Jump to content

Althea_

Gold VIP
  • Posts

    94
  • Joined

  • Last visited

Posts posted by Althea_

  1. MC Name:

             Drasanee

     

    Character's Name:

             Leikn, Enthusiast of Veist

     

    Character's Age:

             21-22

     

    What feat(s) will you be learning?

             Haruspexy

     

    Teacher's MC Name:

             Self-Teach

     

    Teacher's RP Name:

             Dlimblok Fever Dreams (Self-Teach)

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yub

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             Nub

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yub

     

  2. POWER TO THE TRICKSTERS!

    Just feels like a really fun and thought-out piece to indeed tackle the whole 'faerie' part of lore that until now hasn't been much explored beyond event-related activities.

    The liberty of aesthetic and sub-thematics for each court can also allow for a lot of diversity within the lore (maybe a Court can be closer to Hags, other one can be like a Band of Leprechaun, etc), which is something imo a good lore should have. 

    It's also great how it isn't "alignment locked", allowing it for both good and evil usage alike

    after all

    with great powers. . .

     comes great irresponsibility (and mischief). +1

  3.  

    Spoiler

    I’m not into forum posting, never made a RP post like this here before, but figured this was worth giving it a shot. 

    Special thanks to @Smol for helping me format and offering me some advice for such!

     

    Moosik:

     

    https://www.youtube.com/watch?v=0uUtS2CbNxU

    ok0kmVI5CLNlgXwYn_mPJ8OPWQYlJKrW5IcrC8s8KQpKl-sW5-0O1tUSZXamWLYupaIMJ_-yCGD96KxZT4zVIJTjN12a1hrq7xr7Eo9g1PN7UvFv30Y-uIXgHuLjugd-B1NONYTOOX3amHP6IC-gSe8

     

    Delving into the Deep Northern Woods, where the nights are long and days short, stood alone a reddish Jötunn Runt, still plagued by youth and its crises, chasing away to find solace among the tall spruces. Tears of anguish trailing down, onto clenching pointy teeth which stuck out, dangling off the jaw and into mossy grounds. Brutish fists, ornamented by gauntlets of faux gold, hacking and ripping at innocent bark; the frantic motion soundtracked by a cacophony of wails of anger, blending with guttural humanoid-howls, uttered by the aggrieved one, who sought naught but to escape and vent, unknowing there is one they may never be freed from.

     

    “How many tears have you already spared?”

     

    A voice came, disembodied and silent to all bar the Jötunn, who could only erratically lurch their torso upward, trying to scour for its source; savage arms flailing across the air, Svärdstav piercing through it, pointing hazardously at whatever could be in there. Hostile and eager for retaliation, to force upon another the pain which they felt but could not bury, nor be healed from, for none seemed to wish to comfort them now. 

     

    “Goooood” Said another voice, deeper, more malicious, savoring each swing “Let it out on the world, on those who hurt you. . .” As a myriad of familiar figures were weaved from shadow, amid the trees, before their very own eyes; auric spears and blades wielded by them.

     

    The Jötunn’s heart pounded on, throbbing louder and faster, bolstered by anxiety and fear, - a bark out in response “THEY DIDN’T!.. Not ALL -  IT’S NOT!” Their excuses, weak, faulty, and worse of all: dishonest with themself, trying to defend those who mightn’t defend them back  in return. 

     

    “Are you so sure?” The second, foul, voice inquired; followed by the original, softer, one “Running off. . . Always running. . . to what end?” 

     

    As indeed, the Jötunn took to pivot and flee from the images cast before their gaze. Across thorn and bushes they dashed, clashing and tripping on overgrown roots, into the feet of two ‘maternal’ figures. One human, whose hand gestured the small Jötunn away; another, more monstrous, but still bestowed with sylvan grace, simply, into the woods, fading away. 

     

    “Alone… again.” Spoke the tender of the two voices. “They fear you, don’t trust you, so they try to bind you - for how long will you allow it?” Followed by the other, cut short by a sudden arrow, narrowly missing its mark upon the Jötunn's back. Two figures, tall, armored and masked, encroached nearby, followed by the others from yore. 

