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[✗] [Amendment] MAKE SHAMANISM GREAT AGAIN

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Metamancy

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PURPOSE:

- It just doesn't make sense that the spirits necessitate that you speak Old Blah to them when you call upon their power. This has been a long-standing problem and only acts to make shamanism unnecessarily complicated and gatekept. I am sure that I am not the only shaman who has faced the frustration of having to ctrl + f  on a document and search a gajillion translated words just to carry out one emote. It slows RP and makes things really just not fun. Since shamanism is so widespread, it just doesn't make sense that a niche culture group that also worships the spirits should have to speak Old Blah to them. This amendment aims to rectify this issue and completely NUKES Old Blah, as it should never have been a thing and should not be going forward. I TRIED to make sure I went and nitpicked every single mention of Old Blah, but please note that this goes for anything that I may have missed as well. Give me rep please. 

 

Anything new is boldened, anything removed is underlined, and anything changed is italicized

 

ORIGINAL (Farseer):

 

Spoiler

INFLICT VISIONS:

 

Stemming from their capacity to travel to different planes, Farseers become able to impart Visions upon any creature with a greater soul once they reach the third tier of their magic. One of a Farseer’s very few unpleasant abilities (though not inherently, simply in that it doesn’t require IRP consent), these visions are similar in nature to those received by Farseers from Greater Immortals and involve the manipulation of a person’s soul, and the sensory information that soul receives. A total of 3 emotes are required to inflict a vision; one emote focusing the Shamans mind and calling out to the Spirits, one emote imagining the general nature of the vision they wish to inflict, and one final emote reaching out to the targets mind and casting the spell (with the prior requested aid of the Spirits). The Farseer must be looking at the intended target until they reach Tier 5, at which point they can cast a long range vision as long as they possess a reagent from the target body (blood, hair, flesh, etc.).

 

Mechanics:
The steps required to inflict a Vision are as follows.
1) The target must be within visual range for a total of two emotes without the Shamans gaze being broken, followed or preceded by an emote of focus. At least two of these three emotes require the muttering of Old Blah.
2) The above step acts to lessen the person’s soul’s hold upon their body, and an emote should be made through /msg following a similar theme to when they’re taking someone on a Spirit Walk, where someone’s vision dims and the control over their body dulls.
3) The person’s soul is pulled from their body (The soul’s connection isn’t {and can’t be} broken, just like during Spirit walks) and thrust into the Immortal Plane. Here a Farseer is able to construct their vision.
4) The Farseer’s grip on the soul fades and a person’s consciousness will return to their body. An emote should be made by the Farseer explaining their vision/senses returning which stuns the person affected for one emote.

 

No matter the tier, a Farseer can’t perform combat or any actions that require their full attention while imparting a Vision (They are capable of speech, though). At Tier Five, Farseers can choose to strike someone with Visions from any range without needing eye contact, however this requires either the flesh, blood, hair or saliva of whoever they’re targeting (Similar to Witch Doctor Voodoo dolls) and additionally needs four emotes of focus, three of which must include Old Blah.

 

Visions Redlines:

-A Farseer cannot grant a vision until Tier 3.

-Cannot be used in combat, requires the full focus of the Shaman.

-Three (3) emotes are required to invoke a vision,  two (2) of which must contain an Old Blah chant requesting a Spirits aid. An additional emote is then required to describe the vision the target is receiving to a satisfactory level to both parties involved.

-The vision lasts for one (1) emote, but can last longer if the ‘victim’ is willing.

-Farseers are not capable of reading the targets thoughts in any capacity.

-They are not required to be factual visions, the Farseer can invoke whatever images he desires.

-A Farseer must be looking at his target in order to invoke a vision until Tier 5, at which point they may conduct a long-range vision as long as they possess a reagent from the targets body.

-The target would feel as if the vision was a thought or a (day)dream. The target has the OOC choice of whether they believe the vision to be real or not.

-Reagents gathered must have screenshot proof of collection with the date and time clearly visible. This is to prevent OOC abuse of hoarding incredibly old body parts.

-While OOC consent is not mandatory, it is encouraged to do so to create a smoother and more pleasant RP experience for both sides

-No weird sexual imagery or acts in visions, you degenerates.

-Do not use old reagents from dead bodies.

 

BLESSINGS OF EMPOWERMENT:

 

Planewalking, and the abilities that stem from it, are merely means to an end for the enigmatic Farseers of this realm. Although managing the conniving, cajoling, and consoling Immortal Spirits take up the brunt of a Farseer’s duties it has often been said that actions are more powerful than words. And so, when Farseers choose to do something about the way of the world (Spiritual or otherwise), they do so through the use of blessings.

Roleplay Description
Blessings are the temporary alterations or augmentations put upon any being with a soul or soul essence by a Farseer. They are exclusively unharmful and involve the positive manipulation of a particular Immortal Spirit’s aspect (Or aspects) within a mortal being. One could bless a Halfling with honour and daring in battle through Kezt, or even a field of wheat with fertility through Arwa.

There are three steps a Farseer must undergo to bless a creature or a plant.
a) Connecting to the Spiritual Realm.
b) Calling upon the Spirit they desire, and if necessary, attempting to make a deal.
c) Channelling the Spirit’s power and imparting the blessing.

Mechanics:
A) Connecting to the Spiritual Realm
Minimum Two Emotes
This part is identical to Planewalking, so it won’t be touched upon much here, however it mechanically involves the temporary relegation of their soul to a particular Spiritual Plane. This cannot be done while a Farseer is participating in active combat, and requires a steady mind and a seated position to perform. Typically a shaman must have a heap of drugs, some musical instruments, and smatterings of Old Blah to be successful. Connecting to the Spiritual Realm will take a minimum of two emotes, both of which must contain Old Blah and the use of a Shaman’s tools. At tier Five, the use of tools (including drugs) and a seated position is no longer required, as a Farseer becomes capable of travelling to the Spiritual Planes with greater ease than before. 


B) Calling upon a Spirit
Minimum One Emote + Roll
This is where a Farseer actually chooses what sort of Blessing they wish to impart, and it requires them to call out into the Spiritual Aether for whichever Spirit represents the aspect they want to alter. This step of the blessing takes a minimum of one emote focused on heralding and praising a particular spirit and their aspect in Old Blah. 

The Farseer must then roll to determine whether or not they are able to successfully channel the Spirits power. The roll and its success are determined based upon the tier of the Shaman as outlined in the tier list.


C) Channelling Spiritual Power
Minimum Two Emotes
Assuming success of the roll the final part of a blessing is channelling the power granted from the Spirit. This can be done through a variety of aesthetic ways, but it requires a minimum of two emotes independent of the Farseer’s tier. Through the initial chants the Shaman will be channeling their mana towards the creation of what is known as a Conduit, but it is at this step that they will be channeling the power of the Spirit through the conduit.

Back in reality, what is observed is a Shaman expending a great amount of Mana on nothing much at all and then sitting completely still as the world begins to shift about them. The Spirits blessing is physically shown aura itself can be used as an (ooc’ly necessary) physical tell for how the magic is acting (Although the process is truly invisible), either sticking to a creature, absorbing into their skin, surrounding them, being pushed aside by a seemingly ethereal hand, etc. etc. It is up to the Farseer to add their own flair to this part of the magic, attaching personality and aesthetic to their roleplay as they see fit. It should be noted that although blessings themselves might not be harmful the processes by which they’re imparted can be, and having skin or muscles ache or flashes of visions plague the receiver of a blessing is advised and encouraged. A Blessing might also have specific downsides that are compulsory to roleplay, which will be laid out in the Spirit Interaction List below.


Red Lines:
-This conforms to all of the redlines of Planewalk connection, and is essentially the same.
- One cannot participate in battle when Blessing, they can however cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck, and cannot move or divert their attention away from blessings to defend themselves.
- The Farseer must have met the Spirit they are calling upon before using them in a blessing. Roleplay in the earlier tiers is directed towards understanding each Immortal Spirit and their aspects and also towards contacting them.
- The agreements a Farseer forms with a Spirit should be beneficial to that Spirit in some way. For example, a blessing might be made to bolster the potential for healing within a person, and will thus increase Akezo’s power from its prevalence in the Mortal Planes. If it isn’t directly beneficial in this way, a Shaman should be considered in their debt and can’t perform one of these blessings again until an actually beneficial blessing is made. Alternatively, a Farseer can worship that spirit for a while, erect shrines, or spread the word of the will of the spirit.

-A blessing may last for a maximum of 6 OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. 1 additional Farseer’s assistance doubles the original length, for a total of 12 hours. 2 additional Farseer’s assistance triples the original length for a total of 18 hours. 3 additional Farseer’s assistance quadruples the original length of a total of 12 hours. 3 is the maximum amount of Farseer’s who may assist with a blessing.
 

FARSEER TATTOOS:

 

While it is not uncommon for Farseers to be actual tattoo artists as a form of documentation or minor spiritual devotion, the Farseers Tattoo is more of a spiritual ‘brand’ then a typical tattoo. Through years of practice, Farseers have developed a technique that allows them to imbue a person's skins with a minor blessing. The tattoo is not a source of power, but rather a visual representation of faith that will react when it interacts with a spirit or that spirits domain. 

 

For example, if one was to get a Farseers tattoo of a spear on their arm in honor of Votar the tattoo might shimmer, glow, or hum softly when the killing blow is struck or perhaps even throughout the entire hunt. The blessing is not powerful or potent, the focus is more on the beauty and the homage to the Spirit. 

 

When the interaction with the spirit, or the spirits domain, is complete the aesthetic change may linger for an hour or so, but it will always revert back to the original static image. The Farseers tattoo will not fade over time, however should the section of skin be burned or cut completely off it will not reappear. 

 

The process of getting a Farseers tattoo is not difficult or time consuming, however the results are never exactly what the recipient has in mind going into it. The Farseer must first bless the recipient's skins to be more malleable to change, or else they will be enduring the brief pain for nothing. When this is done the Farseer will begin a small ritual in which they will call out to the Spirit Planes and ask for a spirit to come bless this tattoo (Higher tier shamans would be able to call upon specific spirits more efficiently). Whatever spirit answers the call will then aide the Shaman by creating a tattoo in their own honor, marking the recipient's skin with some sort of design they feel accurately represents them. 

 

The recipient would likely feel a searing pain on their skin for a few moments while the spirit imbues its blessing on them. Slight throbbing pain would persist for a few hours, however the end results would be a beautifully designed tattoo on a now flawless patch of skin. All blemishes, birthmarks, pimples, scars, etc., would be removed during the process. 

 

 Tattoo Redlines and Clarifications:

- Farseer tattoos do not give any powers or additional capabilities to the recipient. 

- Farseer tattoos are purely aesthetic.

-The preparing of the skin does not regrow parts of the body, only fixing minor impurities.

- Farseer tattoos require five (5) emotes to create.

- One (1) to prepare the skin.

- Three (3) emotes connecting to the spirit realm and calling out to the spirits, two (2) requiring old blah chants.

- One (1) to describe the physical pain the recipient has, and to describe the changes to the body.

 

ORIGINAL (Witch Doctor):

Spoiler

RITUAL:

 

The Incantations are the phrases the Witch Doctor chants in Old Blah. The Incantations themselves must request to draw from the intended Spirit’s domain, the desired affliction, and overall be comprehensible. A well-worded incantation can allow for highly specific afflictions to be applied to victims. Tone and volume of the voice when chanting are also factors when calling upon a Spirit. The Incantation allows for the Witch Doctor to be clear in their necessities, narrow down the many disorders that bustle within the Spiritual Realm, and entice the Spirit.

 

 

  • Rituals are not able to be conducted while engaging in direct combat. Cursing from afar in #S while uninterrupted is allowed.

  • Rituals require concentration to project the Incantation into the Spiritual Realm.

  • The Incantation must be in Old Blah, but Witch Doctors may add in common in a different sentence.

  • A minimum of three (3) different Ingredients are required to initiate a ritual. MC Representation of the items are mandatory. A proper setting that represents the spirit where the ritual takes place counts as one (1) Ingredient. An example would be having a fire set up where the ritual is taking place. Ingredients must be disposed of mechanically after use.

  • For a ritual to be completed, there must be three (3) actions of the ritual and two (2) chants: in a total of at least five (5) emotes.

 

 

 

ORIGINAL (Shamanism Overview):

Spoiler

Old Blah/Blackspeech

Old Blah is one of the oldest languages known to the descendants, for it is the very language itself that the Spirits use to speak. In order for a shaman to begin speaking with the spirits, they must first set out to learn this language. This can only be taught to them by their teacher or another Shaman. The language itself is rather hard to pick up and takes a considerable amount of time to master.

Redlines

  • It is extremely difficult to pick up old blah as a language due to the fact it was created by spirits, and should be roleplayed as such. You should have difficulty learning the language and will never get anything with it right the first try.

  • It takes two roleplay years of intense studying to become proficient in using Old Blah, and even then some students will continue their studies with the language after to refine their tongue.

  • Old Blah must be learned from the Teacher, or a T5 Shaman with an accepted MA who has gone through their own training.

  • Spirits will not respond to Old Blah chants that are the same word repeated over and over, demands for power, or anything insulting towards the spirit being spoken to.

ORIGINAL (Lutauman):

Spoiler

Lutaumancy

Definitions:

Ancestral Spirit:

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

Ancestral Plane:

A place where ancestral spirits live. 

Lutauman:

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

 

Background

 

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

 

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


 

Magic Explanation

 

Lutaumancy is a sub-type of the deific magic Shamanism. It focuses on connection to the home of Ancestral Spirits, the Stargush’Stroh. For a shaman to begin the teachings of a Lutauman they must first find a teacher who will teach them Old Blah in order to commune with the Ancestral Spirits properly. Learning the language of the spirits is the first step in becoming a Lutauman, as to travel to the Stargush’Stroh requires the shaman to call out to the spirits in their own tongue.

 

Lutaumancy is a feat, and requires a teacher. It follows all other rules of shamanism. 

Abilities

Spirit Walking to Ancestral Planes

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

 

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

  • Comprehension of Old Blah to create a chant.

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

 

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

 

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

 

Redlines:

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

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

 

Kor’s Blessing

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

 

Summoning the blessing of Kor is similar to the summoning of any Greater Ancestral spirit yet the effects are certainly different. Upon the shaman summoning the blessing of Kor inside of themselves they would be attracted to any ghosts that inhabited an 8 block radius around them and would be able to pinpoint them out if allowed to fully manifest Kor’s blessing. Upon location of a ghost, the shaman is then able to ‘purge’ the ghost back to the soulstream. Kor uses the shaman as a conduit to do this.

 

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

 

Requires five emotes to charge up. After this, a single ghost may be eaten over the course of two emotes.

 

[emote 1+2] : Self-meditation and focus of the mind.

[emote 3+4] : the chant directed towards the Ancestral spirit.

[emote 5] : receiving the boons from the Ancestral spirit whilst repeating the chant.

(at lower tiers there’s a chance of failure to receive boons. 50% at T3, 25% at T4 and 10% at T5.)


 

Redlines:

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

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

  • You can only attempt to purge one ghost at a time. If there are multiple ghosts around you, you will only be able to send one back to the soulstream at once.

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

  • The ghost will not instantly be purged and it will require a few emotes of casting the ghost being sucked into the shaman for the ghost to be fully purged.

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

 

 

Soul Resonance 

 

Soul Resonance is both a mid and late feat of Lutaumancy. It occurs when a Lutauman connects their soul to the desired Ancestor they wish to commune with. In the same manner as if the shaman were to attempt a Spirit Walk to said particular Ancestor. But rather than fully committing one's soul into Stargush’Stroh the two souls instead open a “channel” so to speak. Through this channel the shaman and the Ancestor work together to display auditory and visual representations of the Ancestor’s memories with the assistance of the shaman’s aura. Focusing and swirling one’s aura into a controlled point, they can cause enough vibrations and distortion to allow the manifestation of the memory into its desired form.

 

Auditory Soul Resonance - T3 - The easier of the two to attempt, an auditory resonance merely offers those in the area present to the soul resonance sounds of the mind that the shaman asks of the Ancestor. For example a lutuaman that channeled an Ancestor of hunting or celebration may hear the heavy footfalls of a chasing hunter as he brings his prey down or the musical feats of long lost bards brought to life around the campfire. 

 

Visual Soul Resonance - T5 - A visual soul resonance requires much more concentration of the shaman’s end to channel an actual notable memory of the fallen Ancestor to display before the ones present. A personal connection to the Ancestor is another helpful method to establish the bond. Within the swirling maelstrom of the shaman’s aura, they can begin to manifest visual anomalies within it’s form. While the image is small and hazy, perhaps barely even a foot wide, it’s perspective would come from that of the Ancestor’s and follow the memory as if history were playing before them.

 

Redlines: 

  • Soul Resonance cannot be used to learn the details of one’s death when they are unknown. The Ancestral Spirit chooses to answer in vague manners or by simply saying something to the effect of: ‘Kor holds the answers’.

