirit: The first and most powerful Spirits, the Elemental Spirits are volatile and impossibly temperamental. Elemental Spirits commonly represent the most fundamental aspects of nature- Fire, Water, Earth, Air, and so on.
Immortal Spirit: Immortal Spirits represent concepts, emotions, and the material aspects of the Mortal Realm like Swamps and Cities. 
Ancestral Spirit: Mortal Souls who die and are honorable may pass onto the Ancestral Realm to become Ancestral Spirits. 
Spirit Sigils: Spirit Sigils are magical signs that detail a specific Spirit from which Shamans can call upon in ritual.


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Background

The Spiritual Realm is a chaotic nexus of aspects, a dominion flooded by beings of immense power. Having claimed a realm for themselves, Spirits commonly exist outside the Mortal Realm within different Spiritual planes.  Elemental Spirits are the most powerful, sectioned off to their own Elemental Plane, then Immortal Spirits within the Immortal Plane, and finally the Ancestral Spirits, in the Stargush’Stroh. While Elemental and Immortal Spirits are primordial and timeless, Ancestral Spirits are mortal souls drawn to the Ancestral Plane after passing.

 

The power of the Spirits is constantly in flux, different aspects vying for power. Typically, all Spirits are divided based on their power, dubbed Lesser and Greater. Greater Spirits typically hold claim to a section of their Spiritual Plane(Immortal, Ancestral, Elemental), while Lesser Spirits serve under them.  

 

As a Spirit’s essence is spread throughout the world, so too does their power and influence grow. Even reverence and naming the spirit offers it strength and ability that it can expand on the material world as well as shifting the balance within the Spirit Realms. Lesser Spirits often seek power to usurp their Greater Spirits and are more prone to meddle in the day-to-day affairs of the Mortal Realm for more power. 

Greater Spirits hold dominion over Lesser Spirits as a king would his subjects, but as Lesser Spirits grow stronger that balance begins to tip in the other direction. Lessers may refuse to keep the balance, striking out or waging war against their Greater Spirit masters. Shamans and followers of the spirits may influence this balance through praise and worship, as well as scattering their essence within the material realm. 

 

BACKGROUND REDLINES:
-Shamans form pacts with Lesser Spirits from which they cast Shamanism to spread Spiritual Influence.
-Greater Spirits rule over Lesser Spirits, and possess total control over their domain.
-Lesser Spirits live in sectioned off spaces within the domains of Greater Spirits.
-Different kinds of Spirits live within entirely different realms- Immortal,Ancestral, Elemental, and require different kinds of Shamanism to reach the separate planes.
-While Lesser Spirits are typically subservient to Greater Spirits, this does not mean that they hold favor with or support them.
-Lesser Spirits may seek war against a Greater Spirit or vice-versa at ST discretion for events.


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Praise

Lesser and Greater Spirits gain strength through the spreading of their aspects and mortal reverence. This is to say a wildfire empowers a Spirit of Flame, in addition to the prayers a shaman may make to respect this Spirit. Physical action is the most significant way to empower the Spirits, though prayer and metaphorical action is taken up by Spiritualists (Non-MA) and shamans (magic-users) alike. This metaphorical action still empowers the Spirits, and although a Spirit’s name and appearance may change to appease Spiritualists, it still receives power from its worship nonetheless. The Spirits are ravenous, transmuting the mortal resources offered to them into more power.  

 

To receive recognition on the Mortal Plane, and to indoctrinate more adherents, the Spirits choose to manifest under a variety of names and appearances, capable of assuming any form. While Orcs and Dark elves typically worship the Spirits, and have venerated some of their oldest appearances, the Spirits have manifested as other culture’s patrons, and even the Aengudaemons themselves.

 

This sort of pseudo-manifestation is only possible through ST Events and cannot be utilized by players. 