    The forest itself shifted: its Mightiest Tree’s canopy losing its leaves, replaced by soaring Flame, gallows’ ropes dangling from its branches.

     

    “We should’ve never let you into our walls.” - STOp! The Jötunn cried - pleaded -  in response.

     

    Flashes of horns and tusks, snow and stone, all painted in blood - human and elven blood - flushed the Jötunn’s mind and eyes alike, their wheezy breath coming to a sudden halt as…

     

    “. . . Snake, Monster.” 

     

    The Jötunn snapped - a great screech, raw and guttural, of trepidation and anger, breaking the scene. 

    Serpents of Raging-Flame hissed, lunging onto the many figures tormenting their master, opening maws wide to devour them whole, spiraling out of control as they mercilessly entangled all that surrounded them, in response to the Jötunn’s fright, angst, and hurt. 

     

    ULZcVYLSRf0GZYoTjqokT_-WIQVpQWX64kkhvHxRRFPSyK_ioztM-dUmzksbgm4WQKuqyJCHq1YCYM0jrkOYFeVrtvZbn_ah73VZzG-sCoc_mFXfqxirdpEnFuxmaVecgPZj2tb3JQuIEi-vG6nRE8c

     

    To put an end to this pandemonium, a Great Direwolf - Hróðvitnir - rushed into the scene, howling and barking in search of their owner, their friend, in despair. The Lupine Beast would spot, curled tight together, frozen upon the soil, the figure of Leikn; scooping them up as they both escaped the burning forest; flora screaming, fauna fleeing. 

     

    This could be no dream… for these Leikn had ‘tamed & mastered’,

    all was seen and felt vivid by them, 

    foremost on the mind and heart.

    Lacerations left, stitches reopen.

    They were tired, and now . . .

     

    There was Wildfire in the North

     

    6nc4C9rsNul-XhJdLroujnUYkBv3M7IfTsdWshId3QWUql3Cto_xURtDYtp-NVVcrPGvkIxh8s1vU5YSNjae1i2PRKWsAL4zd2L_zWfI8lHEG5wxXHkNyRwocgXIQ6XwsehH1fQfwcLFjEVTZjp-0tQ

     

    OOC:

     

    Spoiler

    The events described above happened over a small patch of woodland in an inconsequential Northern Forest not particularly near any northern nation. They narrate what ensued after a certain Roleplay the character - Leikn - recently underwent (#angst).

     

    You may RP as having witnessed  some of the events which transpired or simply react to their aftermath (the fire and destruction), so long it’d make sense for your character to have been nearby (ayo Harrower gang, Popsicle-Witches, and other Northernmost Residents), or somehow be capable to watch or otherwise learn about it - I only ask you do so in good-faith.

     

    Do note most of this was composed by hallucinations projected by the character’s head; only the “Jötunn”/Leikn, Hrodvitnir (the Direwolf), the Fire-Serpents (flamethrower) and the Burning Forest were real - nothing else could be seen or heard by any spectator.

     

  4. Leikn scrolled past all books and articles within the confines of the Dry Bar Inn, contemplating which one was the worthiest to steal, until coming across said written tale. Such fascinant adventurous report readily warranting a full read. 

     

    "Sounds just like my type of folk! Now where's this Everard fellow...?" The Godling mused upon finishing reading the article, turning to scratch their head and stroke their dual horns, pondering what to do thereafter... how to find the author? They eventually came up with an idea: scribing and leaving a note within said book's pages, hoping the author could come across it. The note read:

     

    "Hello there Mister Bertram!

    As an adventurer and anthropologist myself, I'm very interested to learn more about these Asurans and their beliefs, for philosophical purposes! Truth be told, it feels strange for supposed 'chaos-enjoyers' to establish an order, but I digress!

    For this endeavor, I'd like to be given directions to their encampment; be it via a letter sent to Norland, or through a meeting with yourself. 

    I look forward to this!

                                                                                                                                           Signed, Leikn Hawkins 🐍"

  5. "Imagine restricting your life based on what some wrinkled, near-dead, cross-dangling, geezers and their long dated book of cattle-herding preach!" Leikn stuck their tongue out at the very pitiful thought, laughing at the Canonists; going so far as to 'moo' toward one village priest indoctrinating local youth, believing that was how Flexio was spoken! 

  6. "Sooo.. Aleksie stays wearing that crown despite it all? Uau. . ." Said Leikn upon seeing the King at Valdev, fine and dainty as he was, ridiculing the situation, unamused by "So much blahblahblah and nothing changes!" as no verdict or announcement seemed to have been shared with the public yet.

  7. Why the second slot? Because this is incredibly powerful.

     

    Voidal Magic is pretty much the most powerful magic on the server, perhaps not individually, but it allows a single character to have 5 different magics that are all very powerful on their own already, to the point the physical weakness matters little and a T5 multislot mage may take on various enemies solo and still teleport 32 or so blocks away with translo if they start losing.

     

    Add this on top of spellforging,  the voidal feat dlcs (mainly eminence and voidstalker), and potential Jing Summons.

     

    If anything, restricting this by making people choose between investing 2 slots on an individual magic for maximum power with it, or more flexibility/variety of spells by getting more MAs, is a great way to tone mages down a little.

     

    Not like the 1 slot abilities are weak, not even close.

  8. This feels more like a Lanre Cerusil shadow-buff, given all the offensive fire based magic that Air Evo would become unable to counter as well - but I digress. 

     

    This fails to tackle the BIGGEST problem with these two Air Evocation Spells: how they essentially make Martials, even Ranged ones, useless, not Fire-Mages.

     

    A Fire Evocationist, Azdrazi, Herald, or Naztherak can circumvent an Air Evocationist's Redirect & Air Shield spells with other abilities at their disposal. One could argue a Fire Evocationist wouldn't be able to do so BUT LET'S BE REAL they won't have only this MA, given how voidal magic goes.

     

    Whereas a Martial has to get close to do damage, or choose range.

     

    Martial: "I'M GONNA USE RANGE HAHA!"

    Air Mage: "Lol, no." *[Redirect] Spam*"

    *All Martial Projectiles get denied!*

    Martial: "OK I'M GOING IN!"

    Air Mage: "Nope!" *[Gust] Spam!

    *Martial gets continuously pushed backward, until being finished off by another spell (be it from Air Evo, other Magic, or a Jing).

     

    My Suggestions:

     

    • Make [Redirect] unable to be utilized to redirect/negate Heavy Projectiles (Spears/Javelins/Pilla);
      • Instead, to redirect or at least stop those the Air Evocationist would have to cast [Air Shield]
      • This way Ranged Martials would have a chance to do something against those mages, who could still simply Brisk Step away if they don't have time to cast Air Shield.
      • A single character is unable to carry many javelins, unlike with arrows and bolts, that can be RPed as infinite without anyone batting an eye.
      • Furthermore, all those heavier throwable weapons are more close ranged than arrows and projectiles shot from bows/cbows, creating a balance.
      • So essentially cast [Air Shield] in time. You don't? Skill issue. Find another way, brisk step, or get hit.

     

    • Have [Redirect]'s Anti-Flame Potency increase with Tier. 
      • T1/T2: Tennis Ball sized
      • T3: Cannon Ball? Whatever is most used to define a medium size.
      • T4: Bigger.
      • T5: Beachball.
      • Other metrics can be used, but the point is I definetively think there should be a scaling system to this. This is just a suggestion with examples, I'm not an expert.
      • Combustive Flame Projectiles should explode on contact; higher reward, higher risk. Those caught in the middle get hurt.

     

    • Likewise, [AirShield]s should endure continuous fire spells for a scaling amount of emotes.
      • T1/T2: Epic Fail
      • T3/T4: 1 emote before the continuous flames get through
      • T5: 2 emotes before the continuous flame pierce the air shield.

     

  9. Based as ****. Love to see sprinkles of realism like this added to roleplay, especially in this case, as it adds more IRP consequences to the reckless all out global wars the server always has.

  10. OOC: 

    MC Name: Drasanee

    Discord: altheabr 

     

    IC:

    Name: Leikn Sinnersbúr

    Age: 9

    Information about yourself: I'm Leikn! I'm magical, got a bow, dagger - but I won't show (meant for surprises), some stolen earned magic trinkets, a big, REAL BIG, wolf pet, and . . . I'm creative-smart! (Miss Dyonne & Rexie said so!) and sneaky. Am also pretty strong, no joking, can shock you.

     

    I like having fun, adventuring, playing with animals, exploring, studying cool stuff, and hearing stories (not just bed time ones).

     

    I can help thinking outside the box! Or using rogue skills. Or pulling magic tricks. Or cheering people! My wolf can do tracking and carry stuff, including medkit. My ma' taught me some healing stuff.

     

     

  11. A horned child-adventurer laid on their bed with a map and a dream; the map, of Aevos - or Solheim, stolen from the nearest library; the dream, a pirate's life Yo Ho! And with that in mind did they mark an X upon Nor'Velythian's location with a fancy glitter-pencil they held onto dearly!

     

    Leikn would show it to their parents, prone to pursuing the treasure beneath stone and moon.

  12. Really good rewrite and update for the magic, surely makes it all tidier.

    I commend the intent on shifting focus from mere enchanting to RP-generating rituals bolstered by player creativity (as imo it should always have been the case), and the desire to further limit minmaxing by making it 2 slots from the get-go, while compensating with some small combative tools to make blood mages more self-sufficient. 

    I also like how "Ritual Rebound" helps clarify what happens following failed rituals, making them less ST-Reliant, and how the "Serpent's Sickness" adds a nice narrative price to learning this dark art, giving more purpose to vampirism (as Corcituri are tied to BM).

     

    +1

  13. Very interesting lore! It's good to see an older unused lore concept brought back in a well updated fashion - as it should be - instead of being left forgotten. I don't know much about voidal lore, but it's nice to have further intricacies and depth added to it to allow for different avenues of RP.

     

    +1

  14. MC Name:

             Drasanee

     

    Character's Name:

             Xiuhcihuapilli'Ixtzûl

     

    Character's Age:

             31

     

    Character's Race:

             Uruk

     

    What magic(s) will you be learning?

             Witch-Doctory

     

    Teacher's MC Name:

             DrunkPapaBear

     

    Teacher's RP Name:

             Gormôhk

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yep

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yep

  15. MC Name:

             Drasanee

     

    Character's Name:

             Xiuhcihuapilli'Ixtzûl

     

    Character's Age:

             25

     

    What feat(s) will you be learning?

             Haruspexy

     

    Teacher's MC Name:

             Self-Taught

     

    Teacher's RP Name:

             Self-Taught (Ancestralist, Spirit Worshiper, Nub Buurz, seeks to share tales of her people/clan and her ancestors, and guide new orcs - read the IRP Books/Tomes on the practices, in the Horde).

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yep

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             Nope

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yep

     

  16. Clan Ixtzûl

    Sunkissed Children of the Spirits

     

    result.png?width=567&height=603

     

    Obligatory Music Theme:
     

    Spoiler

    .

    .

    mixtec-codice-regular.png?width=1354&hei

     

    Ixtzûl is a Clan culturally based on Meso & South-American Native Cultures (Aztec, Maya, Inca, + tribes) meant to bolster zealotic worship of the Immortal Spirits by seeing and treating them more in line with how these Ancient Civilizations viewed their Deities. 

     

    Clan Ixtzûl offers a lot of Lore & Concepts for Diverse Character Creation: from the Old Fallen Kingdom & Multi-Tribal Era Background, to various Cultural Aspects & Worshiped Spirits, to the prospect of becoming the “Child of a Spirit”, to eventful Clan Trials & Rituals, and overall relatively Broad Aesthetic-Freedom (with Orcs of Many Colors, some of which have cultural implications). 

     

    This Diversity also allows for different types of Orcs to identify with the Clan and slowly be eased into its Culture proper.

     

    Orcs with vague Backgrounds saying “oh, they come from the Jungles” can also fit into Clan Ixtzûl, given how many tribes formed in the Jungles following the Old Kingdom’s destruction, with their cultures varying from one another and with much knowledge of their past lost.

     

    All Orcs can find their Path under Aztran’s Sun, as part of Clan Ixtzûl.

     

    Lore:

     

    Through this Hub you may access the Posts on different Lore Aspects of the Clan. In case you are a skim-reader, fret not, a lot of the key phrases and words have been highlighted in BOLD text, to allow oneself to skim through all of the lore easily. 

     

    Google Document Version (All Lore):

    https://docs.google.com/document/d/18bEUuUJnCAUuSClwfhYRxNjRpHO51GIQ-keej-Hk1TQ/edit?usp=sharing

     

    Ixtzûl Clan Culture:

    https://www.lordofthecraft.net/forums/topic/225384-clan-ixtz%C3%BBl-culture/

     

    Ixtzûl Creation Myth, Spirits & "Children of the Spirits":

    https://www.lordofthecraft.net/forums/topic/225387-clan-ixtz%C3%BBl-creation-myth-spirits-children-of-the-spirits/

     

    Ixtzûl Clan Backstory:

    https://www.lordofthecraft.net/forums/topic/225385-clan-ixtz%C3%BBl-backstory/

     

    Ixtzûl Clan Trials:

    https://www.lordofthecraft.net/forums/topic/225388-clan-ixtz%C3%BBl-trials/


     

    For a quick TL;DR though…

     

    Culture: Meso/South-American Native Inspired (as aforementioned) with Orc sprinkled over.

     

    Backstory: the Ixtzûl used to be part of an ancient civilization that subsequently crumbled due to the relentless attacks of colonizer-forces, causing them to scatter into many jungle-tribes that are only now banding together again to escape the Doom of Almaris. 

     

    Ixtzûl being the name of the Orc Commander who led them in War against the Colonizers, who prevented them from being wiped out entirely and guided the dead in the Stargush’Stroh afterwards.

     

    Spirits: They have multiple Clan Spirits tied to multiple cultural aspects of the Clan, the main one being Aztran (Spirit of the Sun, Moon & Stars), being his utmost zealots and worshiping him first foremost. Gazigash (Spirit of Blood & Bone) being the 2º most worshiped, followed by Kor (Spirit of the Dead) & Luara (Spirit of the Moon). 

     

    They also enact Rituals to Spirits of Wordly Balance [the Elementals & Nature Spirits such as Urin, Arwa & Freygoth (mainly Zagbal - Spirit of Jungles - more so than Freygoth herself)] to prevent the Mortal Realm from being broken.

     

    Children of the Spirits: each Ixtzûl is to find a Spirit that best resonates with them to try and become as close to them as possible (championing them, mastering their domains, incorporating traits/qualities of the Spirit into their personality, clothing, body, and so on so forth).

     

    Such serving as a great tool for Character Creation and/or Development/Roleplay in General.

     

    Clan Goals: Weaken the influence of Non-Spiritual Deities while Empowering the Spirits in hopes of helping them break free from the Spirit Realms; purge the Mortal Realm of Darkness and keep the Void at bay; ensuring Aztran’s Sun never Dims by worshiping him continuously; preserving their culture in hopes of one day rebuilding their Old Kingdom; and helping each Orc find their Own Path under Aztran’s Sun.

     

     

    You should still read the actual Lore though.

     

    To Join Clan Ixtzûl:

     

    Feel free to send me a Discord DM (Althea#9290), message me in game (IGN: Drasanee) or outright join our Discord below:

     

    https://discord.gg/He8QHjesHM

     

    In there we can better help you out and discuss your character!

     

    mixtec-codice-regular.png?width=1354&hei

     

  17. Ixtzûl Clan Trials

    fgfgfgfgh.jpg?width=957&height=603

    mixtec-codice-regular.png?width=1354&hei

     

    The Ixtzûl Trials are divided between those of Trials of Valor - for both the coming of age of orcs born into the clan and for outsiders wishing to join it - and Trials of Penance - for redeeming those who have went against the Clan, or the Spirits’, ways.

     

    Trials of Valor

     

    The following Trials are to be undertaken by not only those born in the Clan, during their Coming of Age (18), but also Outsiders intending to join the Clan as either full blown Ixtzûl Members or Honoraries. Both are to prove their mettle and dedication to the Clan in those trials, with Outsiders undertaking them after Learning the Culture through sufficient coexistence with the Clan. They may be performed alone or in groups, the trials being more difficult the more participants there are.

     

    Light in The Depths [Event]

     

    360_F_566248215_lShntNQpDybTneowU46p9B5b

     

     

    Spoiler

    The Young or Prospect Ixtzûl is to venture onto subterranean depths bearing with them a set of Ceremonial Candles of Aztran, setting them onto the cave-walls one by one to light the tunnels, in a Symbolic Gesture to demonstrate the Aztran’s Light conquering and persevering even in the darkest of places. 

     

    The Ixtzûl also carries with them a Small Lantern, to represent Aztran is with them - thus it’s imperative the lantern is kept safe from the many Horrors they are prone to encounter on their journey. Should they manage to light up the path into the depths, and return with the lantern unbroken and still-lit, they will have succeeded.

     

    Grasping the Heavens [Event]

     

    33b55ea5fbd47832b4a701b309c6651d.jpg?wid

     

     

    Spoiler

    After shedding Light into Darkness, the Young or Prospect Ixtzûl then is to ascend closest to Aztran’s Domain, seeking to Rise up the Summit of the Tallest Mountain (or Vulcano) they can find in order to set up a Shrine thereat, signaling their success to those below by lighting up a Great Torch from above. The Orc then is to Evoke the Sun-Spirit (be it through an offering, ritualistic performance such as a dance, chant, etc).

     

    Suffice to say, this journey requires quite a lot of planning, with the Orc likely traveling the lands to find a tall-enough mountain to ascend to. The temperature, weather, biome and especially the fauna offering substantial hazards for oneself unprepared. For this reason they often pursue blessings of various Spirits that may aid them on the climb.

     

    Should they succeed though, festivities are to await home, for now they may fully consider themselves worth the name Ixtzûl - the new Clan Member being taken to <Pact with Aztran> thus (in case they haven’t already).

     

     

    Trials of Penance

     

     

    Spoiler

    These Trials serve as a set of Punishments to those who have gone against the Clan’s, or the Spirits’, Ways or Will, with the ultimate purpose of Redeeming the individual in question by making them Pay for their ‘Sins’.

     

    Those who undertake these Trials generally are White-Washes, ex-Servants of Other Deities & Voidal-Users, Orcs of Dark/Malign Ancestry (with the Ixtzûl believing Black Orcs bear such color for these reasons, therefore demanding they undergo Penance-Walking), among others.

     

    The Trials are Dictated according to the ‘Sin’, greatly varying from one another, while generally being poetic in justice and tied to the major Spirits of the Clan. 

     

    A thief could be forced to live without hands for a year (only later being helped by a Witch-Doctor); an ex servant of a deity could be forced to shed ties with their past by destroying a shrine of theirs and building a Spirit’s; someone who upset the natural balance (say caused a wildfire) would be burnt or/and be forced to help restore the woods.

     

    depositphotos_12563054-stock-photo-deser

     

    On top of these Punishments, they are commonly forced to Repent Under Aztran’s Burning Sun on a Penance-Walk [Event], alluding to the Ancestors of the Ixtzûl that ventured into Aegis’ Deserts to plead the Spirits for forgiveness (for their original Clan - Dom - ‘s Dark Shamanism). The Individual is Left Stranded in the Desert after Being Drugged, Knocked Out and Black-Bagged. They are left in possession of No Weapons or Food, having to Rely on Spirituality, Survivalism Skills & Honor to find their way back to the Clan, pursuing Guidance of the Stars.

     

     

    mixtec-codice-regular.png?width=1354&hei

     

  18. Ixtzûl Spirits - Beliefs & Children of the Spirits

    360_F_539005666_GoOk2DSTU3KbyNue1L3jgNnW

    mixtec-codice-regular.png?width=1354&hei

    Having sought redemption for the Dark Shamanic Ways of Clan Dom - to which they belonged to - these who’d be known as the Tonatiuh Orcs, and later Clan Ixtzûl, shifted towards Greater Devotion to the Spirits, seeing them on a more Deifying the Spirits Further than their much of their Brethren of Krugmar & the Horde, believing the Spirits to be Directly Responsible for both the Creation of the Universe and its Phenomena.

     

    Ōmeteōtl, The Dual Creators

    Ixtzûl Creation Myth

     

    Spoiler

    The Ixtzûl believe at the start stood not one but Two Supreme Creator-Gods: Ōmeteōtl (Mahuizahto: “Dual/Two Gods”; also referred to as ‘Teotl’, or “Creator/God”), a Male and a Female Deity, the two would wander alone the Lightless Void, until by chance or destiny coming across one another. In their encounter, they began to develop language itself, for otherwise communication was greatly limited, that being ‘Old Blah’

     

    Though, at the same time, they had nothing to name with it, for nothing else existed. Thus they began developing Concepts sprung from conversation, ideas and thoughts, that unfortunately still remained just on their imagination. It was only then they realized the meaning of Loneliness, and decided to Come together as One Deity with Power of Two, in order to no longer be Alone ever again, but also to Birth Creation itself.

     

    From their Union the Spirits came to be Birthed, who’d help the Ōmeteōtl organize their ideas and concepts and slowly craft the universe and all we know about it, with each Spirit embodying/representing an aspect of the whole of it, and influencing them. 

     

    With so much Power spent though, Ōmeteōtl would soon perish, and so one such Spirit - Aztran - decided to take care of his progenitor, staying beside them until at last the Dual-God was no more, learning much from them. Aztran thus weaved their corpse and energy into a spherical shape, Making the Sun with Ōmeteōtl’s body, and becoming their inheritor of the Cosmos and the Ethereal, while the other Spirits would inherit their respective domains. 

     

    Soon after the Creator’s Death & the Completion of the Universe, many ‘Jealous Lesser Deities’ - called Tzitzimitl by the Ixtzûl - sprung from the confines of space, wrathful about how Ōmeteōtl always preferred the Spirits over them, starting a Great Cosmic War

     

    guerra_cosmica_huitzilopochtli_vs_coyolx

     

    The Many Dead Tzitzimitl - casualties of war - would have their body repurposed by Aztran, being turned into Stars, symbols of Aztran’s Triumph and Conquest, with each linked to one of His Lesser Spirits; in a sense Springing New ‘Life’ - Powerful New Spirits - from his Enemies’ Death.

     

    Nonetheless, the near endless amount of Tzitzimitl would be able to Push and Confine the Spirits into the Spirit Realms, denying them the Right to Live Among Mortals and the Rest of Creation, though The Spirits would continued to embody, influence and represent their Domains, even if from other Planes. It was then one among the Tzitzimitl arose, foulest of them all - Iblees - and turned to the Mortal Realm to sow Tragedy, Death & Chaos, without the Spirits to stop them.

     

    It’s for these reasons the Ixtzûl seek to Wane the Power of other Deities & Free the Spirits, so that they may be able to live among Mortals, inheriting Creation, as they should have, and ushering in an Age of Spiritual-Bliss bereft of Darkness & Other-Deities. The Creation of Immortal Muyakelgs being a highly valuable practice among their people, for it allowed them to reach closer to their goal, but was unfortunately lost with the Kingdom of Tonatiuh.

     

    Below are some of the Clan’s Most Important Spirits, and the Culture/Beliefs associated to them:

     

    Aztran - Spirit of the Sun, Stars & The Ethereal

    Patron of the Ixtzûl & the Tonatiuh Orcs, Firstborn of Ōmeteōtl, Keeper of The Sun & Life, The Star-Forger

     

    152637-digital-digital-art-artwork-fanta

     

     

    Spoiler

    Aztran is the foremost Spirit of the Ixtzûl, being the one to reach out to their ancestors - through the stars - and offer them a chance of redemption, guiding them to New Lands (Almaris). 

     

    They believe Aztran to have been the First Spirit to be conceived by Ōmeteōtl, the Creator Dual-God, and the one to have shaped his dead body into the Sun, having the closest connection to Them.

     

    During the rest of the Sculpting of the Universe, Aztran was responsible with assuring the Light & Warmth of the Sun reached all Realms, allowing Life to come to be and sustain itself. He was thus followed by other Spirits (such as Gazigash & Freygoth), who’d work on such spheres and planes.

     

    Once the Work of Creation was done, The Tzitzimitl War Begun, with Aztran tearing through many of them, repurposing their dead bodies as Stars to help the Sun shed light upon the vastness of Space, while also Birthing His Lessers

     

    For all those reasons Aztran is seen as a Benevolent Spirit/Deity by the Ixtzûl, evoking their uttermost Zealotry. Most Sacrifices in his homage revolve around offering Hearts, as they parallel the Sun shedding light into all directions, allowing life to be sustained - the heart doing the samething to the body, by pumping blood to every direction. Sacrifices to Aztran are meant to empower him and the Sun, lest it dims and all Life perishes.

     

    The Tonatiuh Orcs would raise Great Pyramids & Temples in his homage, their Towns & Villages (with houses of adobe and limestone, and straw-covers) often having one at the center or apart on a jungle-clearing, or set up Shrines at Summits of Mountains and Volcanoes, for the Ixtzûl believe the higher they go, the closer to their Patron.

     

    Likewise, different Biomes bear some significance to the Ixtzûl, tied to Aztran: Snowy/Cold Lands are seen as forsaken by Aztrân, darker and more dangerous, a place for white-washes and exiles; Deserts are lands subject to Aztran’s relentless Sun, with little life and riches to them, only desolation - a place for Orcs to be trialed, to repent beneath the Sun or find answers in the Clearest of Night-Skies, with many Ilzhonal venturing into the sands.

     

    The Skin Color of Orcs having significance tied to Aztran for them: Gold/Yellow/Orange were Orc Lineages supposedly blessed by Aztran, Black/Charcoal-Skinned were supposedly scorched by Aztran and alluded to a Dark Ancestry; White Orcs were considered forsaken by Aztran, hence the White-Washing Orc-Exiles.

     

    Aztran’s Enemies are chiefly Creatures of the Dark (be them beings born from dark-magic, wielders of it, or merely creatures that inhabit dark places), The Void & its Wielders, alongside Other Non-Spiritual Deities (or ‘Surviving Tzitzimitl’). Most of those being burnt in offering to Aztran, for their Souls to be devoured and reduced to nothingness, cleansed from the universe - the exception being Undead, who are dedicated to Kor. 

     

    It’s said Aztran & his Lessers Watch Over through the Sunrays and Starlight, trying ward out threats and warn those Faithful to him through the Stars and in Visions & Spirit-Walks. The Tonatiuh Ilzhonal developed a Greater Ilzpaak & Calendar System by study of the Stars and with aid of Aztran’s Lessers.

     

    As a more trivial curiosity, the Ixtzûl have Heliocentric beliefs.

     

     

    Gazigash - