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[✗] [Magic Lore] Lutaumancy


Panashea
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Introduction

When the Spirits descended upon the Mortal Realm- a power beyond mortal comprehension, it was Krug who first carved their strength into tangible hands. As a titan who stood against Iblees, his courage was something to be coveted. The Spirits forged a covenant with the great warrior, bestowing the first of the Orcs with unbridled power. Volatile and unwieldly, Krug's magic was later tamed by his first daughter. Dom, The Mother of Shamanism, lacking her father's brutality, saw to it that their people were capable of evoking the powers of their greatest ancestor.


She created the first pacts, establishing a truer connection with the Spirits in an attempt to sift through the strength and chaos of her father. In imbibing their power however, she consumed the raw chaos of the realms beyond. Life and death, fire and water, disease and health- the world unraveled beneath the Truth, and their desires became hers. The Spirits had bound themselves to her soul. A Shaman had been born.


The domain of the Spirits had been pried open with mortal artifice, and with it, the Spiritual Realms. Krug, the most capable of his people, saw to it that the Realm of Kor was a place in which the honorable could be venerated. He, and the Immortal Spirit of Death sought to circumvent the eternal corruption of Iblees. The Ancestral Realm would house Mortal souls, a shield to the darkness. Kor, its gatekeeper and judge would ensure the Shamans who followed it would protect the Realm from the great evils of the world.


A Lutauman acts upon forces of life and death itself, whether as a warrior, or as a priest. Lutauman hear and act upon the voices of the dead, compelling them to nobler lives, or madness wrought by their grave burden.

 


Magic Explanation

 

Echoes of The Matumdâg: The resource required for Lutaumancers to cast specific spells, representative of the connection to the Ancestral Realm.

 

A Lutaumancer may pact with a Lesser Spirit of Kor, allowing their soul to channel their power and utilize their deific power from the  Ancestral Realm. This pact marks the Lutauman’s soul and allows them to undergo transformation as they progress in power. In return for service to this Realm, and guiding that which should be dead to the Ancestral Realm, these shamans are gifted visitation to Stargush’Stroh. As Lutauman cast spells, their Echoes manifest as a result of their spell usage. Lutaumancy costs [1] spell slot, taken up once the pact and MA are made.

 

Echoes may appear as:

- Elemental auras, particles, mists, or smoke that twist around the body or the area around them.

- Ghostly, ethereal light beneath the skin
- A skeletal or withered illusion of flesh upon the Lutauman's form, imitating the appearance of Kor.

 

Lutauman are limited to casting a certain amount of spells per day with their spell usage returning every 24 OOC hours. As a Lutauman nears the limits of potential casting their body grows exhausted and Spiritual wounds begin to manifest on their flesh. The closer a Lutauman reaches to this spell limitation, the more intense the pain becomes- beginning as a minor itch or irritation. This pain would grow into more serious sensations like bruises and minor burns, capping at an extremely debilitating agony should the Lutauman grow close to expunging all their spell usages. These wounds will only vanish if the Lutauman rests, and should a Lutauman try to cast beyond their spell limits, their spell would fail and they would be knocked unconscious.

 

Spell Uses: 

T1: Incitement {Unlimited} 

T2: Spectral Sense {2}, Spirit Walk {2} Mundane Item Usage{5}, Final Rites{2}

T3: Invoke Echoes{3}

T4:Weapon of Kor creation {1}, Weapon Activation {2}

T5: Purgation{2 per day} Creation of Banishment Site {Once Per Month per ST approval, Banishment Site Ritual {2 per week} 

 

 Old Lutauman:

 

Spoiler

Due to the complexity of the rewrite, all FA teachers will be removed, all T5 of the current FA will now have a T5  Lutaumancer MA.  Current students can adopt the new magic with their Tiers transferring over. Anyone wishing to teach the new magic must apply for a new TA. Those with a Grandfathered MA will also receive a pact with a Lesser Spirit of Kor and are encouraged to make a forum post detailing such a pact. 

 


MENTAL AND PHYSICAL EFFECTS:

Lutauman develop a spectral sense once they reach Tier 2, plaguing them with paranoia and sights of the fallen. A Lutauman lacks a true clairvoyance of the dead, but still may choose to see their faces within shadow, or hear their voices upon the wind. These harrowing effects often lead Lutauman toward reclusive and religious lives, or to wander as fervor-filled prophets. These superstitions and false feelings can be overcome through serving Kor, utilizing his tools and power.

 

The power of Kor is not endless however, as Kor's magic is capable of being extinguished by the forces of dark and other Aengudaemons, silencing Echoes should their magic collide or defend against a Lutauman's power. All of Lutauman's spells will be resisted or blocked should they be matched in tier or overpowered by these other magics. In addition, Echoes have no effect on creatures completely devoid of a soul or some magical alternative.

 

Lutauman are incapable of casting where Shamanism does not work(I.e a realm where the Spirits cannot be contacted, the Void, or anti-deific wards).
 

Compatibility:

Feats/Misc: All that are compatible with deific magics
Void magics: Incompatible
Deity magics: Shamanism, Seer
Dark magics: Blood Magic

Shamans are incapable of directly using the magic of other Aengudaemons like Druidism, Templarism, or Paladinism, or magics incompatible with deity magics like Heraldry. 
 

A Shaman that breaks their pact with Kor or a tenant of Shamanism is forcibly disconnected from the magic, incapable of creating a new Lutaumancy [MA] for 3 months. Should a prospective student break the tenants of Shamanism (i.e practice an incompatible magic), they would be incapable of learning Lutaumancy.

 


SPELLS

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[T1] Incite/Incitement:

 

At T1 the Lutaumancer is able to incite the Echoes in their body.  Echoes may manifest as any of the effects described above, changing at the discretion of the Lutauman.

 

This is done in tandem with chanting Old Blah, with initial effects beginning after the second emote, and manifesting themselves fully on the third, even if the caster should stop chanting or move. 

 

This effect only applies to the Lutaumancers' body during Tiers 1 and 2

 

At Tier 3 the Lutaumancer may have these effects spread around them within a three block range.

 

At Tier 4 these can extend five blocks from the Lutaumancer. 

 

At Tier 5 these can extend seven blocks from the Lutaumancer.

 

Incitement may be performed indefinitely, so long as the Lutauman continuously channels the spell. Incitement will allow a haruspex’s divine ink to activate while being cast, allowing them to weave magical stories in tandem with their casting.

 

Certain abilities require Incite/Incitement to be invoked before they can occur, as Incitement serves as connection to the Ancestral Plane. 

 

Redlines: 

The cosmetic effects from Incitement must be emoted in #rp or greater, clearly visible to all around them, but the extent of them do not have to meet the block range at higher tiers, however a clear sign of connection and casting must be displayed as the Lutamancers casting Tell.  The effects of Incitement themselves are never combative nor interact with the world beyond illusory appearance alone. 

Incitement serves as the Lutaumancers casting ‘tell’.

Incitement has no interaction with combat and cannot be used to gain a combative advantage either by harming someone, obscuring their vision, or warping their senses.

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[T2] Spectral Sense 

 

Lutauman develop a passive ability once they reach Tier 2. This develops as their Pact matures within their soul. This strange sense plagues the Lutauman’s mind with horrible dreams and superstition, only abated by utilizing the Mundane Crafts of Kor successfully once an IRL month.

 

This ability allows for the identification of wayward or untouched souls in objects through direct touch should they channel Incitement for three emotes. These objects would include Mysticism related objects like hexed objects, phylacteries, or the other magical objects from other magic subtypes that house a soul. In addition, Lutauman are capable of identifying shamanic objects with this ability as well. Should an object be identified, the magical reaction would bring the Lutauman minor pain, in addition to blinding them for a single emote. This blindness would be guaranteed even if granted vision by supernatural or alchemical means. 

 

Spectral Sense allows a Lutauman to cast Echo Location, a combative ability learned when the Lutauman gains the spell Invoke Echoes. This ability allows the Shaman to track a target and its effects are described below the Invoke Echoes spell.

 

Redlines:

A Lutauman can only use Spectral Sense on objects.

This ability does not tell the Lutauman the source of the magic or the creator of the object. 

The lutauman cannot identify whether the magic is “good, or bad”, only if it is Shamanism or not.

This only sense only affects wayward souls or objects with souls in them. 

Items enshrouded in other magic sources that do not involve the soul(blood runes, voidal enchantments, etc) will have Spectral Sense fail.  

This ability can be used to look at NPC menhir, event objects, or event sites to glean more information with ST permission.

A Shaman Seer may still use this ability, and will be blinded from its effects.

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[T2] [Non-Combative]Spirit Walk

 

At Tier 2 the Lutaumancer is able to invoke passage to the Ancestral Realm of Stargush’Stroh. This is done through meditation for {2} emotes, invoking Old Blah for {3}, and tethering souls with {1} emote. Passage to the Stargush'Stroh requires the Shaman to use their soul as a tether to bring themselves and other souls into the Stargush'Stroh temporarily. This soul transfer prevents items or other items from the Mortal Realm from being taken to the Spirit Realm, though characters may touch and interact with the realm as if they were physically present. This ritual requires a respect towards the Spirits, as they are capable of harming others within the realm or kicking them out.

 

To directly manifest within a specific realm in Stargush’Stroh the Lutaumancer must utilize a Mundane Item of Kor, invoking the place they wish to travel and chanting for an additional two emotes.  Once a Lutaumancer reaches T3, they are capable of summoning themselves into different portions of the realm so long as an additional emote of chanting or ritual is performed.

 

If no direct manifestation is attempted, the Lutaumancer and those waking end up within the domain of Gundâr Broshan, and must travel on foot through the various areas of the Stargush'Stroh.  

 

A Lutauman may bring additional members along the Spirit Walk, increasing the number of people with tier, to a maximum of an additional 5 at T5

 

When attempting to find specific Ancestral Spirits, a Lutaumancer must have a ‘relic’ of said Ancestral Spirit. Relics must be enchanted items made from the individual, or an item made in their likeness at a T2 Shrine in accordance with Spirit Pacting Lore.  An Ancestral may respond to an item forged from a Spirit associated with them, for example a Ram- Leyd, the Spirit of Strength, or a Raguk- Gazigash.

 

MArts already associated with specific Spirits are capable of being used as relics should the Lutauman perform the ritual near the object.

 

Visiting Greater Ancestral Spirits will always require a MArt as a tether or ST approval. 

 

Lack of a relic will have the Lutaumancer wandering aimlessly through Stargush'Stroh with no way of finding the spirit they seek.  Should a Lutaumancer encounter an Ancestor, they would be capable of forging the mundane shamanic items previously owned/created by the Ancestral in question[I.E the Horn of Yar, a cultural landmark, a famous mundane weapon, etc] These items would have no effect unless approved with a MArt. Lutauman may also use this ritual to self-teach themselves further rituals within the magic, or other accepted lore piece rituals like the Remnant Hexes. With ST permission, Lutauman may use this ritual to learn how to recreate Shamanic MArts or create new MArts.

 

Redlines

Spoiler

A Lutaumancer may only spirit walk to The Ancestral Realm.

 

Should the body be killed during the Spirit Walk, the Spirit's would return the soul to the Mortal Realm and allow them to be revived by Monks.

 

A Spirit Walk is merely a travel of the souls to another plane, and so weapons, items, and other physical objects do not travel to the Spirit Realm while Spirit Walking. Items and objects may not be brought back for the same reason.

 

Created mundane items have no effect and are player signed.

 

Rituals and previously made MArts learned through this ritual must already be accepted lore, or a Shaman may use this ritual to create a new MArt. Usage of a new MArt still follows all rules of MArt submissions.

 

The Soul Tether acts as consent to the spirit walk. It spreads from the shaman to the souls they wish to bring to Stargush'Stroh. If the persona fears the Tether it will not connect to them.

 

Information gained from PK characters, or Kor/Lesser Spirits must be approved from Staff first, unless it pertains directly to areas of Stargush’Stroh.

 

A Lutauman is incapable of bringing targets to the Ancestral Plane if the soul is incapable of being moved or brought into deific realms. The Spirits would find grievance with permanently transmuted and warped souls along the likes of [CA] like Inferi, Frost Witches, and Wights, and Azdrazi and so these creatures would be incapable of traveling. Dark arts incompatible with shamanism and other aengudaemonic magics would receive the same treatment.

 

Creatures without a soul like Homunculi or Sorvians would be incapable of Spirit Walking.

 

Requires RP consent to use when bringing other individuals,  as the shaman is bringing a target’s soul into the Spirit Realm. When in the Spirit Realm, the nature of the travellers' soul blueprint is entirely visible. This may result in revealing enchanted disguises, or one’s corrupted nature(soul afflictions) and so the target may choose to flee or refuse the tether before being ushered in. 

 

The Lutauman is capable of ejecting those brought along their journey at any time through touch or chanting for three emotes asking Kor/Krug to usher them back to the Mortal Realm. This is to prevent trolls, or people from abusing the PK clause within the Spirit Realm. 

 

A Lutauman abusing the tenants of a Spirit Walk and kill someone within the Spirit Realm during the Spirit Walk will have Kor intervene, locking the shaman away (PK), and returning the victim.

 

Lutaumancer(and only the Lutaumancer) have their mortal body perish, they'd be subject to a PK as their soul is displaced during the walk.

 

At Tier 2, a Lutaumancer can bring additional 1 person, at Tier 3, a Lutaumancer can bring  additional 3 people,  at Tier 5, a Lutaumancer can bring additional 5 people. 

 

If used in an ST scenario, this number can be bent with approval of the presiding ST.             

 

Cannot be used in Combat.

 

Any player character that exists in Stargush requires that person's permission to roleplay them or have them be roleplayed by said player.

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[T2][Non-Combative]Mundane Items of Kor

[Player Signed] 

 

The Lutaumancer is able to craft mundane items embedded with their Echoes. Their activation will require the Lutaumancer to use Incitement. These items may be found below.

 

The Lutaumancer is able to craft three mundane items every OOC day. 

 

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Censers of Kor 

 

The Lutaumancer is able to imbue a crafted Censer with their Echoes. The censer must be a handheld object, and is capable of being destroyed through any mundane means or magic. To utilize the effects of the censer, the Lutauman must invoke Incitement [3 emotes], then these Censers begin to produce a deep vapor in the color of the wielder’s aura. For each block the Lutaumancer passes over, the Censer spreads this vapor 1x1x1 blocks from the Censer. Censers after incitement may produce these effects for six emotes, unless combat is initiated. In such cases, the vapor from the censer recedes rapidly into it over the course of an emote

 

The Lutaumancer may begin to shape and weave the vapor to their liking and even invoke visages of Ancestors within it, old battlefields, great hunts. Vapors that comes through the censer is thin and see through, lacking depth or clarity without the aid of a Haruspice.

 

{Haruspice may use their divine ink to add other senses to the experience by adding it to the censers during creation, though these effects have no effect in combat.} 

 

{Effects on Spiritual Enemies(Undead, Inferi, Mystics,Frost Witches, etc) or the Dying} 

 

If not in combat, an extreme sense of calm washes over them, only fading if their ire is invoked. The longer someone remains in the vapor, the deeper this ethereal calm fills them. Over time, they begin to hear the soft whispers of Kor lulling them to the Soulstream. Kor may manifest as a variety of familiar or unfamiliar voices and presences to the target, though may be as vague as an emotional feeling should the target be unaware of the Spirits. The censers can be used to temporarily abate the common negative mental effects of dark magic or undead existence. These effects may be resisted through sheer will alone, akin to overcoming intense anxiety, and is to be roleplayed at the discretion of the effected. A Lutauman with consent may issue Last Rites with the censer, and bring the soul to the Stargush’Stroh immediately through the rising vapors of the censer. Kor graciously accepts these willing beings into his promised paradise. 

 

Redlines:

Disguised CAs would have no reaction to the censer.

 

Censers of Kor can not be used in combat. 

 

Roleplay of creation of a Censer must be done for the item to be used. 

 

Censers are player signed.

 

Activation of the Censer takes two emotes of Incitement. 

 

Censers of Kor with Divine Ink added during creation are able to invoke small amounts of sounds, smells and colors during the active manipulation of the vapor. Said effect must be noted in the item description and state it was made with haruspexy.

 

Effects on Undead/Specters do not work in combat. Nor do these effects make the Undead/Specter fully docile. It will however, make them calmer, and harder to upset. This does not mean that a Lutaumancer will not be able to make the Undead/Specter angry and provoke ire, it simply requires more to do so. 

 

Should combat start within the Vapor, or an Undead/Specter grows angry enough to try and attack the Lutaumancer, the vapor recedes instantly into the Censer once more. 

 

Undead that are willingly banished by a Censer of Kor are instantly accepted into Stargush’Stroh. They appear within Olû Tiil Frautal- The Walk to Final rest and become an Ancestral Spirit during their journey with the ferryman Matum’Lur. Beings locked to the Mortal or other Realms through magic and other clauses would be incapable of traveling performing Last Rites.

 

The effects of the Censers of Kor cannot be used to meta-detect magic affiliation or sense emotions from a target. The feelings from it are at the discretion of the affected.

 

{OOC Notice: These Censers are designed to help Lutaumancers setup areas of banishment if they are smart enough, or meet with the Undead/Specter of even ground to try and convince them to accept Banishment, barter with the Undead/Specter, or just talk in general.} 

 

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Ancestral Mask

The Lutaumancer is able to imbue a crafted mask embedded with their Echoes. The mask must be a handheld object, and is capable of being destroyed through any mundane means or magic. By invoking Incitement [three emotes], these masks are able to invoke the visage and voices of the Ancestor they are linked to for so long as Echoes are fed into it. The visage and voice of the Ancestral is an ethereal thing, wrapping around the Lutauman while words are spoken through their mouth. The way in which they may manifest reflects the nature within their past life. The effects of Ancestral Masks to last for [6] emotes. A Lutauman can invoke Incitement for another two emotes, and continue the effects. 

 

{Additionally, Haruspex may use their divine ink to add other perceived senses to the experience by adding it to the mask during creation of the mask}

 

{Effects on Spiritual Enemies(Undead, Inferi, Mystics,Frost Witches, etc) or the Dying} 

 

If not in combat, a sense of fear washes over them while they look at the mask, only fading if they seek to challenge it. The longer someone looks at the mask, the deeper this supernatural fear fills them. Over time, they begin to hear Kor’s anger goading them to the Stargush’Stroh within their mind. Kor may manifest as a variety of familiar or unfamiliar voices and presences to the target, though may be as vague as an emotional feeling should the target be unaware of the Spirits. These effects may be resisted through sheer will alone, akin to overcoming intense anxiety, and is to be roleplayed at the discretion of the effected. A Lutauman with OOC consent may issue Last Rites with the mask, and bring the soul to the Stargush’Stroh immediately through the holes in the mask. Kor graciously accepts these willing beings into his promised paradise. 

 

Redlines:

Spoiler

Ancestral Masks do not give any combative or magical effects, protection, or advantages.  

 

Ancestral Masks require Incitement to be activated. 

 

Ancestral Masks are player signed.

 

Ancestral Masks cannot be used to learn knowledge like alchemical recipes, MA's/Fa's from the Ancestral Realm.

 

The visage of the Ancestral spirit called upon appears as a faint ethereal form over the Wearer. The voice of the Ancestral Spirit called upon echoes before and after the Wearer in both common and Old Blah. The Wearer's voice is still heard beneath these overlapping voices. 

 

Masks with divine ink added from a Haruspex during creation are able to alter the physical form of the wearer of the mask to minor degrees. From tattoos appearing on the body, to wounds that wear bared. To more bizarre attributes such as horns, spikes along bones. These effects will disappear once the masks' effects cease to function. Said effect must be described in the item description, or state it was made with Divine Ink.

 

Masks with Divine ink will never fully alter the body, change skin hue, or the wearer’s race. They may, to those unaware of the wearer, be a thinly veiled disguise while the effects are channeled.

 

The effects of the Ancestral Mask cannot be used to meta-detect magic affiliation or sense emotions from a target. The feelings from it are at the discretion of the affected. Disguised characters would have no reaction to the censer.

 

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Ancestral Mirrors

The Lutaumancer is able to create two way mirrors which grant communion with a Lesser Ancestral Spirit. Respectively, a Mirror is tied to a certain area in Stargush’Stroh. This will allow any who witnesses the mirror to speak to ancestors on the other-side upon its activation.  Lutauman must construct this Mirror from or within a reflective surface, though may enchant it to take on other features through the aid of other shamans.

 

This is done by a mirror being created within the Mortal Realm, enchanting it with Echoes. To connect a Mirror to Stargush’Stroh, the Lutaumancer must go into Stargush’Stroh, find the Lesser Ancestral they wish to connect with, and perform a [4] emote ritual with a relic, which will manifest the mirror within the Spirit Realm. Relics must be enchanted items made from the former individual, or an item made in their likeness at a T2 Shrine in accordance with Spirit Pacting Lore.  An Ancestral may respond to an item forged from a Spirit associated with them, for example a Ram- Leyd, the Spirit of Strength, or a Raguk- Gazigash.

 

Ancestral Mirrors in the Mortal Plane may be enchanted with Haruspexy to allow for the sounds and visuals associated with the Lesser Ancestral Spirit to emanate from the mirror in the radius from which it speaks. Ancestral Mirrors cannot show the different parts of the Stargush'Stroh, but may be used by the Lesser Ancestral Spirit in question to tell stories or paint visions.

 

Witchdoctors, Animists, and Farseers may enchant the mirror and allow it to adopt the aesthetics of the Spirit it was forged with. An Ancestral Mirror of Fiarza may float or fill the room with gusts of wind, or an Ancestral Mirror of Gazigash formed from a blood pool. These effects are purely aesthetic, allowing the mirror to suit the culture and craft of those who use it.

 

Enchanting the mirror requires a ritual where a Pacted Shaman or Haruspex (of any tier) calls upon their respective spirit or performs a spirit-related ritual for [6] emotes.

 

Active

The Lutaumancer is able to channel [4] emotes into the Mirror to try and establish contact with any Lesser Ancestral Spirit in the Stargush’Stroh for  a maximum of [8] emotes. This will not give the Lutaumancer a direct location, but will allow them to speak with the Ancestral briefly.  A successful ritual is determined by at least a 10 from a d20, with failure only resulting in the Lutauman utilizing one of their daily spell uses. Should a Lutauman sacrifice one of their relics, they would be guaranteed to talk with a Lesser Ancestral Spirit.

 

Lesser Ancestral Spirits may speak from the mirror in a maximum of #q. Player-character Ancestrals must be played by their respective players, though Lutauman are free to play NPC Ancestrals. Lore significant characters, and Greater Ancestrals require a MArt or ST permission.

 

Redlines

Spoiler

Ancestral Mirrors do not act as alarms, warnings, or the sort. They will never be able to give personas information of what has happened in the world around the location of the Mirror. No information of the world may be metagamed through an Ancestral Mirror. 

 

Ancestral Mirrors will not reveal sections of the Stargush'Stroh to players.

 

Ancestral Mirrors require Story Signature.

 

Ancestral Mirrors are not capable of tracking Greater Ancestral Spirits without a MArt.

 

Ancestral Mirrors may be as large as 3x5, requiring a MArt to be larger. 

 

Should a target not be in the Ancestral Realm, or have the means to remain hidden, the Mirror would either reveal a random place in the realm, or no image at all.

 

Ancestral Mirrors are only capable of being created in the Mortal Realm or Ancestral Realm without a MArt.

 

The Ancestral Mirror within the Mortal Realm can be destroyed by any mundane means [2 emotes of attack] or magic, requiring the Lutauman to rebuild it.

 

The mirror cannot be used for a Lutauman or others to talk from the Spirit Realm to the Mortal Plane.

 

A Mirror must be anchored to a Counterpart in the Stargush’Stroh. No mirror can be connected to more than one mirror in the Stargush'Stroh, or vice versa. 

 

Each Lutaumancer can only make one Mirror. 

 

Ancestrals Mirrors are broken if their reflective surface is fully damaged or half of the total construct is broken in the Mortal Realm. 

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[T3][Non-Combative] Last Rites

 

Should a soul be completely unbound, corrupted, or a ghost without any means of being kept upon the Mortal Plane, A Lutauman would be capable of using their Echoes and directly usher them up into the Stargush’Stroh. A Lutauman cannot use this spell to banish a ghost forcefully, utilizing the Mundane Tools of Kor to provide them the alms and prayers to cross over.  This ritual may also be used to carry up the dying, as a form of last rites.  This ability would always require OOC consent, and may be performed through freeform ritual with the Mundane Tools of Kor.  

 

Creatures like Nephilim, Wights, Eidola, and Frost Witches, bound by physical means to the Mortal Realm like Phylacteries, Drakeshrines and Menhir must have their anchors destroyed before Last Rites are possible. This would PK the target. CAs like Inferi, with no anchor to the Mortal Realm could have Last Rites performed on them, though are dragged back to the Mortal Realm or their respective plane when summoned through ritual. This form of banishment can be considered a soft-PK, shackled away until someone intervenes for them. Creatures truly without souls like Homunculi and Sorvians are completely incapable of having this ritual performed on them, and cannot be turned into Ancestral Spirits.
 

Redlines

Last Rites will always require OOC consent. 

Last Rites cannot be used on a soul that is bound to another realm or the Mortal Plane by other magics or clauses.

Last Rites would PK a target incapable of leaving the Spirit Realm, allowing them to become a Lesser Ancestral Spirit.

Targets capable of escaping the Spirit Realm through summoning rituals would be imprisoned, but never transformed into Lesser Ancestral Spirits.

Creatures without any soul like Homunculi cannot have Last Rites performed on them.

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 [T3][Combative] Invoke Echoes:  

 

At Tier 3 the Lutaumancer has the ability to strike a single target with a manifestation of their Echoes, casting a projectile capable of striking from [x tier] blocks away. This is done by summoning Echoes over the course of one emote, then the wrath of an ancestral spirit in Old Blah for one emote, with the attack striking the target on the third. During this, the shaman has a limited range of movement[three blocks per emote]. An invocation of Echoes will always start from the shaman and travel to the target, taking on any shape the shaman desires, whether a ball of condensed Echoes, or a spear of Echoes that travels to its victim.  This spell can be disrupted like any other magic user with the breaking of concentration via effects like Hound’s Howl, being shoved over, or extreme pain.

 

The range that the Lutaumancer can throw these echoes depends upon tier. 

 

T3: Echoes - 4 blocks from self. 

T4: Echoes - 6 blocks from self. 

T5: Echoes - 8 blocks from self. 

 

EFFECTS

 

Physical Effects: 

Regardless of appearance, Invoke Echoes will always travel at the same speed[an arrow] and effective range[tier dependent]. The attack itself has no concussive or piercing force, washing a target in Kor's wrath rather than throwing them back. 

 

Echoes travel to their target on the [3]rd Emote.  If the target is able to put a solid object between themselves and the manifested echo on the [3]rd emote, such as a door, a window, a full body shield, iron bars, a tree. The Echoes will collide with it instead of them. Echoes will still pass through permeable objects like leaves, cobwebs etc. 

 

The target, if directly struck, suffers a stinging, lasting pain akin to being set aflame that holds true for [2] emotes. This pain will always prevent the target from casting, but grant no wounds or deeper harm. A target is still free to move or defend themselves by other means even during the duration of the pain. 

 

If the target is wearing plate-mail, or other heavy plated armors (Laminar, Lamellar, Brigandine, etc) they will find their casting disrupted for [1] Emote. Half-Plate is not sufficient in blocking from the Echoes, and they too would suffer a [2] emote burn.

 

Direct Effects on Ghosts/Undead/Soul-Altered: 

This attack leaves no lasting damage to descendants and other mortal creatures, though ghosts, undead, and similar may emote the effects of supernatural damage purely for aesthetic purposes(burned form, ashen body, etc).

 

Echoes’ deific power restores the sensations of mortality within the undying or those who have forgone their mortality. Senses normally lost are returned with a disorientating clarity, both physical and mental. Creatures with lost souls anchored to them feel this effect to be extremely painful based upon the number of souls within their body. Echoes' additional effects will affect them for [2] emotes.

 

Echo Location

Should the Echoes directly strike the target, it would mark the target for the Lutaumancer, allowing them to be seen through their Spectral Sense. Without taking up their primary action, a Lutauman is capable of invoking their Spectral Sense and have vision of their target regardless of status for {4 emotes}. A Lutauman may see the target for these emotes should they be obscured through magical haze, alchemy, or if the Lutauman themselves are blinded during the encounter.  Once these effects end however, the Lutauman would be blinded for 1 emote, even if granted vision by supernatural or alchemical means. 

 

Should the target displace, leap, or move supernaturally and attack the Lutauman during these 4 emotes, the Lutauman would be capable of defending themselves as if the attack was made point blank from the Lutauman. 

 

Weaknesses: 

Echoes are capable of being snuffed or canceled out by stronger or equal magical spells, especially those of Mysticism, Naztherak, Voidal, soul-manipulating and Aengudaemonic magics. A practitioner of these arts or similar who is capable of coating, enchanting, or shielding themselves, a weapon, ward, or another character with these magics or their sources of appropriate tier(Malflame, Ectoplasm, Lifeforce, Xannic Mists, etc) is able to defend themselves. Should they cast a spell of matching tier or greater that meets this requirement, or the spell is intended for defense, these forces would eat away the Echoes before they were capable of having their effect on their intended target.  Invoke Echoes would have no effect on constructs or creatures without a soul.

 

Redlines

Lutaumancers are able to decide what tier they will cast Invoke Echoes at by indicating at the start of the spell. This allows them to freely choose the range of Invoke Echoes, so long as they describe its range within the final emote. 

 

Lutaumancers must remain within block range of their target depending on tier by their third emote or the invokement fails and travels nowhere.

 

Creatures truly without souls like Homunculi and Sorvians are immune to Invoke Echoes.

 

Invoke Echoes has no effect on flora and animals beyond the pain of the Echoes. This would still harm fae, treelords, and other creatures the same as normal descendants.

 

If Invoke Echoes strikes while a Persona is casting, this will fully interrupt their casting. Ergo, after the effect  is over, they can begin casting anew.

 

A Lutauman is not immune to Invoke Echoes of other Lutauman.

 

A Lutaumancer may only use Incitement for Invoke Echoes with the intent to cast Invoke Echoes. Invoke Echoes requires Incitement before hand, and will never allow a Lutaumancer to ‘Sit’ on a casting. 

 

Lutaumancers must maintain line of sight on the target for the duration of incitement, and two emotes of chanting Old Blah.

 

Lutaumancers are not able to cast other Magical Abilities or make use of Active Enchantments or other Magical Items while casting Invoke Echoes.

 

Lutaumancers may not access their full movement while invoking Echoes, limited to three blocks per emote. Moving beyond this speed breaks the Lutaumancer’s concentration.

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[T4] [Combative]Weapons of Kor

 

Lutauman are able to quickly cast Invoke Echoes upon their physical weapons, granting them the effect of Invoke Echoes upon contact.

 

Weapons of Kor possess the same effects as Invoke Echoes, causing great pain and allowing the Lutauman to invoke Spectral Sense upon a target. The Lutaumancer is required over the course of [2] emotes to feed Echoes into the weapon. The weapon may warp and twist unnaturally as it is enwreathed in Echoes, taking on the visage of old ancestral weapons or infamous tools of the past.

 

Active Invokement

 

The effect of Echoes will occur with the next {4} successful strikes from this weapon. The Lutauman must perform the spell again should they wish to have the effects continue. A lutauman may only perform Active Invokement two times per combat encounter.

 

Once a Lutauman reaches T5, they may use one of their two Active Invokement to perform Purgation upon a defeated or restrained target, executing them through mortally wounding them with the imbued weapon.

 

Redlines

Weapons of Kor may not be Lanterns, Torches, Bows, Crossbows, or thrown/ranged items.

 

Weapons of Kor cannot be used on enchanted weapons incompatible with Shamanism.

 

Weapons of Kor cannot be “double buffed” with the effects of alchemy or other salves. 

 

Weapons of Kor may be used with ST and Open Materials so long as the material is compatible with Shamanism. 

 

Weapons of Kor still adhere to all the redlines of Invoke Echoes.

 

Active Invokement may only be cast two times per combat encounter.

 

Purgation can only be used on already restrained/defeated enemies.

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[T5] Purgation

Non-Combative

At the fifth Tier the Lutaumancer is able to banish ghosts, specters, and unbound undead/dark CAs from this realm and into the Gundâr Broshan directly. Banishment is done through the creation of a Site of Banishment, or a Weapon of Kor with Active Invokement. Banishment follows displacement lore of the respective creature, removing them from the Mortal Realm as if they were killed by Holy Magics. 

 

These souls are sent to Gundâr Broshan to await judgment from Kor in the Ashlandic Purgatory of Stargush'Stroh. Within this land, they either earn their right for passage into Stargush'Stroh, aided by a Lutaumancer to gain approval from Kor to enter.  

 

ST creatures, special event characters,  and large/unnatural creations through MArts that contain a soul or some derivative may be ushered to Kor for purging through Purgation so long as the Shamans receive ST Approval for playing/interacting with the character in question or a MArt is created. Shamans may not use banishment within events without explicit permission before the event. Targets are free to resist at the discretion of ST. 

 

Should a victim choose, they may consent to a PK, or if the shamans are capable of fulfilling the PK clause of a creature during the ritual(i.e, destroying their mortal anchor), they are liable to PK. 

 

All magics capable of resummoning or recreating the target of a Purgation would be capable so long as they fulfill the requirements of their lore, pulling them from the Gundâr Broshan and back into the Mortal Realm. 

 

Purgation requires a single T5 Lutauman and an already created Site of Banishment, in which the Lutauman spends [5] emotes on a restrained/defeated target and calls upon the Spirits to rip them into the Gundâr Broshan.

 

Combat

A Lutauman may also perform a combative variant of this spell in combat on defeated/restrained targets through Active Invokement, fully expending a use of the spell. Once a Lutauman casts Active Invokement they may execute the target with the weapon. This does not reward the Lutauman in the same way using a Site of Banishment or the Mundane Tools of Kor provides for the Shaman, and is instead a last resort.

 

Redlines:

Soul-bound or Soul-anchored creatures by Necromancy, Mysticism, or similar future magics cannot be purged from them unless their shackles to the Mortal Realm are destroyed. 

 

Creatures truly without souls like Homunculi and Sorvians are immune to Purgation.

 

Physical means of destroying the Sites of Banishments suffice in allowing the evil to escape it early, mundane tools or magic capable of undoing the seal. Mystics, Necromancers, Blood Mages, Frost Witches and Naztherak gain an awareness of the general direction of a banishment site within {50} blocks of it. It would produce an unnerving aura, felt like a sixth sense. This aura can be represented with rpsigns or event area messages. Destroying it frees the creature banished early.

 

This may serve as a PK if the player in question so desires it to be so.  This is done by either the target deciding to PK, having the Lutaumancer guide the spirit in Gundâr Broshan to Kor’s Gate for judgment, or the PK clause for the player met(i.e their tawkin klone destroyed)This should serve as further RP and the Lutauman should OOCly explain the process first.

 

By default, a banished undead or player not wanting to PK will only be bound in Gundâr Broshan for as long as their own 'displacement' lore. If the player wishes to have the character remain longer until freed, this is perfectly fine.  

 

Sites of Banishment can not be used as Meta-Detectors. Should someone try to bring an unknown or non undead/mystic, etc within the sites of banishment as a means of identifying them, no answer will be given and the ritual will fail. Repeated infractions will lead to a blacklist. 

 

Both Ritual and Site Banishment Sites adhere to the above in addition to their own Redlines. 

 

Once a target is banished, they may not be banished again for another two weeks without OOC consent.

 

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[Site of Banishment]

[ST Signed]

 

Led by a T5 Lutaumancer with at least three other Lutaumancers of T5, each site of Banishment requires a build at least 4x4 showcasing some magical representation of spiritual imprisonment.

 

The site created reaches a 10x10 area of effect, showcasing Spiritual binding, an aspect of the Stargush’Stroh, or the Lutauman’s Echoes. Lutauman may also enchant this area with the help of other shamans. A target may be brought to a site of permanent banishment where the ritual is conducted, subjecting them to Purgation should they be subdued and present for the entire banishment.

 

CREATION

The ritual to create the site is completely freeform, with the only requirements being at least 4 T4 Lutauman inciting Echoes, and a symbolic conduit of power that will banish the creature in question. This conduit provides the area with its aura, and would free the entrapped upon its destruction. These sites are ST signed.

 

A Site of Banishment may be enchanted with Haruspexy to allow the story of the banishment to be evoked upon its container, recalling the sounds and memories required to take part in such an ordeal. Great myths were born from these canopic jars, of great evils sealed away to be labeled by fateful haruspice.

 

Witchdoctors, Animists, and Farseers may respectively enchant the Site of Banishment by allowing it to adopt the aesthetics of the Spirit it was forged with. A Site of Banishment enchanted with Fiarza may float or entomb the victim within a magical tornado, or a Site of Banishment enchanted with Gazigash formed a blood prison from which the target can never escape. These effects are purely aesthetic, allowing the Site of Banishment to suit the culture and craft of those who use it.

 

Enchanting the Site of Banishment requires a ritual where a Pacted Shaman or Haruspex (of any tier) calls upon their respective spirits and perform an empowering ritual [6] emotes.

 

BANISHMENT RITUAL

Using a Site of Banishment to cast Purgation requires [5] emotes of Incitement from at least one Lutaumancer at T5 Banishment to occur.  The target must be fully subdued for all [5] emotes, before the effects take place, with any interruptions in the casting requiring the Lutauman to start from the beginning. This spell cannot be performed in combat, though a Lutauman may act as Kor's executioner, in which the Lutauman executes them after performing Active Invokement.

 

Should a Site of Banishment be used to purge an Undead, the Lutauman would regain their spell slots as if they had waited a full 24 Hours, allowing them to refresh their abilities should they successfully perform Kor's will. A Site of Banishment can only be used by a Lutauman twice, allowing them to refresh their abilities before being unable to participate in the ritual for a week.

 

Redlines

Banishment Sites require documentation and ST signature to be created. Should one of the four pillars or more be fully destroyed the Banishment Site requires at least three Lutaumancers who are T4 to repair the damage.

Banishment Sites require an ST sign stating it is active and approved. 

A Banishment Ritual can be used twice before needing a cooldown of 1 OOC week before it can be performed again.

 


 

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Tier Progression

 

Spoiler

Tier 1 

 

Tier 1, is reached upon acceptance of the MA. Has access to the following

 

Old Blah

 

Incitement of Echoes

 

Tier 2 

 

Tier 2, is reached Two weeks after T1. Has access to the following

 

Old Blah

 

Spirit Walk

 

Tier 3

 

Tier 3, is reached three weeks after T2. Has Access to the following

 

Old Blah

 

Incitement of Echoes

 

Invoke Echoes

 

Spirit Walk

 

Mundane Tools of Kor

 

Last Rites

 

Tier 4

 

Tier 4, is reached four weeks after T3. Has access to the following

 

Old Blah

 

Incitement of Echoes

 

Invoke Echoes

 

Spirit Walk

 

Mundane Tools of Kor

 

Last Rites

 

Invoke Echoes

 

Weapons of Kor

 

Tier 5

 

Tier 5 is reached Five weeks after T4. Can make a [TA]. Has access to the following

 

Old Blah

 

Incitement of Echoes

 

Invoke Echoes

 

Spirit Walk

 

Mundane Tools of Kor

 

Last Rites

 

Weapons of Kor

 

Purgation

 


 

Locations in the Stargush'Stroh:

 

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The Stargush'Stroh is a massive realm, filled with countless Ancestral Spirits. While these places are accessible for visiting by a Lutaumancer, it still adheres to all the redline of a Spirit Walk, and require a MArt for extending these limitations.

 

Spoiler

Gundâr Broshan: The Sea of Ashlandic Purgatory

It is within this desolate landscape that the Ancestral Plane connects to the Soulstream. Endless dunes of ash, riddles with ruins of times past. Small shelters, shallow caves, salt flats, and dead trees act as the only refuge. The air is thick, and hard to breathe. It is lined by an endless sea, from which none who enter have returned. Wayward Spirits appear in fragments where they either fall back into Soulstream or materialize and walk the path to the Gate of Kor. However, this place is not without harm or risk.


Those deemed unworthy of Stargush’Stroh, yet not desiring other realms remain in Gundâr Broshan for, sometimes thousands of years pass before Kor deems them fit to pass his gate. Many will remain in this land of ash for eternity. These lost souls rarely will be seen by Kor in a timely manner unless aided by a Lutaumancer.  Lutaumancers are capable of sending the wicked or wayward to this realm, a means of allowing the wicked and maligned to repent, even if it takes all of eternity.  With its proximity to the Soulstream, dark forces are able to break this rite, plucking wicked souls back through their own dark rituals.

 

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.  An infinite procession of souls slowly make their way through the Doraz agh Kor, a slow weighing of moral scales that only Kor himself adjudicates.  Those that he deems worthy can live in the Stargush’Stroh. At his side, Daemurz, The Honalob Matûrz. A lesser of Kor, skeletal in appearance, who marks down which souls go beyond, or left to fester in Gundâr Broshan.  Those unlucky enough to warrant Kors malice are jettisoned back to the Soulstream, or worse, forced to wander the Gundar Broshan. 
 

Those deemed worthy of entry are granted passage into the Ancestral Realm. Passing through Kor’s door is an extremely powerful process. As Kor judges the qualities of the person, their soul is transformed into an Ancestral Spirit. The merits, as well as the feats and renown of the person merits their strength and pantheon within the Stargush’Stroh. As such Lesser and Greater Ancestral Spirits exist within the realm, though new Greater Ancestral Spirits have not been made in centuries. The most powerful Greater Ancestral is Krug, while Greater Ancestral Spirits beneath him are also capable of wielding Kor’s power. Krug’s power is immeasurable, not only in indomitable strength, but in his connection with the Spirits. Krug is adored, not only by his children, but by the countless Spirits who bestowed him power thousands of years ago, and the many who would seek the greatest orc to ever live.

 

Olû Tiil Frautal - River to Final Rest 

From Kor’s Gate, the spirits venture forth into the boundaries of the Stargush’Stroh. Narrow paths beset on all sides by stone canyon walls, along a roaring river. Birds fly in droves, the air is crisp and clean. At the head of this river rests a large long boat with no sail, only a single spirit and his oar. Matûm'Lur - Ferryman of the Dead, a joyous spirit that gives embarking Ancestral spirits and Lutaumancers a quick ride down the Olû Tiil Frautal. Before making his way back upstream once more to begin the cycle again. From here, the bounty of Stargush’Stroh is beheld.  Within the river one would be able to see the reflection of the Stargush'Stroh's green sky, twinkling stars and shifting shadows that represent the many souls within the Gundâr Broshan.

 

Ruzob Ukûzrii - The Hall of Eternal Joy
Welcoming all to Stargush’Stroh stands The Hall of Eternal Joy, surrounded by tents and constant celebration. A mighty tower just beyond the Olû Tiil Frautal. Host to many a party, and feast. It is said that Krug himself built these halls upon arriving in the realm, as a testimony to his greatness. Spirits new to Stargush'Stroh are stopped here to be welcomed. Those that achieved greatness in their life are summoned to the top, to dine with Krug, if even for a day.

 

Turu Dobu Ziimarum - The Many Fields of Tranquility 

The endless fields act both as gathering grounds for many festivals outside and around Krug's grand tower of celebration, and farmland for the Ancestral realm. Touched by Arwa, these fields are home to copious amounts of fauna and flora both mundane and mystical as a means to give the Ancestral spirits that call this realm home a unique remembrance of their old life. From the great beasts of the Uruk to the strange caverns of the Ker-  everything grows and flourishes here. Trees gather and bloom, their wood composed of the enemies who to offend Kor. It is theorized the roots dig beneath the Gundâr Broshan, though no tools are granted to Lutauman or their guests.


Familial Ancestral Spirits tend to linger here, memories of craft and husbandry stirring many to these nostalgic fields. Countless nameless Ancestrals to whom young orcs or Spiritualists derive their lineage from could be found here. Should someone have a relic of the past, whether physical or representative - a sword, a song, a secret, these forces would be capable of grabbing the attention of Lesser Ancestrals who have not moved on to other parts of the Ancestral Realm.  This plane is the most common for young Lutauman to practice and utilize their skills. As Ancestral Wardens, they bridge the gap between the Mortal and Ancestral planes - restoring ancient familial bonds or renewing ones broken by the touch of Kor.

 

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.  The name of this grand city was given to it because it rests atop the flat plains that are surrounded by multiple mountains, making it an uninvadable location. Following the ever twisting path that led to the city gates, one would find themselves entering a city like no other. The city encompassed all manner of Uruk, ranging from warriors to Ruka craftsmen. 

 

The city is divided into three levels. The first level, or the middle level is a massive trading hub, where the Ruka craftsmen that have long passed, continue to sell various goods and trinkets, while constantly honing their craft. The second level is the highest point of the city, multiple shrines dedicated to Spirits rest here. This is where many Uruk shamans that have passed onto the Ancestral Realm reside, continuing to spread their teachings about Spiritualism and the Spirits to both the ancestors that reside within the city and the mortals that approach them during their Spirit walks.

 

Finally, the lowest level of the city, houses a massive forge, where many blacksmith Uruks hone away at their craft day and night. Should one wish to learn the secrets and gain the wisdom of the orcs of old, they venture to this forge and seek the ancestral smiths that labour here day and night.

 

The Grand City of ‘Ker: Groth’Stroh - The Grey Haven 

The name was given to this 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. This mountain is hollow, giving a vast expanse of eldritch caverns below. 

 

The city is divided into three regions. The outer shell- great spires rise to the sky, where the ancient star charts of the Maehr are made whole once more, and knowledge is kept. A grand temple is barred from access to any that Velulaei, first of the Ker shamans, does not wish to see. Above her, an empty courtyard bestowing the area with the pale form of Luara, Greater Immortal Spirit of the Moon. Atop the mountain, stairs and lifts lead down into ancient clan halls beneath stone , a replica of Magara’lin. Fungi thrive, homes are carved out of the bowels of the earth. Most reside within this area as a residential complex In the depths are cave expansions vaster than life. Aquifers, fungi forests, and dark narrow tunnels- a place where fauna and flora of the under-realm flourish. Few ancestral Ker call this place home, though many dive down to its depths to test their skills and live as they once did in Magara’lin. For mortals exploring the depths, it is easy to become lost, and trapped in the caverns of Groth’Stroh.

 

The Grand City of All: Raz’Thaguzg - The Strange Desert

Unlike the other two cities, The Grand City of All, stands in its full glory in the middle of the desert plains, surrounded by massive dunes of golden sands. Even before one reaches the city, the smell of various foods, and different spices, lood one's senses, their ears would be filled with the chatter of Uruks, Ker and other descendants alike, coming from the bustling markets of the city, filled with all matter of curiosities.

 

The city itself would be quite flat, as the buildings were made from sandstone and different kinds of wood, ranging from light colors, all the way to the dark color. The roads of the city are built of bricks, twisting and weaving into each and every corner of the beautiful city, in between each nook and cranny, as they skillfully led the people to all parts of the city. The city would contain various shops, taverns, libraries, markets, animals and anything else that the heart desired, making the city a true melting pot for many of the descendants that have embraced Kor’s will and have traveled to the Stargush’Stroh.

 

With a single glance, one could see all manner of descendants inhabiting the city, be it orcs, humans, elves, or any other race that walked the ever so lively streets of the city. All these different descendants, brought to the city, opened its gates to all those that wished to find a place to rest. The city truly, is a thing of beauty. Something to marvel at, as the various smells and voices of the people overwhelm the senses. It is extremely easy to become lost within the never sleeping city. An intoxicating experience, engulfed by its never ending vibrancy.

Tauob Bûbhosh Hoital - Forest of the Great Hunt 

A large forest that seemingly goes 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. It is here that many Ancestral spirits will bequeath quests on mortal travelers, or the ancients will ask these mortals to prove themselves. 

 

For the Tauob Bûbhosh Hoital holds horrors that no longer walk the mortal realm, and worst. Many mortals are left stranded here, and must hope for a wandering Lutaumancer to free them or strike a costly bargain for an Ancestral Spirit to guide them to Kor's Gate. From ancient drakes, to towering lesser spirits of Votar and Freygoth that invade the realm to prove their might to ancestral spirits and mortals. Danger is ever present. 

 

Ruzob Ukûnûrlug - Halls of Endless Study

A realm that contains a multitude of different biomes filled with their respective flora and fauna diversity to be studied till the end of time. Bordering between Tauob Bûbhosh Hoital and Turu Dobu Ziimarum, the middle of this lands resides a large library, filled with books written by Ancestral Spirits. Their knowledge is too grand, and roaming these places holds little for a Lutaumancer or their guests. Mortals can not comprehend the extent of this knowledge.

 

Teaching: 

A Lutauman must be taught Old Blah, Spirit Walk, Invoke Echoes, Mundane Items, and Purgation. Spectral Sense is a passive effect that develops over time, and Weapons of Kor is an implementation of Invoke Echoes. A Lutauman must have all the spells learned in order to make a [TA]

 

 Self Teach Clause:

In accordance with Spirit Pacting Lore, A Witch Doctor or a Farseer is able to visit Kor’s Immortal Realm themselves and make a Pact with a Lesser Spirit of Kor. A Pact with a Lesser Spirit of Kor will allow them to self teach Lutaumancy, granted they submit an MA and provide screen shots of the Roleplay of meeting  a Lesser Spirit of Kor and pacting with them. This will follow all guidelines of any Self Taught magic.

 

CREDITS

ColonelSoberFunk,M4nnam4nnaa,Evonpire

Edited by Panashea
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38 minutes ago, creamynoteblock said:

time for the monthly shamanism rewrite

This is actually the same re-write. It's just due to all the changes we made before even Lutau and Farseer and Witch Doctor hits lore mag Lutau was reposted. The current Farseer is heavily edited as well and may be re posted. We aren't sure yet. Next on the chopping block is Muyakelg

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17 minutes ago, Deer__ said:

Ah man, I gotta read another one?

 

We are never actually stopping, we'll keep making Lt read shamanism lore until the end of time.

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2 hours ago, Panashea said:

Once a target is banished, they may not be banished again for another two weeks without OOC consent.

 

2 hours ago, Panashea said:

Once a target is banished, they may not be banished again for another IRL month without OOC consent.



Love the lore but I gotta ask Pan, Which one of these is it? This made my brain hurt.

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YESSSSSSSS I SUPPORT THIS

 

TOTALLY DIDN'T HELP PROOFREAD

 

LUB PANASHEA, LUB LORE

 

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I wonder, what was the wisdom behind nullifying Lutaumancer's current ability to basically eat ghosts? This seems like a bit of a downgrade in some ways and an upgrade in others. Also, in the previous re-write there was discussion of Inferi being subject to banishment/purgation. Is that still the case or is it only general undead and not other spooks?

 

Absent of these concerns I quit like the lore.

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On 5/20/2023 at 11:50 AM, Boknice275 said:

I wonder, what was the wisdom behind nullifying Lutaumancer's current ability to basically eat ghosts? This seems like a bit of a downgrade in some ways and an upgrade in others.

 

Eating ghosts was an ability written before Mysticism even existed, as the current version of lutau is a bastardized rendition hedge and I worked on pre-2016. It doesn't make sense conceptually as life-force and ectoplasm have become their own resources and rules that can't simply ignored simply by a Lutauman snapping their fingers. It was a very lazy combat ability reflective of very early years of lore.  

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I'd like to further that the RP around ghost eating was simply dull. It let the Lutau insta locate the ghost and just devour them without any sort of RP beyond lol get displaced. 

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Quote

 A target is still free to move or defend themselves by other means even during the duration of the pain. 

 

This sentence right here is going to allow people to completely ignore the spell because "oh my character is very tough and has a high pain tolerance so he ignores it and kills you". It should incapacitate people in some way, or do some sort of real harm - I don't understand the mindset of making these abilities ultimately harmless.

 

Quote

Once these effects end however, the Lutauman would be blinded for 1 emote, even if granted vision by supernatural or alchemical means. 

 

Why such a debuff in exchange for literally just knowing where someone is? What other magic blinds you after using it?

 

Quote

Echoes travel to their target on the [4]th Emote

 

In that time my target will be 16 blocks away, and that's not even sprinting.

 

Quote

This attack leaves no lasting damage to descendants and other mortal creatures, though ghosts, undead, and similar may emote the effects of supernatural damage purely for aesthetic purposes(burned form, ashen body, etc).

 

Why do Echoes or Weapons of Kor not do real damage to ghosts or undead?

 

Quote

Those with a Grandfathered MA will also receive a pact with a Lesser Spirit of Kor and are encouraged to make a forum post detailing such a pact. 

 

This makes it sound like I am losing my pact with Kor - if that's the case then that really makes no sense and kind of ruins the vibe of the whole magic.

 

I wanna say that I am not trying to shit on anyone who wrote this - it visually looks absolutely fantastic and the formatting makes it much easier to comprehend than previous iterations of the magic. With that being said, it's about as powerful as Housemagery. I understand that other magics have costs, as any magic should, but I don't see how the benefits of Lutamancy are even close to the cost, let alone the amount of shit that someone needs to learn (lore, magical mechanics, how to do a spirit walk. etc). Lutamancy was already kind of a tough sell, but I think this is going to make it essentially pointless to become a Lutamancer unless you are an old dark elf player or fan of the spirit/ancestral lore.

 

At the end of the day I am not an expert so if anyone wants to explain what I'm missing please do so. Funky, Evonpire, and Mannamannaa I adore you for your hard work but I don't think this is ready yet.

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55 minutes ago, CorweenieTheJedi said:

This sentence right here is going to allow people to completely ignore the spell because "oh my character is very tough and has a high pain tolerance so he ignores it and kills you". It should incapacitate people in some way, or do some sort of real harm - I don't understand the mindset of making these abilities ultimately harmless.

 

The target, if directly struck, suffers a stinging, lasting pain akin to being set aflame that holds true for [2] emotes. This pain will always prevent the target from casting, but grant no wounds or deeper harm. A target is still free to move or defend themselves by other means even during the duration of the pain. 

 

If the target is wearing plate-mail, or other heavy plated armors (Laminar, Lamellar, Brigandine, etc) they will find their casting disrupted for [1] Emote. Half-Plate is not sufficient in blocking from the Echoes, and they too would suffer a [2] emote burn.

 

Its a spell that stops someone from casting and ignites them for two emotes, even if someone is "tough" they can't cast.  CC on lotc is extremely unbalanced and preventing people from moving, taking action, or being able to defend themselves is just powergaming.  If this spell had greater effects it would mean anytime it went off anyone would immediately lose the conflict- worse if there were multiple Lutaumancers. Spells that instantly kill people or provide the ability to do so are in poor taste. 

 

Keep in mind Lutauman is only a 1 spell magic slot that's compatible with a ton of other magics, doesn't impact strength or armor requirements, and is backed up by all of the supportive material for Shamanism. It doesn't need to be as powerful as Necromancy or Mysticism because it doesn't suffer from the same caveats.

 

55 minutes ago, CorweenieTheJedi said:

Why such a debuff in exchange for literally just knowing where someone is? What other magic blinds you after using it?

 

Plenty of magics cause supernatural fatigue, harm, or physical restriction from using their abilities. Tawkin and even Animism are have abilities similar to this, but almost all voidal and dark magics have physical weakness constantly, its kind of insane to have the expectation that Shamanism should have insta-kill boons but also no caveats either all for being a 1 slot magic.

 

 

55 minutes ago, CorweenieTheJedi said:

In that time my target will be 16 blocks away, and that's not even sprinting.

 

You can move while casting the spell, you're only restrained by a block, and even then its a close ranged ability. It's not supposed to have long range. If they run away from the conflict you won.

 

55 minutes ago, CorweenieTheJedi said:

Why do Echoes or Weapons of Kor not do real damage to ghosts or undead?

 

Writing out a flowchart to fully flesh out what creatures a single spell works on is completely unnecessary purely to gain combative advantage. Every ghost and undead works differently and expecting both the Lutauman and target to be fully aware of their lore when basic mistakes about spells or Shamanism being able to work on everything like this is why it's simplified. Shamanism isn't just an end all be all to dark creatures. 

 

55 minutes ago, CorweenieTheJedi said:

This makes it sound like I am losing my pact with Kor - if that's the case then that really makes no sense and kind of ruins the vibe of the whole magic.

 

What do you think the vibe of the magic is? You haven't been able to interact with Greater Spirits for months without ST intervention, so I'm confused how the style of the pact would really matter to anyone.  The current Lutaumancy submission doesn't have anything to do with pacting with Kor, nor could you have made one when Spirit Pacting came out.  I'd really like to hear more of your thoughts on this because I'm definitely concerned with how some of the new players see Shamanism and are conflating it with the ability to become hyper deity mages with no drawbacks or penalties. 

 

55 minutes ago, CorweenieTheJedi said:

With that being said, it's about as powerful as Housemagery. I understand that other magics have costs, as any magic should, but I don't see how the benefits of Lutamancy are even close to the cost, let alone the amount of shit that someone needs to learn (lore, magical mechanics, how to do a spirit walk. etc). Lutamancy was already kind of a tough sell, but I think this is going to make it essentially pointless to become a Lutamancer unless you are an old dark elf player or fan of the spirit/ancestral lore.

 

If you are doing cost evaluation on magic you should really rethink why you want to be a playerbase of the community you're a part of. This is a creative space with the purpose of creating good story and narrative.  I worry that your focus on needing a ton of combat ability is kind of overlooking the whole purpose of why we create magic and lore on the server. It's never been about how many emotes you can kill someone in or how much damage you can do. No one remembers that. No one has fun from casting long range deific spells that works on all undead and ghosts, its just ego-fulfillment.  Magic should serve to create good narrative. Writing overpowered spells is not good narrative.
 

Lutaumancy is engrained with Ancestralism and Spirit Lore, its literally the place they base their power from, so there shouldn't just be a way to ignore the burden of such purely to be a murderhobo.

 

If you're not a fan of lore why would you take up the magic, or any magic for that matter?

 

If there's more shaman stuff you have in mind in discussing, let me know. None of the people I credit with helping me write are responsible for what I submit. 

 

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@Panashea honestly I'm not sure how reply to your post in the forums but I'll just PM you when I have time to chat.

 

I think you severely misunderstood my meaning but I blame myself for not explaining it better. I will say one thing however just to clear it up - not once did I ever say I want insta-kill spells, nor do I want a "ton" of combat ability.

 

I don't wanna clog up the post though so like I said I'll just DM you.

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Changelog 9/13/23:
Clarified Origins

Fixed Formatting

Removed Regaining Echoes

Clarified the revival mechanics for Spirit Walking:  The Spirits merely send the soul back and the character is revived through monk means, the same as if they had been killed anywhere else, due to the spell being a flavor spell with no tangible benefits. 

Clarified tawkin spirit walks: Due to a Spirit Walk taking the soul/soul blueprint of someone in question, the original soul would be brought into the Spirit Realm rather then the Tawkin shell.

Clarified Weapons of Kor Activation can be used [2] times per combat encounter.

Clarified Purgation Emote accounts and clarified Purgation can occur in combat through an Active Invokement.

Clarified how the banishment ritual functions, reunderlined that targets are subdued/restrained/defeated for purgation in both forms.

Changed rolling Mechanics for Ancestral Mirrors

Added ST Signature for Ancestral Mirrors
Clarified which creatures Last Rites can be performed on.

Reduced blindness from Spectral Sense and added extra abilities involving other lore pieces.

Clarified Censer size, emote count, destruction mechanics, and effects

Clarified discretion for Mundane tools of Kor.

Removed Mark of Kor.

Clarified Relic

Clarified Ancestral mirror's effects and purpose.
Reworked Purgation to serve as a banishment ritual to reward Lutauman to perform their duty, limiting it to be used twice a week.

Added Exhaustion, Compatibility, Clarified Physical/Mental Effects and Weaknesses

Clarified who plays Ancestrals

Clarified who Last Rites,Invoke Echoes and Purgation can be performed on.

Changed emote count for Invoke Echoes.

Added execution with Active Invokement at T5.

Fixed Tawkin discrepancy, Spirit Walking PK clause and more use for the ritual itself.

Edited by Panashea
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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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