 

PRAISE REDLINES:
-Spirits may consume any kind of symbolic sacrifice, offering, material good, or magical resource to empower themselves.
-Any kind of offering, verbal uttering, dance, and other gestures empower the Spirits in a minor regard.
-Living offerings, physical action like terraforming, or creating shrines empower the Spirits in a more potent way, often allowing them to influence the Mortal Realm.
-Shamans should strive to provide interesting sacrifices and ritual RP, and in the case of potential victims- treat them with the utmost respect.
-Not all Spirits enjoy the same offerings, and so repeated and incessant player hunting is frowned upon. 

 

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Explanation

The Spirits are not Aengudaemons, and yet different from other higher powers of the Mortal Realm and other planes. Spirits are in an endless war between each other for power within their respective planes, unable to leave lest they abdicate their position to another Spirit and be drawn out through supernatural[ST Manager] means. Instead, Spirits employ their shamans, forming deals and pacts to shift the pawns within the Mortal Realm. Lesser Spirits form pacts with Shamans in hopes of rising within the ranks of the Spirit Realm, while Greater Spirits hold dominion over their aspect, and are used in more powerful rituals when Shamans Spirit Walk to travel to them. 

 

In forming pacts with Shamans and fighting over the Mortal Realm, the Spirits have insight into the affairs of the Mortal Realm. They take part and interfere with the Mortal Realm,  though they lack sight like a normal descendant. Like the aspects they embody, the relationship between the Spirits and the Mortal Realm is opaque. The Spirits see the world within a black and white sort of totality, and so all their enemies must be put through unimaginable pain, and all their allies must constantly strive to earn their respect. Spirits hoard whatever power they possess, and so a word like “trust” means little for timeless creatures. 

 

EXPLANATION REDLINES
-Pacting with a Spirit allows them to have a vague understanding of your actions and peers. A pacted Spirit may not know the names or identities of whom you interact with, but may glean enough to disconnect you from the magic or chastise you upon speaking with the pacted Spirit.
-Spirit Manifestation is rare, nearly impossible, and requires ST Manager approval.
-Spirits understand concepts of the Mortal Realm, though are not omniscient and cannot be used to Metagame for shamans.

 

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Tenants

In spreading the Spiritual influence within the Mortal Realm- pacting with Spirits, creating totems, cursing and blessing individuals with their power, the Spirits gain insight on the workings of the Mortal Realm. This sort of supernatural awareness allows them to manage the pacts they have with their Shamans and adherents, ensuring they do not betray their arrangements.  Should a Shaman break one of these tenants, the Spirit would immediately recognize such. 

 

In forming a pact with a Shaman this awareness allows for the Spirit to loosely see actions of the Shaman. Spirits do not perceive the world in the same way descendants do, instead they witness a kaleidoscope of aspects, emotions, and elements that describes the Mortal Realm akin to Alchemy or the Mortal Alphabet. While a Spirit may recognize an entity as an enemy or evil, they are all painted with the same broad idea and the nuance of who that enemy is, or what they may be is lost to them.  

 

Spirits abhor things that threaten their control over the Mortal Realm. Other Aengudaemons, the corruption and stagnation of lifeforce like Necromancy and Mysticism prevent the Spirits from governing and collecting more power within their realm.  Other transformative creatures and constructs incompatible with Shamanism like Frost Witches or Inferi gain the same ire from the Spirits.

 

TENANTS REDLINES
-Shamans cannot use the magic or feats of Aengudaemons, Voidal Magic, Necromancy, and Mysticism. Other magics or CAs which corrupt the soul are also incompatible with Shamanism. Seer and other future magics like it are an exception.
-Magics that rely on personal mana or alternate resource systems are compatible with Shamanism so long as they do not corrupt the soul.
-Shamans are not capable of using voidal, deific, unholy enchantments. While shamans may keep and physically use the trophies of their enemies, they are incapable of casting or using their own enchantments when these items are in their inventory. Should the enchantment require a magical catalyst or reagent (i.e lifeforce), a shaman would be completely unable to utilize its effects. 


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Disconnection

Should someone abuse their Shamanic powers, pledge themselves to another deity or higher power(unholy/deific MA/FA), a shaman would find a horrible pain about them as the soul mark that ties them to their Spirit is removed from them. Practicing incompatible magics and feats would result in Shamanism being dropped. 

Should a shaman betray their Spirit and the terms of their pact, malign other Spirits, or cohort with the enemies of the Spirits, 2 T5 shamans may perform a ritual in which they subdue and go on a Spirit walk with the offending shaman to a Greater Spirit to put them on trial. Should valid rationale be given with evidence[ST Oversight], the Greater Spirit is capable of taking away the ability to use Shamanism of the offender for a single week.  With OOC consent, this can be extended indefinitely.

 

DISCONNECTION REDLINES
-Breaking tenants will lead to shaman losing their magic immediately, a disconnection done by ST.
-Temporary disconnection only serves as a narrative means of punishing morally maligned shamans. It should not be used to harass players or be threatened to prospective students.
-Temporary disconnection is just that- temporary. Shamans may use this as a means of temporarily punishing a shaman for abusing their magic, but this only serves as a means of serving punitive action through narrative means.


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Lesser Spirits

Lesser Spirits are the most common Spirit and who Shamans typically interact with. Desperate for power, they form pacts between Shamans of the Mortal Realm, allowing for Shamanism to be used. Often proxies for Greater Spirits,  a Lesser Spirit lives within and acts as a proxy for a portion of the domain a Greater Spirit rules over. 

 

A Lesser Spirit under the Greater Spirit of Nature might be one of Frogs or Mushrooms. A Lesser Spirit under the Greater Spirit of Fortune may be a Lesser Spirit of Travel or Luck. A Lesser Spirit can speak a variety of languages but typically will mirror the esoteric languages of whom they speak with.  Lesser Spirits are capable of a variety of feats, often taken advantage of by Shamans and those who follow them. Pacting with a Lesser Spirit allows for the Shaman to utilize the domain of the Greater Spirit, from which the power manifests. 

Most commonly seen through elves and orcish people, Lesser Spirits allow for minor soul alterations, permanently changing skin color, eye color, hair color so long as someone pledges themselves to the Spirits through  any cultural ritual. This ritual requires at least ONE of the following:

 

2 T2 Shaman
1 T4 Shaman 
A Tier 2 Shrine or place of Shamanic significance (MArt structures, ST events, etc).

 

Once the ritual (at least 5 emotes) takes place, the person would feel their body change to reflect the  minor alteration to the soul done by the Spirits. These changes would be consistent with the natural skin tones, hues, and colors of the aforementioned race and Spirit, with Luara and her relationship with dark elves being a unique pairing- allowing any elf to undertake her blessing.

 

Lesser Spirits make pacts with shamans, giving credence to the various kinds of Shamanism, in addition to making empowered Shrines through Spirit Pacting lore.

 

 

LESSER SPIRIT REDLINES
-Spirits can change minor cosmetic effects of any devotee’s appearance depending on their race and Spirit.  This is to say Laklul could change an orc’s skin blue, but would be unable to do the same for a human or dwarf. 
-Minor cosmetic effects have no effect in combat.
-Lesser Spirits pacted under the same Greater Spirits have all the same abilities, the only difference is the aesthetic by which the effects appear with (I.e Laklul and Zagbal are both Lessers under Freygoth).

 

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Greater Spirits

Greater Spirits are impossibly powerful and maligned beings, seeking only to empower themselves or spread their influence upon the Mortal Realm. Embarking to meet with a Greater Spirit is a difficult feat that requires multiple shamans, and often great risk to those who travel there. Greater Spirits almost always talk in Old Blah, though may shift to other languages and tongues when masquerading as another entity.

 

Any disrespect or challenge met to them is met with immediate violence or banishment.  Greater Spirits hold no favor over individual shamans, nor do the shamans truly speak for them.  Holding total power over their aspects, Greater Spirits are forces of nature and react similarly, made volatile by the eternal war for power within the realm. Greater Spirits are NOT capable of being interacted with without ST oversight and management. However, Shamans are capable of sparingly using their power and invoking them in group ritual.

 

These rituals require at least:

3 T3 Shamans
2 T4 Shamans
A T5 Shaman pacted with a respective Lesser Spirit.

 

TRANSFIGURATION
Adept in weaving and transmuting souls, A Greater Spirit is capable of altering an adherent’s body far greater than Lesser Spirits. Shamans may choose ONE of these features as a permanent blessing.

 

-A single part of the body (head, hands,legs, torso may be altered to include animalistic parts like horns, tusks, hooves, claws and mandibles.
-Skin color may be altered to unnatural means for all races to reflect a Spirit, in addition to its texture and feeling. These features may be, but are not limited to corals and barnacles that appear upon the surface of the skin, a crystalline texture, or ashen and charcoal-like skin.

 

These features serve no combative purpose, as they are a means of transmuting the body in the Spirit’s image.  

 

SOUL SCOURING
The deific power of the Spirits is capable of purging unholy and maligned corruptions of the soul.  This specific ritual is capable of removing curable soul corruption, curses and effects placed on the soul by other magics. Should a lore piece provide a means of curing an affliction or effect through shamanism or deific purging, this ritual would serve to function in remedying the curse. This ritual cannot be used to undo CAs, MAs, or feats, nor PK a character.  In the case of creatures where their souls are bound to the Mortal Realm or other planes, this ritual would prove useless and fail. 

 

SHAMANIC WISDOM
Spirits are capable of acting as prophetic teachers and founders of prophecy and legend. This ritual is capable of acting as a catalyst for teaching shamanic rituals and self-teaching other shamanic subtypes should the shaman travel to the respective Spirits. Should a Spirit be capable of teaching a subtype,  it would be linked in their respective lore.  In the case of inactivity or absences in teachers, this ritual can also be used to learn shamanic rituals and feats not taught by their teacher, or added within previous lore submissions(i.e haruspexy).

 

Traveling to a Greater Spirit’s realm allows a T4 or greater Shaman to learn their Spirit Sigil when they travel to their realm and use this ability.

Shamans may also use this ritual to draft prophecy and conflict between Lesser Spirits within the Spiritual realm, carving up the identity of the LESSER Spirits and the conflict they might face. These prophetic visions may affect shamans, but also within the minds of adherents of a particular Spirit. A vision from Laklul might affect all members within the Lak clan, while a vision from Luara could affect all dark elves who still believe in her words. 

 

GREATER SPIRIT REDLINES
-A player may only have one Greater Spirit Blessing at a time.
-Transfiguration poses no effects in combat.
-Transfiguration can be removed through any magic capable of removing or adding curses of T3 or greater.
-Transfiguration effects pose no additional aesthetic features beyond their appearance (fiery skin would not burn or glow).
-Should a transfigured part be broken off from the body, it would return to its normal descendant state, regressing back to skin, teeth, hair, etc.
-Soul Scouring only works on compatible corruptions that can be cured through Shamanism. This does not include feats like Voidstalking where the knowledge and practice is something innate, or a Mystic Wight, in which their phylactery would keep them bound to the Mortal Realm, and incapable of Spirit Walking.
-Targets incapable of Spirit Walking cannot have their soul cleansed through Soul Scouring.
-Shamanic Wisdom cannot be used on a target that does not already know a specific type of Shamanism. It can only be used to continue lessons of a current student, or open them to another subtype.
-Shamanic wisdom visions are simply forum posts or localized events that Spiritualists may access and cannot be forced onto players, or proven to be true.


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Sigils [Non-Combative]


Spirit Sigils are a way of identifying a Spirit for ritual and aesthetic purposes. Spirit Sigils are often mechanical or non-verbal ways of expressing a Spirit’s influence, and can be done in a variety of ways. A player need not be pacted to a specific Spirit to use their Sigil, merely be a Shaman or devotee. A Lesser Spirit Sigil can be made at Tier 3, while Greater Spirit Sigils can be made at T4. 

 

A Shaman may learn to make a Sigil of any Spirit if they have Spirit Walked or performed an equivalent spell(ex: an Animist's Commune) to witness the Spirit. A Sigil’s true shape is constantly changing,  and a shaman may choose to write a Sigil in a variety of styles or shapes, though will always be unrecognizable to the unfamiliar eye.

 

Shamans unfamiliar with a specific Greater Spirit's Sigil are incapable of identifying it, though may recognize the magic as shamanic through touch or aesthetic ritual. 

 

Sigils can be destroyed merely by destroying the marking with mundane physical means or magic. Sigils cannot be paired with other magics incompatible with Shamanism.

 

LESSER SIGILS
Lesser Spirits give their sigils to Shamans, using it as a means of spreading faith.  Shamans may use Lesser Spirit Sigils once they reach Tier 3.

 

Lesser Spirit Sigils serve Shamans as a means of creating casting implements. A Shaman of any kind (with an MA) is capable of creating an implement so long as they can carry it within at least one hand, and it has the sigil marked upon the object. It may be engraved, burned, gilded to permanently brand the item with shamanic influence. Shamans may also write the Lesser Spirit Sigil on any object with blood, ink, oil, etc and have it respond temporarily(4 emote duration).  This casting implement can perform three different functions, activated when the shaman chooses to. Lesser Spirit Sigils can break or be destroyed by any mundane or magical means, and where a Shaman would be unable to contact their Spirit, they would be unable to cast the cantrip.

 

-A shamanic casting implement can affect the area around it in a 1 block range, This is to say a staff of Kinul could form mushrooms when the shaman taps upon the ground.
-The Shaman’s body may be used as a canvas for the Spirit through the Spiritual implement, that same staff forming mushrooms upon their body when the staff is brought upon the Shaman’s skin, disappearing after three emotes.
-An implement may speak or whisper for its Lesser Spirit should it be imbibed in its aspect(i.e a Skathach sword dipped in flame) . 

 

Lesser Spirit Sigils can be taught to other shamans by any T5 Shaman.

 

LESSER SIGILS REDLINES:
-The effects of a casting implement are always non combative and can cause no harm.
-The effects of the casting implement disappear three emotes after leaving contact with the skin.
-The Spirit may only speak in Old Blah, broken Common, or a cacophony of noises. Any and all sounds pose no threat and are limited to #rp.
-A lesser sigil has no effects on the durability, powers, or magical ability of the item it is inscribed upon.
-Temporary inscription only lasts for four emotes.
Lesser Spirit Sigils cannot be inscribed on anything with a conflicting magical presence. 
-ST Materials save for Thanium can be marked with a Lesser Spirit Sigil.
-Already signed event items can be resigned with  ST consent.

 

GREATER SIGILS
Greater Spirit Sigils are far more powerful, accessed only through T4 Shamans. The symbols are an esoteric call to the Greater Spirits, invoking their divine power.  Greater Spirit Sigils are capable of two different abilities, refilled with a T4 Shaman's mana once a month. Items labeled with a Greater Spirit Sigil must be player signed, or in the case of builds, labeled with a Player signature and [Greater Spirit Sigil [EFFECT TYPE] [DATE CHARGED] as if it was signed by ST. These sigils may provide an area with one of these effects.  Greater Spirit Sigils of the same type may be combined to increase the size of a build, but are incompatible with other sigils.


Should the build exceed 10x10, it will require an ST signature, and if larger than 25x25, a MArt. Greater Sigils must be exposed, and cannot be hidden beneath blocks. Greater Spirit Sigils cannot be taught, only accessible through interacting with the Greater Spirit. The Sigil must be visible to the air, and will not function in the presence of incompatible magic. Once a Greater Spirit Sigil is placed, anyone can utilize it, though it must be recharged by a Shaman once a month.

 

COMMUNE

Commune allows for a Greater Spirit or any of its Lessers to be communicated with so long as the symbol is placed on a T1 Shrine or Greater. These manifestations may appear as a cloudy or hazy representation of the Spirit, but bear no effects on the surrounding land.

 

To use Commune, a T2 Shaman or greater must call out for two emotes,  as these can be created by more powerful shamans, and presented to their students.

 

Shaman Tip:

Spoiler

 A T1 Shrine is any player-made effigy or icon made for the Spirits. Commune can be used to create shamanic artifacts that allow Spirits to be spoken with.

 

The Lesser Manifestation lasts for 7 emotes, or two narrative hours. Typically the Spirit will demand worship and praise, discuss conflicts within the Spirit Realm, or task those present with a quest. 

 

COMMUNE REDLINES
-Cannot be done in combat
-The Spirit cannot give specific information unless ST consent is obtained. 
-Spirits do not manifest, their icon/symbols are merely shown through the elements and viewers hallucinations.

 

ANIMATION
The Animation Runes of Greater Spirits allow for shamans to implement their magic in architecture and simple machines.  Greater Spirit Sigils are most commonly employed in buildings, infrastructure and religious areas.  For a Greater Spirit Sigil to be activated this way, it must be permanently marked on an object capable of fully being engulfed by its aspect. For example, a Greater Spirit Sigil of Water must be wet for it to manipulate the water around it.  A waterwheel could be inscribed with a sigil of water to allow it to move for an extended period of time once a praise or a sacrifice was offered.

 

For conceptual Spirits that lack a physical aspect to soak the Sigil in (honor, sadness, rebellion, etc), a Shaman may construct the Sigil into a T1 Shrine to empower the object. For example, a horrific wooden idol could be constructed to Ikuras, and when worshiped, allowed for a stone door to be moved to gain access to a deeper shrine. 

 

The activation point must be within a five block radius. Shamans on sight and magics capable of identifying would be able to identify its origin (Spiritual), though would be unable to tell which Spirit it belonged to without Spirit Walking and encountering the Spirit themselves.

 

These Spiritual contraptions are limited to mundane and domestic work within cities and nations. While having a larger area of effect, a Greater Spirit Sigil does not possess the strength or ability to create constructs or be used within battle. Greater Spirit Sigils function like simple redstone, though cannot be paired with electricity, redstone, or other magics. 

 

ANIMATION REDLINES
-Animation Greater Sigils may be used to power and function like a simple machine, limited to a pulley, lever, wheel, wedge, or gate. 
-Animation Greater Sigils may only be used to activate basic contraptions, functioning as an ON/OFF Switch.  
-Animation Greater Sigils will not work in combat, or if trying to escape from it.
-Animation Greater Sigils function in the stead of signs, basic redstone, gates, and lifts.
-Animation can only move a maximum of three blocks with a single Spirit Sigil, requiring the Shaman to place more for larger builds. 
-Animation cannot be used to create constructs or domestic creatures, though inanimate machines that move in accordance with a Greater Sigil are allowed(i.e a farm plow(wedge) that moves back and forth. 
-Animation Greater Sigils follow all the same basic redlines as redstone and similar magics that allow for machines within tech-lock.
-Animation Greater Sigils will never be able to create robots, contraptions or other similarly mechanical or clockwork complex machines and automatons.
Anything powered by an Animation Greater Sigil will be inanimate and unable to speak.

 

GREATER SIGILS REDLINES:
-Buildings or contraptions larger than 10x10 blocks require ST signature.

-Only one type of sigil per object.
-Buildings or contraptions larger than 25x25 blocks require a Mart.
-The magical inscription of the Greater Sigil Spirits must be visible to the air. 
-Greater Animation Sigils cannot be placed on hand-held objects, tools, or weapons due to their effective range.
-Greater Sigils may be used to construct shamanic buildings and architecture with aesthetic flourishes, with multiple sigils of the same type being used to affect a larger area. 
-Greater sigils can only be used on buildings, structures, and infrastructure.
-Only Two Greater Sigils can be made per day.
-Greater Sigils cannot be used with other magics incompatible with Shamanism.
-Greater Sigils provide no effect on the durability, aesthetics, or appearance of the object.
-Greater Sigils can be destroyed simply by destroying the material they’re inscribed upon, or using magic of any kind to disrupt the symbol.
-Greater Sigils do not provide electricity or mana to empower other objects.
-Greater Sigils cannot function in a place where Shamanism would not be accessible.
-Greater Sigils cannot be used in combat.
-Greater Sigil Spirits belonging to other Spirits are not compatible with one another.


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Spirit Ascension

As Spirits engage in their eternal conflict, the means of ascending to greater power opens to them when the proper conditions are met. These conflicts are recorded in the Pacting section of the forums to document the conflict between Spirits and record the progress Lesser Spirits make. Spirits fight constantly between each other, leading to things in the Mortal Realm like natural disasters, shamanic avatars, and other localized events with ST permission or use of lore like The Remnant Hexes. Player-run shamanic conflicts are free to feature shamanic Avatars(from the Remnant Hexes),  and NPC Tier 1 and 2 Shrines in accordance with Spirit lore, but without ST Manager permission, Spirits will never manifest within the Mortal Realm- their avatars acting and fighting in their stead. 

 

Should a Spirit with player pacts be defeated by another Spirit, the defeated Spirit would give up their player pacts to the victorious Spirit, and be consumed. This consumption allows the victorious Spirit to take on more aspects and gain more power within the Spirit Realm. Consumed Spirits are not dead, but merely trapped until conflict or external powers rip them apart.  Players may run their own Lesser Spirit conflicts akin to the Remnant Hexes so long as they make up a Spirit not pacted with any player Shamans. Should Shamans want to war Spirits pacted to players, they must require consent and a document detailing how they wish to go about a war and “tally” their progress. Not every conflict has to be direct violence, the end goals determined by its participants. 

 

These Player-run Spirit conflicts are completely player-managed and should require no ST, although their involvement is permitted should they be gracious enough to help. Once a Spirit conflict ends, the Lesser Spirit in question is barred from participating in other Spirit conflicts for an OOC month. 

 

Should a Lesser Spirit conquer other three Lesser Spirits [managed by the shamanic community] - then a Farseer may conduct a farsight ritual in which a prophecy forms and the Lesser Spirit attempts to overthrow the Greater Spirit.  Overthrowing a Greater Spirit is never something guaranteed, and an eventline that would need to be discussed with the Shamanic community and ST before attempting.

 

AVATAR SUMMONING

Spirit Avatars may be summoned by Shamans to do physical battle on the Mortal plane to decide a victor between conflicting Spirits. Spiritual Avatars outside of the Remnant Hexes and similar pieces may ONLY be summoned with 5+ T5 Shamans of any kind at any Tier 3 Shrine(MArt or ST Manager Approved Event). These avatars serve to do battle on the Mortal Plane in a Spirit's stead. While Lesser Spirits devote themselves totally to manifest a singular avatar, A Greater Spirit may have a cadre of Avatars to represent the different aspects they embody. 

 

Avatars possess the same strength and caveats as an Animist’s Evoke or Blood Mage’s Call Calamity. They are localized areas where the Spirit may manifest, and capable of being utilized as event actors played by ST only. Avatars possess no greater abilities beyond empowered version of abilities within current submissions of Shamanism. They still bear all the same redlines of the Remnant Hexes, and only serve to destroy an area, or do battle with another Event Spirit Avatar, before demanifesting. In the case of unwilling participants, the Avatar would be unable to harm them, and in the case of direct interference,  combating a Spirit would require a similar cadre of deific, unholy, or voidal mages equivalent to the amount of Shamans who summoned it. Spells like Call Calamity, an Animist’s Dissipate and Evoke, and other ritual spells that pollute or affect the region would be especially potent to the Avatar. Avatars are weak to magics and materials that tamper with or purify the Soul, though damage should be at the ST’s discretion. Should the Avatar receive too much damage from outside forces, the Spirit would demanifest. 

 

Avatars cannot be summoned purely for discussion or interaction, and only exist as a means to resolve conflict. 

 

Due to the volatile and often confusing nature of Spirit Ascension,  Spirit conflicts with Greater Spirits require ST manager approval or a MArt describing the conflict and prepared resources they wish to use to run the events. This MArt submission details the Spirits and intended outcome, although is not guaranteed for the shamans who undertake it. The MArt may even be modified before its acceptance or during the conflict at the discretion of ST.

 

SPIRIT ASCENSION REDLINES
-Spirit conflict between two pacted Spirits must require OOC consent from both parties.
-Shamans are free to create their own Lesser Spirits for player-run events.
-Lesser Spirits overtaking Greater Spirits require ST Manager approval or a MArt after consuming at least 3 other Lesser Spirits.
-Lesser Spirit conflicts do not need builds or ST involvement as the conflict does not always need to be physical. 
-Should Shamans choose to run a localized event through Lesser Spirit conflict with a build and effects, they would need PRO or RO permission.
-Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be tamed or kept as a pet.
-Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be used to attack other nations.
-Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be used as defense for yourself or other nations.
-Player-signed Items and trophies cannot have any extra-special abilities or be exceptional in nature and must follow any rules listed in the lore. Crafted tools or weapons may not surpass their steel counterparts. Items will not warrant an ST signature, unless they have some spiritual influence or minor ability. Minor abilities are limited to the scope of current shamanic lore (I.e,) a rock that gives a farseer blessing.
-Abuse of spiritual conflict will lead to a blacklist of Shamanism.
-Repeated spiritual conflict in the same area requires ST Approval or 1 OOC month cooldown per invocation.
-Lesser Spirit avatars, natural disasters, and The Remnant Hexes possess the same strength as localized storms,  or other similar forces like an Animist’s Evoke, or a Blood Mage’s Call Calamity. 
-Player made event items are not able to grant full shamanic blessings and only serve a purely aesthetic purpose, unless specifically approved by ST.
-In order for player made event items to be approved by ST, the player would need to provide proof of creation RP.

-Avatars cannnot harm players who don't wish to take part in the events, and their effects will harmlessly pass around them, the same as an Evoke or Call Calamity. This does not mean however someone will be immune to jumping into flames, or remaining within the presence of something harmful.

-Avatars cannot be controlled by shamans, and have no allegiance to them.


Credits:

Spoiler

I quickly wrote this piece out in preparation for the other shamanic rewrites. All of the art is album art of music I like. Artists and labels featured: Culprate, 1985 Music, Shades, Mastodon, Metaroom Ekcle,Upscale Recordings, Jonti.


 

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Evonpire

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*jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, awooga awooga sound effect, pulls chain on train whistle that has appeared next to head as steam blows out, slams fists on table, rattling any plates, bowls or silverware, whistles loudly, fireworks shoot from top of head, pants loudly as tongue hangs out of mouth, wipes comically large bead of sweat from forehead, clears throat, straightens tie, combs hair*

 

Ahem, this lore looks very lovely.

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this is indeed a glorious moment

 

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SHOMO!

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Only one thing I'd like to bring up: under current lore, we can spirit walk to a lesser of Scorthuz and get any applicable soul affliction/corruption cured. Group rituals and shrines are great additions, but they should be amongst the many options to achieve the same aims. I'm not sure what the justification for spirit walks is if the same thing can be achieved solely through shrines/group rituals in the material world.

 

Ideally, it'd make sense to provide three options for soul corruption cleansing: pacted shrines, group rituals, and spirit walks to a lesser of a greater spirit (which is the current option we use). In this case, if someone is not allied with 5+ shamans or does not have three shamans nearby, they can just go straight to the lesser and have them handle it. Cultural events should enhance groups and not discriminate against more disjointed players.

 

This is my only critique. Everything else in this thread is perfect (as is expected, you are a good lore writer) and I look forward to seeing it implemented!

 

@Panashea

Edited by Boknice275
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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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