  • Auditory Resonance either can be the voice of the Ancestor or the sounds of events they were present for manifested through the cloud of the shaman’s aura. Examples being a Greater Ancestor offering words of encouragement or telling the tale that brought them to fame or manifesting the sounds of the memory of battle or celebration. These can last roughly two or three minutes once a shaman gets a proper handling and upwards of ten to fifteen when mastered. 

  • Beginner practitioners will also experience a natural ‘static’ in their connection to the Ancestor. Their voices or sounds coming in warped and distorted when first establishing connections, clarifying more over years of honing. 

  • Visual Resonance appears as a small, circular foot by foot image within the swirling manifestation of the shaman’s aura.


 

Lutaumancy Tier Progression

Tier 1 - Minor Influence

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

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

 

Redlines:

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

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

  • Cannot contact Greater Ancestral Spirits.

 

Tier 2 - Considerable Influence 

The Lutauman enters and exits the Stargush’Stroh with less and less trouble and can stay longer in said realm. Upon attempting to contact a specific ancestor they shall see improvement to locating and contacting them. The usage of a tether greatly improves this.  Reached after 2 IRL weeks of study at T1.

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

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


 

Redlines:

  • Can enter the Stargush’Stroh by themselves.

    • Unable to take anyone with them.

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

  • Cannot contact Greater Ancestral Spirits.

 

Tier 3 - Basic Mastery of the Ancestral Communion 

The Lutauman has mastered the art of communion with ancestors and can travel to lesser ancestrals with little effort. The usage of tethers is still preferred but no longer a necessity. Two other individuals may be brought into the spirit realm. Reached after 3 IRL weeks of study at T2.

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

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

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

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

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

 

Redlines:

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

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

 

Tier 4 - Basic Mastery

The Lutauman has almost mastered Old Blah, and has improved their ability to perform spirit walks. Reached after 5 IRL weeks of study at T3.

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

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

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

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


 

Redlines:

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

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

Tier 5 - Complete Mastery of Ancestral Communion

The Lutauman has mastered and perfected the art of Ancestral Communion. They can take up to five other individuals with them on spirit walks to the Stargush’Stroh. Reached after 6 IRL weeks of study at T4.

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

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

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

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

 

Redlines:

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

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

ORIGINAL (The Spirits):

Spoiler

The Spirits


Definitions:

  • Greater Spirit: A Spirit in charge of a portion of the Spirit Realm.

  • Lesser Spirit: A Spirit that lives in a Spirit Realm under the watch of a Greater Spirit.

  • Ancestral Spirit: The soul of a spirit-worshipping descendant who has passed from the mortal realm.

  • Immortal Spirit: A spirit that is representative of various concepts, emotions, and constructs within the mortal realm.

  • Elemental Spirit: A spirit that represents the basic elements of the mortal realm.

  • Spirit Realm: A sealed plane where the Spirits are contained. It is split into three main areas that govern Immortal, Elemental, and Ancestral Spirits. These three areas are entirely split from each other, within their own overrealm.

  • Spirit Walk: A venture into a Spirit Realm, where a shaman guides the souls of up to five people to a specific Spirit Realm.

  • Shaman: A devout worshipper of the Spirits who have been granted access to their power.

  • Worshipper: A follower and praiser of the Spirits. Spirits will not acknowledge worshippers who use non-shamanic magic or have non-shamanic soul corruption.

  • Sigil: A small rune that a Spirit may offer to a worshipper, to carve into a shrine. These can be put onto signs, and typically make a shape from lines and curves.


 

Tenets and Disconnection

 

Tenets

 

While the spirits tend to be forgiving deities, there are a few things that they will never tolerate of their shamans. These two rules are simple and difficult to break, preventing people from targeting others for disconnection.

  • Attacking another spirit with malicious intent that is not approved of by the Greater of the realm, while in the spirit realm.

  • Not worshipping the spirits.
  • Shamans cannot use the magic or feats of Aengudaemons, Voidal Magic, Necromancy, and Mysticism. Other magics or CAs like Naztherak or Azdrazi which transmute and corrupt the soul are also incompatible with Shamanism. Seer and other future magics in which the deity's identity is hidden would be an exception to this clause. Shamanism is compatible with Blood Magic, alchemy feats, Housemancy, Bardmancy, golemancy, Sorvian crafting, Kani, and any other that doesn't alter the soul or corrupt it, so long as they do not corrupt the soul or interfere with the deific connection.

 

Disconnection

 

The LT must be given screenshot proof of tenet breaking, and will then deliberate to decide whether or not it is a punishable offense. Offenders are given three chances which are added to their MA in the form of strikes once it has been decided that they have broken tenets. Teachers that knowingly mislead their students, causing them to break the tenets, will have a strike added to their TA and MA.

Redlines

  • No forcibly disconnecting other players. This can only be done by the LT.

  • Proof must be submitted. Hearsay is not accepted.


 

Greater Spirits

 

Spirits are beings that reside in the Spirit realms. They’re primordial creatures with the power of aenguldaemons that speak Old Blah, but may speak broken common. Spirits constantly lust after power from each other. Their jealousy prevents worshippers from using other magics from other deities/unnatural power sources and dislike beings that are undead, those with soul corruption, or followers of other deities. Their power is only useful within the Spirit realm, unable to affect the mortal realm without the Shaman to act as a conduit. 

 

Greater Spirits are able to see events within the mortal realm at will, peering outwards to check upon their followers and the world. Rarely do Greater Spirits take interest upon a single worshipper, finding more appeal in paying attention to multiple worshippers. These beings of primordial energy look upon the undead and beings with soul corruption not traced back to the Spirit Realm with great disdain. 

 

Followers of other deities are awarded similar disdain from these primal beings. A Spirit will tolerate followers of other deities, although will appear aggressive in body language and dialogue towards these descendants. A being with dark magic or soul corruption is very likely to be obliterated by the Greater Spirit, as their soul has lost use with corruption. 

 

and are unable to manifest themselves in the mortal realm. The manifestation of a Great Spirit in the mortal realm is impossible, no matter the circumstances. 

 

Greater Spirits encourage their followers to perform acts or deeds that pertain to what a Spirit represents. A Spirit of greed will frown upon a mortal that does not overindulge themselves, while a Spirit of honor will frown upon mortals that break a culturally set standard for honour. Greater Spirits reward mortal followers with the sight of their sigil, only after clear success within Spirit trails or within the realm during an encounter. They rarely grant boons to non-shaman followers, even if they are devoted to the Spirit in question. Boons with genuine effects may only be given out by the ST.

 

Jealous in nature and in near-constant strife with each other, Greater Spirits may be rude and crass to followers that primarily follow a different Spirit. This case is even truer should the Spirit find that a worshipper worships them, but offers another Spirit higher praise. Greater Spirits lean towards Old Blah as their preferred method of communication. Rarely will a Greater Spirit speak in common, when done, the Greater Spirit speaks a broken version of common.

 

Greater Spirits are able to change the contents of their own realm instantaneously, at will. Within the realm of a Greater Spirits, mortals are unable to attack the Greater Spirit. 

 

Spirits are highly aggressive to those that insult them, attempt to attack them, or those who have soul corruption/are undead/have other magic. A Greater Spirit is likely to forgive first-time offenders, but has the ability to instantly remove someone from the realm. Obvious attacks on their realm, or Spirits within the realm, or greatly offending the Spirit can result in death. Should someone wish to PK here, the Greater Spirit will devour their soul and warp it into a new lesser Spirit within their realm.  

 

Shades and others with soul corruption may willingly visit Akezo on a spirit walk with a shaman, the spirit of healing, or Scorthuz, the spirit of cleansing, and have their soul wiped of impurities. This causes agonising pain that lasts one IRL day, followed by six IRL days of weakness and confusion. The offending parasite or corruption is either killed instantly or kept as a plaything by the spirit, until its inevitable death. This is a permanent thing, and it is likely that the spirit will demand the person become an avid worshipper for the rest of their life. Failure to comply with a spirit’s demands applies a permanent curse taken from the Witch Doctor spell list. Parasites or other tangible corruption manifest visually within the spirit realm. This requires OOC consent.

 

Devout followers of a Greater Spirit are able to bargain with their soul for the honor of spending eternity within the domain of the Spirit. 

 

Redlines

  • This must first be discussed with an ST, as it will likely turn into a special event. 

 

Greater Spirits enjoy sacrifices or offerings that pertain to their own natural alignment and aspects. Arwa may enjoy offerings of crops and harvest, whilst the Spirit Vulka would enjoy documented strategic plans made during a period of Warfare. What the Spirit will like is based upon what they collectively represent. 


 

Redlines

  • Cannot manifest on the mortal realm, not ever, no exceptions.


 

Lesser Spirits

 

Lesser Spirits are Spirits that follow beneath a Greater Spirit. These Spirits enjoy the attention of their followers within the realm, encouraging devoted followers to partake within “games” and prearranged ordeals and scenarios for the Greater Spirit they answer to.  

 

Lesser Spirits speak in Old Blah, but will rarely break out with a broken form of common. Needy and eager to appease for power, Lesser Spirits readily give out visions of their sigil to visitors. Lacking the strength within their respective realms. Lesser Spirits can not significantly alter the Spirit Realm around them. They are limited to small changes to the realm. 

 

Being Lesser Spirits, these beings are far more sociable when compared to Greater Spirits as they are competing to gain power and influence within the Spiritual domain. Being Spirits, Lesser Spirits loath undead and mortals with soul corruption that is not of the influence of the Spirits.  

 

Lesser Spirits willingly, readily, and actively engage other Lesser Spirits in competition. For example, Lesser Spirits beneath Arwa may battle for domination and control of crop growth while Lesser Spirits of Leyd will fight to see who is the strongest.  

 

As each Lesser Spirit grows more and more specific to what they represent, they become known as a Dormant Spirit, due to their low status. These Dormant Spirits are highly specific compared to other Lesser Spirits. 

 

Redlines

  • No manifesting. They are trapped in the Spirit Realm.


 

Lesser Spirit Tiering

 

Lesser Spirits come in variations of specificness. Some examples for lessers under Enrohk would be, in descending order:

  • Very broad lesser covering war

  • More specific lesser covering warfare between descendants

  • Lesser covering warfare between human descendants

  • Lesser covering warfare between human descendants on foot

  • Lesser covering warfare between human descendants on foot with swords

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain at night

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain at night at a full moon while drums play. This is an example of a Dormant Spirit

 

While eventually, this would reach a final conclusion, the number of Spirits is almost immeasurable due to the limitless variations. Descendents who sell their soul to a Spirit may, depending on their level of devotion, appear at any point in this tier list while the Spirit they replace may drop down a tier. Descendents who displease a Spirit and are amalgamated into the realm tend to start at the bottom of the pile, a veritable worm. Unless someone somehow finds this Spirit, it is unlikely they will ever rise in rank. When any descendent is taken into the realm and fashioned into a Spirit, they lose all traits they had in life and are granted a new name. They may recognize those that they knew in life but are unlikely to be able to show this in any way other than a particular affection towards the person. They do not retain memories or nuanced personality.


 

Praises

 

Both Greater and Lesser Spirits benefit from having shrines built to them, speaking their proper names, offerings, sacrifices and having followers.

 

Offerings are the more common method of praise, they can be a number of things, but always related in some way to the spirit in question. For example, Arwa enjoys offerings of crops and harvesting tools, while Votar accepts trophies and trinkets obtained from a good hunt. Usually, these offerings are done at a shrine.

 

Sacrifices are a more potent way of worship, but they are more difficult to carry out and require a better understanding of the Spirits, as not all Spirits will accept any sacrifice and it may even anger them, thus it is always recommended to consult with a shaman or someone knowledgeable before commiting to a sacrifice. 

Sacrifices always involve the killing of a person, or an animal in some cases. An example of a sacrifice would be when a raiding party returns from a successful raid with their defeated foes captured as prizes. The strongest ones are brought to the shrine of Enrohk and have their hearts cut out and offered to the Spirit. 


 

General Redlines

  • All Spirits, both Greater and lesser, gain power from sacrifices, offerings, shrines, prayers, mentions of their name, and the number of followers.

  • Sacrifices should be made with thought put into them and not compulsively. Making too many sacrifices to a spirit or doing them without much thought or consideration for ritual will not increase one’s favour with the spirits. Additionally, a poorly conducted sacrifice may anger a spirit.


 

How Do Spirits Rank Up?

 

A Greater Spirit may be challenged by a Lesser Spirit when said lesser collects the affections of all the other lessers beneath the Greater. Making it difficult for any lesser wishing to claim the mantle of Greater. Should a lesser Spirit wish to ascend to Greater Spirit, this Spirit must sight each other Spirit within the domain. This occurs within a long and drawn-out battle, which is determined by worship and numbers. 

 

In a group of three or more major lesser Spirits, such as the Spirits of war, bloodlust, and savagery beneath Enrohk, one will never be able to defeat both of the other two no matter the amount of worship. Each lesser Spirit must defeat the tier above themselves before they are allowed to claim their title. 

 

Lesser Spirits are able to break away from a Greater Spirit and close off a section of the realm. Greater Spirits tend to stop these efforts by waging war upon the Lesser Spirit before they are able to close off a section of the realm. Should the rebelling Spirit lose this war, they are kicked down to the lowest tier and branded with a different name.

 

General Redlines

  • A Greater Spirit may be challenged when a lesser Spirit collects the affections of the lessers under the Greater.

  • Should a major lesser Spirit wish to ascend to Greater Spirit, they must fight the other Spirits in a drawn-out battle determined by worship and numbers. In a group of three major lessers, such as the Spirits of war, bloodlust, and savagery beneath Enrohk, one will never be able to defeat both of the other two no matter the amount of worship.

  • Each Spirit must defeat the tier higher than them before being allowed to claim the title.

  • Lesser Spirits do have the ability to break away from a Greater Spirit and close off their own section of a realm. Greater Spirits are likely to try to prevent this from happening, usually by initiating a war. Should the rebelling Spirit lose, they are kicked down to the lowest tier and branded with a different name.


 

Conducting a Spirit War 

 

When a Spirit war is officially declared by a Spirit and is waged by mortals an LT must be notified so that they, or another member of the team, may supervise the process.

 

How to conduct a Spirit war once the LT is contacted

  • A document must be made in order to track the followers and health totals for each Spirit.

    • Greater Spirits will begin with 100 hit points, Lesser Spirits will begin with 60 hit points.

  • Once the war is declared and made public knowledge the first Battle Phase will begin. A Battle Phase lasts 1 week and they will repeat until the war is over. During every BP players will need to sign in favor of a particular Spirit, at the end of the BP all of the active devotees of each Spirit should be documented and accounted for. 

    • Shamans count for 2 points when tallying up followers.

    • A persona may only sign up for the favor of a single Spirit at a time, meaning that if multiple Spirit wars were going on at a single given time then the persona may only commit themselves to one BP at a given time.

  • Once the devoted characters are accounted for the difference of followers will be deducted from the total health of the Spirit that came up short.

    • For example, if Laklul and Freygoth were at war and in the first BP the followers tallied up to (Laklul 12 / Freygoth 10) then 2 hp would be deducted from Freygoth’s health.

  • Each side of the conflict may host a ceremony in order to gain 5 more points for their cause, with the ceremonies being able to be counted once every other BP.

    • A forum post must be made about the ceremony with a few screenshots of the RP that took place.

    • Ceremonies may not be counted for consecutive weeks, there is a 1 BP cooldown after a ceremony is done.

    • Ceremonies may not be “stored” and accounted for at a later date.

  • Should a Spirit’s HP drop to 0 then the LT may review the documentation of the war and determine if the war is truly over. If the war is over then the losing Spirit will be demoted and have their name changed, this will make it impossible to immediately begin praising that Spirit again.

    • Wars may potentially end before a Spirit’s HP hits 0 due to RP circumstances, such as the Spirits mutually not feeling eager to continue the war, the followers of the Spirits decide to stop the war, etc…

  • Spirits on the same level as the attacking spirit will fight for the spirit above them unless enticed away by followers promising worship and doing deeds. This must be submitted to the LT in charge with screenshots as proof.

    • Spirits on the same level are done on a common sense basis, and are chosen at the discretion of the LT supervising. This will be discussed with the community prior to the war beginning.

    • Every extra spirit on the side of either the attacking or defending spirit grants them a +5 to their HP, and counts as a single follower.

  • Proper documentation would look like the following:

tZhP8WaEGWmt9qKuRfEYP8epnxnpJp6W5oLeSPn_uu50H4s9hRtx9WuVC68AZuKoU2UXaQkJorlBI2JTM0ilBqrAz--kypFN-T3Oa3uNreIFP_y0VizZKJzOIEql68G59zQSYpdo

  • An asterisk indicates a shaman



 

Redlines:

  • Spirits may only have a direct effect inside their own personal realm.

  • Spirits may only interact with others via a suitable conduit, such as a shaman, a totem, or a specific MArt object approved of doing so. They will only speak in Old Blah, although they may converse in incredibly simple and broken common. During Spirit Walks, shamans have the option of writing the Spirit to speak common to save time translating, but non-shamans (or those with no knowledge of Old Blah) cannot understand this and it should be roleplayed as such.

  • Spirits may only converse with another Spirit through the help of a shaman taking messages back and forth.

 

PROPOSED AMENDMENT (Farseer):

Spoiler

INFLICT VISIONS:

 

Stemming from their capacity to travel to different planes, Farseers become able to impart Visions upon any creature with a greater soul once they reach the third tier of their magic. One of a Farseer’s very few unpleasant abilities (though not inherently, simply in that it doesn’t require IRP consent), these visions are similar in nature to those received by Farseers from Greater Immortals and involve the manipulation of a person’s soul, and the sensory information that soul receives. A total of 3 emotes are required to inflict a vision; one emote focusing the Shamans mind and calling out to the Spirits, one emote imagining the general nature of the vision they wish to inflict, and one final emote reaching out to the targets mind and casting the spell (with the prior requested aid of the Spirits). The Farseer must be looking at the intended target until they reach Tier 5, at which point they can cast a long range vision as long as they possess a reagent from the target body (blood, hair, flesh, etc.).

 

Mechanics:
The steps required to inflict a Vision are as follows.
1) The target must be within visual range for a total of two emotes without the Shamans gaze being broken, followed or preceded by an emote of focus.
2) The above step acts to lessen the person’s soul’s hold upon their body, and an emote should be made through /msg following a similar theme to when they’re taking someone on a Spirit Walk, where someone’s vision dims and the control over their body dulls.
3) The person’s soul is pulled from their body (The soul’s connection isn’t {and can’t be} broken, just like during Spirit walks) and thrust into the Immortal Plane. Here a Farseer is able to construct their vision.
4) The Farseer’s grip on the soul fades and a person’s consciousness will return to their body. An emote should be made by the Farseer explaining their vision/senses returning which stuns the person affected for one emote.

 

No matter the tier, a Farseer can’t perform combat or any actions that require their full attention while imparting a Vision (They are capable of speech, though). At Tier Five, Farseers can choose to strike someone with Visions from any range without needing eye contact, however this requires either the flesh, blood, hair or saliva of whoever they’re targeting (Similar to Witch Doctor Voodoo dolls) and additionally needs four emotes of focus.

 

Visions Redlines:

-A Farseer cannot grant a vision until Tier 3.

-Cannot be used in combat, requires the full focus of the Shaman.

-Three (3) emotes are required to invoke a vision. An additional emote is then required to describe the vision the target is receiving to a satisfactory level to both parties involved.

-The vision lasts for one (1) emote, but can last longer if the ‘victim’ is willing.

-Farseers are not capable of reading the targets thoughts in any capacity.

-They are not required to be factual visions, the Farseer can invoke whatever images he desires.

-A Farseer must be looking at his target in order to invoke a vision until Tier 5, at which point they may conduct a long-range vision as long as they possess a reagent from the targets body.

-The target would feel as if the vision was a thought or a (day)dream. The target has the OOC choice of whether they believe the vision to be real or not.

-Reagents gathered must have screenshot proof of collection with the date and time clearly visible. This is to prevent OOC abuse of hoarding incredibly old body parts.

-While OOC consent is not mandatory, it is encouraged to do so to create a smoother and more pleasant RP experience for both sides

-No weird sexual imagery or acts in visions, you degenerates.

-Do not use old reagents from dead bodies.

 

BLESSINGS OF EMPOWERMENT:

 

Planewalking, and the abilities that stem from it, are merely means to an end for the enigmatic Farseers of this realm. Although managing the conniving, cajoling, and consoling Immortal Spirits take up the brunt of a Farseer’s duties it has often been said that actions are more powerful than words. And so, when Farseers choose to do something about the way of the world (Spiritual or otherwise), they do so through the use of blessings.

Roleplay Description
Blessings are the temporary alterations or augmentations put upon any being with a soul or soul essence by a Farseer. They are exclusively unharmful and involve the positive manipulation of a particular Immortal Spirit’s aspect (Or aspects) within a mortal being. One could bless a Halfling with honour and daring in battle through Kezt, or even a field of wheat with fertility through Arwa.

There are three steps a Farseer must undergo to bless a creature or a plant.
a) Connecting to the Spiritual Realm.
b) Calling upon the Spirit they desire, and if necessary, attempting to make a deal.
c) Channelling the Spirit’s power and imparting the blessing.

Mechanics:
A) Connecting to the Spiritual Realm
Minimum Two Emotes
This part is identical to Planewalking, so it won’t be touched upon much here, however it mechanically involves the temporary relegation of their soul to a particular Spiritual Plane. This cannot be done while a Farseer is participating in active combat, and requires a steady mind and a seated position to perform. Typically a shaman must have a heap of drugs, some musical instruments, and an incantation. Connecting to the Spiritual Realm will take a minimum of two emotes, both of which must contain the use of a Shaman’s tools. At tier Five, the use of tools (including drugs) and a seated position is no longer required, as a Farseer becomes capable of travelling to the Spiritual Planes with greater ease than before. 


B) Calling upon a Spirit
Minimum One Emote + Roll
This is where a Farseer actually chooses what sort of Blessing they wish to impart, and it requires them to call out into the Spiritual Aether for whichever Spirit represents the aspect they want to alter. This step of the blessing takes a minimum of one emote focused on heralding and praising a particular spirit and their aspect.

The Farseer must then roll to determine whether or not they are able to successfully channel the Spirits power. The roll and its success are determined based upon the tier of the Shaman as outlined in the tier list.


C) Channelling Spiritual Power
Minimum Two Emotes
Assuming success of the roll the final part of a blessing is channelling the power granted from the Spirit. This can be done through a variety of aesthetic ways, but it requires a minimum of two emotes independent of the Farseer’s tier. Through the initial chants the Shaman will be channeling their mana towards the creation of what is known as a Conduit, but it is at this step that they will be channeling the power of the Spirit through the conduit.

Back in reality, what is observed is a Shaman expending a great amount of Mana on nothing much at all and then sitting completely still as the world begins to shift about them. The Spirits blessing is physically shown aura itself can be used as an (ooc’ly necessary) physical tell for how the magic is acting (Although the process is truly invisible), either sticking to a creature, absorbing into their skin, surrounding them, being pushed aside by a seemingly ethereal hand, etc. etc. It is up to the Farseer to add their own flair to this part of the magic, attaching personality and aesthetic to their roleplay as they see fit. It should be noted that although blessings themselves might not be harmful the processes by which they’re imparted can be, and having skin or muscles ache or flashes of visions plague the receiver of a blessing is advised and encouraged. A Blessing might also have specific downsides that are compulsory to roleplay, which will be laid out in the Spirit Interaction List below.


Red Lines:
-This conforms to all of the redlines of Planewalk connection, and is essentially the same.
- One cannot participate in battle when Blessing, they can however cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck, and cannot move or divert their attention away from blessings to defend themselves.
- The Farseer must have met the Spirit they are calling upon before using them in a blessing. Roleplay in the earlier tiers is directed towards understanding each Immortal Spirit and their aspects and also towards contacting them.
- The agreements a Farseer forms with a Spirit should be beneficial to that Spirit in some way. For example, a blessing might be made to bolster the potential for healing within a person, and will thus increase Akezo’s power from its prevalence in the Mortal Planes. If it isn’t directly beneficial in this way, a Shaman should be considered in their debt and can’t perform one of these blessings again until an actually beneficial blessing is made. Alternatively, a Farseer can worship that spirit for a while, erect shrines, or spread the word of the will of the spirit.

-A blessing may last for a maximum of 6 OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. 1 additional Farseer’s assistance doubles the original length, for a total of 12 hours. 2 additional Farseer’s assistance triples the original length for a total of 18 hours. 3 additional Farseer’s assistance quadruples the original length of a total of 12 hours. 3 is the maximum amount of Farseer’s who may assist with a blessing.
 

FARSEER TATTOOS:

 

While it is not uncommon for Farseers to be actual tattoo artists as a form of documentation or minor spiritual devotion, the Farseers Tattoo is more of a spiritual ‘brand’ then a typical tattoo. Through years of practice, Farseers have developed a technique that allows them to imbue a person's skins with a minor blessing. The tattoo is not a source of power, but rather a visual representation of faith that will react when it interacts with a spirit or that spirits domain. 

 

For example, if one was to get a Farseers tattoo of a spear on their arm in honor of Votar the tattoo might shimmer, glow, or hum softly when the killing blow is struck or perhaps even throughout the entire hunt. The blessing is not powerful or potent, the focus is more on the beauty and the homage to the Spirit. 

 

When the interaction with the spirit, or the spirits domain, is complete the aesthetic change may linger for an hour or so, but it will always revert back to the original static image. The Farseers tattoo will not fade over time, however should the section of skin be burned or cut completely off it will not reappear. 

 

The process of getting a Farseers tattoo is not difficult or time consuming, however the results are never exactly what the recipient has in mind going into it. The Farseer must first bless the recipient's skins to be more malleable to change, or else they will be enduring the brief pain for nothing. When this is done the Farseer will begin a small ritual in which they will call out to the Spirit Planes and ask for a spirit to come bless this tattoo (Higher tier shamans would be able to call upon specific spirits more efficiently). Whatever spirit answers the call will then aide the Shaman by creating a tattoo in their own honor, marking the recipient's skin with some sort of design they feel accurately represents them. 

 

The recipient would likely feel a searing pain on their skin for a few moments while the spirit imbues its blessing on them. Slight throbbing pain would persist for a few hours, however the end results would be a beautifully designed tattoo on a now flawless patch of skin. All blemishes, birthmarks, pimples, scars, etc., would be removed during the process. 

 

 Tattoo Redlines and Clarifications:

- Farseer tattoos do not give any powers or additional capabilities to the recipient. 

- Farseer tattoos are purely aesthetic.

-The preparing of the skin does not regrow parts of the body, only fixing minor impurities.

- Farseer tattoos require five (5) emotes to create.

- One (1) to prepare the skin.

- Three (3) emotes connecting to the spirit realm and calling out to the spirits.

- One (1) to describe the physical pain the recipient has, and to describe the changes to the body.

PROPOSED AMENDMENT (Witch Doctor):

Spoiler

RITUAL:

 

The Incantations are the phrases the Witch Doctor chants to commune with the spirits. The Incantations themselves must request to draw from the intended Spirit’s domain, the desired affliction, and overall be comprehensible. A well-worded incantation can allow for highly specific afflictions to be applied to victims. Tone and volume of the voice when chanting are also factors when calling upon a Spirit. The Incantation allows for the Witch Doctor to be clear in their necessities, narrow down the many disorders that bustle within the Spiritual Realm, and entice the Spirit.

 

 

  • Rituals are not able to be conducted while engaging in direct combat. Cursing from afar in #S while uninterrupted is allowed.

  • Rituals require concentration to project the Incantation into the Spiritual Realm.

  • A minimum of three (3) different Ingredients are required to initiate a ritual. MC Representation of the items are mandatory. A proper setting that represents the spirit where the ritual takes place counts as one (1) Ingredient. An example would be having a fire set up where the ritual is taking place. Ingredients must be disposed of mechanically after use.

  • For a ritual to be completed, there must be three (3) actions of the ritual and two (2) chants: in a total of at least five (5) emotes.

PROPOSED AMENDMENT (Shamanism Overview):

Spoiler

Old Blah/Blackspeech

Old Blah is one of the oldest languages known to the descendants, for it is the very language itself that the Spirits use to speak. In order for a shaman to begin speaking with the spirits, they must first set out to learn this language. This can only be taught to them by their teacher or another Shaman. The language itself is rather hard to pick up and takes a considerable amount of time to master.

Redlines

  • It is extremely difficult to pick up old blah as a language due to the fact it was created by spirits, and should be roleplayed as such. You should have difficulty learning the language and will never get anything with it right the first try.

  • It takes two roleplay years of intense studying to become proficient in using Old Blah, and even then some students will continue their studies with the language after to refine their tongue.

  • Old Blah must be learned from the Teacher, or a T5 Shaman with an accepted MA who has gone through their own training.

  • Spirits will not respond to Old Blah chants that are the same word repeated over and over, demands for power, or anything insulting towards the spirit being spoken to.

 

 

REPLACEMENT: 

 

Communing with the Spirits

Communing with the spirits is no easy task, as even with the assistance of a teacher, the spirits are not quick to answer the calls of descendants. In order for a shaman to begin speaking with the spirits, they must first undergo intense, guided training. This can only be taught to them by their teacher. The process of being able to reach the spirits is rather hard to pick up and takes a considerable amount of time to master.

Redlines

  • It is extremely difficult to begin communicating with the spirits, and it should be roleplayed as such. You should have difficulty and will never get anything with it right the first try.

  • It takes two roleplay years of intense studying to become proficient in communicating with the spirits, meaning casting is incredibly difficult or even impossible for this period of time.

  • Communing with the spirits must be learned from a teacher with a valid TA. 

  • Spirits will not respond to chants and incantation that are the same word repeated over and over, demands for power, or anything insulting towards the spirit being spoken to.

 

PROPOSED AMENDMENT (Lutauman):

Spoiler

Lutaumancy

Definitions:

Ancestral Spirit:

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

Ancestral Plane:

A place where ancestral spirits live. 

Lutauman:

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

 

Background

 

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

 

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


 

Magic Explanation

 

Lutaumancy is a sub-type of the deific magic Shamanism. It focuses on connection to the home of Ancestral Spirits, the Stargush’Stroh. For a shaman to begin the teachings of a Lutauman they must first find a teacher who will teach them to commune with the Ancestral Spirits properly. Learning to communicate with the spirits is the first step in becoming a Lutauman, as to travel to the Stargush’Stroh requires the shaman to call out to the spirits.

 

Lutaumancy is a feat, and requires a teacher. It follows all other rules of shamanism. 

Abilities

Spirit Walking to Ancestral Planes

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

 

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

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

 

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

 

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

 

Redlines:

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

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

 

Kor’s Blessing

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

 

Summoning the blessing of Kor is similar to the summoning of any Greater Ancestral spirit yet the effects are certainly different. Upon the shaman summoning the blessing of Kor inside of themselves they would be attracted to any ghosts that inhabited an 8 block radius around them and would be able to pinpoint them out if allowed to fully manifest Kor’s blessing. Upon location of a ghost, the shaman is then able to ‘purge’ the ghost back to the soulstream. Kor uses the shaman as a conduit to do this.

 

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

 

Requires five emotes to charge up. After this, a single ghost may be eaten over the course of two emotes.

 

[emote 1+2] : Self-meditation and focus of the mind.

[emote 3+4] : the chant directed towards the Ancestral spirit.

[emote 5] : receiving the boons from the Ancestral spirit whilst repeating the chant.

(at lower tiers there’s a chance of failure to receive boons. 50% at T3, 25% at T4 and 10% at T5.)


 

Redlines:

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

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

  • You can only attempt to purge one ghost at a time. If there are multiple ghosts around you, you will only be able to send one back to the soulstream at once.

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

  • The ghost will not instantly be purged and it will require a few emotes of casting the ghost being sucked into the shaman for the ghost to be fully purged.

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

 

 

Soul Resonance 

 

Soul Resonance is both a mid and late feat of Lutaumancy. It occurs when a Lutauman connects their soul to the desired Ancestor they wish to commune with. In the same manner as if the shaman were to attempt a Spirit Walk to said particular Ancestor. But rather than fully committing one's soul into Stargush’Stroh the two souls instead open a “channel” so to speak. Through this channel the shaman and the Ancestor work together to display auditory and visual representations of the Ancestor’s memories with the assistance of the shaman’s aura. Focusing and swirling one’s aura into a controlled point, they can cause enough vibrations and distortion to allow the manifestation of the memory into its desired form.

 

Auditory Soul Resonance - T3 - The easier of the two to attempt, an auditory resonance merely offers those in the area present to the soul resonance sounds of the mind that the shaman asks of the Ancestor. For example a lutuaman that channeled an Ancestor of hunting or celebration may hear the heavy footfalls of a chasing hunter as he brings his prey down or the musical feats of long lost bards brought to life around the campfire. 

 

Visual Soul Resonance - T5 - A visual soul resonance requires much more concentration of the shaman’s end to channel an actual notable memory of the fallen Ancestor to display before the ones present. A personal connection to the Ancestor is another helpful method to establish the bond. Within the swirling maelstrom of the shaman’s aura, they can begin to manifest visual anomalies within it’s form. While the image is small and hazy, perhaps barely even a foot wide, it’s perspective would come from that of the Ancestor’s and follow the memory as if history were playing before them.

 

Redlines: 

  • Soul Resonance cannot be used to learn the details of one’s death when they are unknown. The Ancestral Spirit chooses to answer in vague manners or by simply saying something to the effect of: ‘Kor holds the answers’.

  • Auditory Resonance either can be the voice of the Ancestor or the sounds of events they were present for manifested through the cloud of the shaman’s aura. Examples being a Greater Ancestor offering words of encouragement or telling the tale that brought them to fame or manifesting the sounds of the memory of battle or celebration. These can last roughly two or three minutes once a shaman gets a proper handling and upwards of ten to fifteen when mastered. 

  • Beginner practitioners will also experience a natural ‘static’ in their connection to the Ancestor. Their voices or sounds coming in warped and distorted when first establishing connections, clarifying more over years of honing. 

  • Visual Resonance appears as a small, circular foot by foot image within the swirling manifestation of the shaman’s aura.


 

Lutaumancy Tier Progression

Tier 1 - Minor Influence

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

Learned Abilities
  • At this stage, the Lutauman will only have the ability to roughly communicate with the spirits and has not yet mastered the ability to connect to the Stargush’Stroh by themselves. Their chants may often prove unsuccessful as they have only just begun learning.

 

Redlines:

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

  • Cannot contact Greater Ancestral Spirits.

 

Tier 2 - Considerable Influence 

The Lutauman enters and exits the Stargush’Stroh with less and less trouble and can stay longer in said realm. Upon attempting to contact a specific ancestor they shall see improvement to locating and contacting them. The usage of a tether greatly improves this.  Reached after 2 IRL weeks of study at T1.

Learned Abilities
  • At this stage, the Lutauman now has the ability to communicate with the spirits relatively well, and will be able to string together chants and callings for particular spirits. 

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


 

Redlines:

  • Can enter the Stargush’Stroh by themselves.

    • Unable to take anyone with them.

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

  • Cannot contact Greater Ancestral Spirits.

 

Tier 3 - Basic Mastery of the Ancestral Communion 

The Lutauman has mastered the art of communion with ancestors and can travel to lesser ancestrals with little effort. The usage of tethers is still preferred but no longer a necessity. Two other individuals may be brought into the spirit realm. Reached after 3 IRL weeks of study at T2.

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

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

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

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

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

 

Redlines:

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

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

 

Tier 4 - Basic Mastery

The Lutauman has almost mastered communicating with the spirits, and has improved their ability to perform spirit walks. Reached after 5 IRL weeks of study at T3.

Learned Abilities
  • The Lutauman is now finding it hard to improve in their communication with the spirits, they have mastered the art and can easily chant correctly.

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

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

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


 

Redlines:

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

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

Tier 5 - Complete Mastery of Ancestral Communion

The Lutauman has mastered and perfected the art of Ancestral Communion. They can take up to five other individuals with them on spirit walks to the Stargush’Stroh. Reached after 6 IRL weeks of study at T4.

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

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

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

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

 

Redlines:

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

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

 

PROPOSED AMENDMENT (The Spirits):

Spoiler

The Spirits


Definitions:

  • Greater Spirit: A Spirit in charge of a portion of the Spirit Realm.

  • Lesser Spirit: A Spirit that lives in a Spirit Realm under the watch of a Greater Spirit.

  • Ancestral Spirit: The soul of a spirit-worshipping descendant who has passed from the mortal realm.

  • Immortal Spirit: A spirit that is representative of various concepts, emotions, and constructs within the mortal realm.

  • Elemental Spirit: A spirit that represents the basic elements of the mortal realm.

  • Spirit Realm: A sealed plane where the Spirits are contained. It is split into three main areas that govern Immortal, Elemental, and Ancestral Spirits. These three areas are entirely split from each other, within their own overrealm.

  • Spirit Walk: A venture into a Spirit Realm, where a shaman guides the souls of up to five people to a specific Spirit Realm.

  • Shaman: A devout worshipper of the Spirits who have been granted access to their power.

  • Worshipper: A follower and praiser of the Spirits. Spirits will not acknowledge worshippers who use non-shamanic magic or have non-shamanic soul corruption.

  • Sigil: A small rune that a Spirit may offer to a worshipper, to carve into a shrine. These can be put onto signs, and typically make a shape from lines and curves.


 

Tenets and Disconnection

 

Tenets

 

While the spirits tend to be forgiving deities, there are a few things that they will never tolerate of their shamans. These two rules are simple and difficult to break, preventing people from targeting others for disconnection.

  • Attacking another spirit with malicious intent that is not approved of by the Greater of the realm, while in the spirit realm.

  • Not worshipping the spirits.
  • Shamans cannot use the magic or feats of Aengudaemons, Voidal Magic, Necromancy, and Mysticism. Other magics or CAs like Naztherak or Azdrazi which transmute and corrupt the soul are also incompatible with Shamanism. Seer and other future magics in which the deity's identity is hidden would be an exception to this clause. Shamanism is compatible with Blood Magic, alchemy feats, Housemancy, Bardmancy, golemancy, Sorvian crafting, Kani, and any other that doesn't alter the soul or corrupt it, so long as they do not corrupt the soul or interfere with the deific connection.

 

Disconnection

 

The LT must be given screenshot proof of tenet breaking, and will then deliberate to decide whether or not it is a punishable offense. Offenders are given three chances which are added to their MA in the form of strikes once it has been decided that they have broken tenets. Teachers that knowingly mislead their students, causing them to break the tenets, will have a strike added to their TA and MA.

Redlines

  • No forcibly disconnecting other players. This can only be done by the LT.

  • Proof must be submitted. Hearsay is not accepted.


 

Greater Spirits

 

Spirits are beings that reside in the Spirit realms. They’re primordial creatures with the power of aenguldaemons. Spirits constantly lust after power from each other. Their jealousy prevents worshippers from using other magics from other deities/unnatural power sources and dislike beings that are undead, those with soul corruption, or followers of other deities. Their power is only useful within the Spirit realm, unable to affect the mortal realm without the Shaman to act as a conduit. 

 

Greater Spirits are able to see events within the mortal realm at will, peering outwards to check upon their followers and the world. Rarely do Greater Spirits take interest upon a single worshipper, finding more appeal in paying attention to multiple worshippers. These beings of primordial energy look upon the undead and beings with soul corruption not traced back to the Spirit Realm with great disdain. 

 

Followers of other deities are awarded similar disdain from these primal beings. A Spirit will tolerate followers of other deities, although will appear aggressive in body language and dialogue towards these descendants. A being with dark magic or soul corruption is very likely to be obliterated by the Greater Spirit, as their soul has lost use with corruption. 

 

and are unable to manifest themselves in the mortal realm. The manifestation of a Great Spirit in the mortal realm is impossible, no matter the circumstances. 

 

Greater Spirits encourage their followers to perform acts or deeds that pertain to what a Spirit represents. A Spirit of greed will frown upon a mortal that does not overindulge themselves, while a Spirit of honor will frown upon mortals that break a culturally set standard for honour. Greater Spirits reward mortal followers with the sight of their sigil, only after clear success within Spirit trails or within the realm during an encounter. They rarely grant boons to non-shaman followers, even if they are devoted to the Spirit in question. Boons with genuine effects may only be given out by the ST.

 

Jealous in nature and in near-constant strife with each other, Greater Spirits may be rude and crass to followers that primarily follow a different Spirit. This case is even truer should the Spirit find that a worshipper worships them, but offers another Spirit higher praise. 

 

Greater Spirits are able to change the contents of their own realm instantaneously, at will. Within the realm of a Greater Spirits, mortals are unable to attack the Greater Spirit. 

 

Spirits are highly aggressive to those that insult them, attempt to attack them, or those who have soul corruption/are undead/have other magic. A Greater Spirit is likely to forgive first-time offenders, but has the ability to instantly remove someone from the realm. Obvious attacks on their realm, or Spirits within the realm, or greatly offending the Spirit can result in death. Should someone wish to PK here, the Greater Spirit will devour their soul and warp it into a new lesser Spirit within their realm.  

 

Shades and others with soul corruption may willingly visit Akezo on a spirit walk with a shaman, the spirit of healing, or Scorthuz, the spirit of cleansing, and have their soul wiped of impurities. This causes agonising pain that lasts one IRL day, followed by six IRL days of weakness and confusion. The offending parasite or corruption is either killed instantly or kept as a plaything by the spirit, until its inevitable death. This is a permanent thing, and it is likely that the spirit will demand the person become an avid worshipper for the rest of their life. Failure to comply with a spirit’s demands applies a permanent curse taken from the Witch Doctor spell list. Parasites or other tangible corruption manifest visually within the spirit realm. This requires OOC consent.

 

Devout followers of a Greater Spirit are able to bargain with their soul for the honor of spending eternity within the domain of the Spirit. 

 

Redlines

  • This must first be discussed with an ST, as it will likely turn into a special event. 

 

Greater Spirits enjoy sacrifices or offerings that pertain to their own natural alignment and aspects. Arwa may enjoy offerings of crops and harvest, whilst the Spirit Vulka would enjoy documented strategic plans made during a period of Warfare. What the Spirit will like is based upon what they collectively represent. 


 

Redlines

  • Cannot manifest on the mortal realm, not ever, no exceptions.


 

Lesser Spirits

 

Lesser Spirits are Spirits that follow beneath a Greater Spirit. These Spirits enjoy the attention of their followers within the realm, encouraging devoted followers to partake within “games” and prearranged ordeals and scenarios for the Greater Spirit they answer to.  

 

Needy and eager to appease for power, Lesser Spirits readily give out visions of their sigil to visitors. Lacking the strength within their respective realms. Lesser Spirits can not significantly alter the Spirit Realm around them. They are limited to small changes to the realm. 

 

Being Lesser Spirits, these beings are far more sociable when compared to Greater Spirits as they are competing to gain power and influence within the Spiritual domain. Being Spirits, Lesser Spirits loath undead and mortals with soul corruption that is not of the influence of the Spirits.  

 

Lesser Spirits willingly, readily, and actively engage other Lesser Spirits in competition. For example, Lesser Spirits beneath Arwa may battle for domination and control of crop growth while Lesser Spirits of Leyd will fight to see who is the strongest.  

 

As each Lesser Spirit grows more and more specific to what they represent, they become known as a Dormant Spirit, due to their low status. These Dormant Spirits are highly specific compared to other Lesser Spirits. 

 

Redlines

  • No manifesting. They are trapped in the Spirit Realm.


 

Lesser Spirit Tiering

 

Lesser Spirits come in variations of specificness. Some examples for lessers under Enrohk would be, in descending order:

  • Very broad lesser covering war

  • More specific lesser covering warfare between descendants

  • Lesser covering warfare between human descendants

  • Lesser covering warfare between human descendants on foot

  • Lesser covering warfare between human descendants on foot with swords

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain at night

  • Lesser covering warfare between human descendants on foot with swords on a grassy plain at night at a full moon while drums play. This is an example of a Dormant Spirit

 

While eventually, this would reach a final conclusion, the number of Spirits is almost immeasurable due to the limitless variations. Descendents who sell their soul to a Spirit may, depending on their level of devotion, appear at any point in this tier list while the Spirit they replace may drop down a tier. Descendents who displease a Spirit and are amalgamated into the realm tend to start at the bottom of the pile, a veritable worm. Unless someone somehow finds this Spirit, it is unlikely they will ever rise in rank. When any descendent is taken into the realm and fashioned into a Spirit, they lose all traits they had in life and are granted a new name. They may recognize those that they knew in life but are unlikely to be able to show this in any way other than a particular affection towards the person. They do not retain memories or nuanced personality.


 

Praises

 

Both Greater and Lesser Spirits benefit from having shrines built to them, speaking their proper names, offerings, sacrifices and having followers.

 

Offerings are the more common method of praise, they can be a number of things, but always related in some way to the spirit in question. For example, Arwa enjoys offerings of crops and harvesting tools, while Votar accepts trophies and trinkets obtained from a good hunt. Usually, these offerings are done at a shrine.

 

Sacrifices are a more potent way of worship, but they are more difficult to carry out and require a better understanding of the Spirits, as not all Spirits will accept any sacrifice and it may even anger them, thus it is always recommended to consult with a shaman or someone knowledgeable before commiting to a sacrifice. 

Sacrifices always involve the killing of a person, or an animal in some cases. An example of a sacrifice would be when a raiding party returns from a successful raid with their defeated foes captured as prizes. The strongest ones are brought to the shrine of Enrohk and have their hearts cut out and offered to the Spirit. 


 

General Redlines

  • All Spirits, both Greater and lesser, gain power from sacrifices, offerings, shrines, prayers, mentions of their name, and the number of followers.

  • Sacrifices should be made with thought put into them and not compulsively. Making too many sacrifices to a spirit or doing them without much thought or consideration for ritual will not increase one’s favour with the spirits. Additionally, a poorly conducted sacrifice may anger a spirit.


 

How Do Spirits Rank Up?

 

A Greater Spirit may be challenged by a Lesser Spirit when said lesser collects the affections of all the other lessers beneath the Greater. Making it difficult for any lesser wishing to claim the mantle of Greater. Should a lesser Spirit wish to ascend to Greater Spirit, this Spirit must sight each other Spirit within the domain. This occurs within a long and drawn-out battle, which is determined by worship and numbers. 

 

In a group of three or more major lesser Spirits, such as the Spirits of war, bloodlust, and savagery beneath Enrohk, one will never be able to defeat both of the other two no matter the amount of worship. Each lesser Spirit must defeat the tier above themselves before they are allowed to claim their title. 

 

Lesser Spirits are able to break away from a Greater Spirit and close off a section of the realm. Greater Spirits tend to stop these efforts by waging war upon the Lesser Spirit before they are able to close off a section of the realm. Should the rebelling Spirit lose this war, they are kicked down to the lowest tier and branded with a different name.

 

General Redlines

  • A Greater Spirit may be challenged when a lesser Spirit collects the affections of the lessers under the Greater.

  • Should a major lesser Spirit wish to ascend to Greater Spirit, they must fight the other Spirits in a drawn-out battle determined by worship and numbers. In a group of three major lessers, such as the Spirits of war, bloodlust, and savagery beneath Enrohk, one will never be able to defeat both of the other two no matter the amount of worship.

  • Each Spirit must defeat the tier higher than them before being allowed to claim the title.

  • Lesser Spirits do have the ability to break away from a Greater Spirit and close off their own section of a realm. Greater Spirits are likely to try to prevent this from happening, usually by initiating a war. Should the rebelling Spirit lose, they are kicked down to the lowest tier and branded with a different name.


 

Conducting a Spirit War 

 

When a Spirit war is officially declared by a Spirit and is waged by mortals an LT must be notified so that they, or another member of the team, may supervise the process.

 

How to conduct a Spirit war once the LT is contacted

  • A document must be made in order to track the followers and health totals for each Spirit.

    • Greater Spirits will begin with 100 hit points, Lesser Spirits will begin with 60 hit points.

  • Once the war is declared and made public knowledge the first Battle Phase will begin. A Battle Phase lasts 1 week and they will repeat until the war is over. During every BP players will need to sign in favor of a particular Spirit, at the end of the BP all of the active devotees of each Spirit should be documented and accounted for. 

    • Shamans count for 2 points when tallying up followers.

    • A persona may only sign up for the favor of a single Spirit at a time, meaning that if multiple Spirit wars were going on at a single given time then the persona may only commit themselves to one BP at a given time.

  • Once the devoted characters are accounted for the difference of followers will be deducted from the total health of the Spirit that came up short.

    • For example, if Laklul and Freygoth were at war and in the first BP the followers tallied up to (Laklul 12 / Freygoth 10) then 2 hp would be deducted from Freygoth’s health.

  • Each side of the conflict may host a ceremony in order to gain 5 more points for their cause, with the ceremonies being able to be counted once every other BP.

    • A forum post must be made about the ceremony with a few screenshots of the RP that took place.

    • Ceremonies may not be counted for consecutive weeks, there is a 1 BP cooldown after a ceremony is done.

    • Ceremonies may not be “stored” and accounted for at a later date.

  • Should a Spirit’s HP drop to 0 then the LT may review the documentation of the war and determine if the war is truly over. If the war is over then the losing Spirit will be demoted and have their name changed, this will make it impossible to immediately begin praising that Spirit again.

    • Wars may potentially end before a Spirit’s HP hits 0 due to RP circumstances, such as the Spirits mutually not feeling eager to continue the war, the followers of the Spirits decide to stop the war, etc…

  • Spirits on the same level as the attacking spirit will fight for the spirit above them unless enticed away by followers promising worship and doing deeds. This must be submitted to the LT in charge with screenshots as proof.

    • Spirits on the same level are done on a common sense basis, and are chosen at the discretion of the LT supervising. This will be discussed with the community prior to the war beginning.

    • Every extra spirit on the side of either the attacking or defending spirit grants them a +5 to their HP, and counts as a single follower.

  • Proper documentation would look like the following:

tZhP8WaEGWmt9qKuRfEYP8epnxnpJp6W5oLeSPn_uu50H4s9hRtx9WuVC68AZuKoU2UXaQkJorlBI2JTM0ilBqrAz--kypFN-T3Oa3uNreIFP_y0VizZKJzOIEql68G59zQSYpdo

  • An asterisk indicates a shaman



 

Redlines:

  • Spirits may only have a direct effect inside their own personal realm.

  • Spirits may only interact with others via a suitable conduit, such as a shaman, a totem, or a specific MArt object approved of doing so.

  • Spirits may only converse with another Spirit through the help of a shaman taking messages back and forth.

 

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This is a serious concern I have been having for a while as well now. I really REALLY love shamanism but... we're kind of locked behind using either the same Old blah emotes every times from a document or the emote will take three business days to be made for something unique. Its just really disappointing. For us Koyo Kuni shrine maidens talking in Kakuriyo Tsunagari (Japanese) would be the best thing we could have.

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the lore is frozen atm so this is gonna get denied :I

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This lore has been denied.

The shamanism lore is still frozen lore atm im srry.

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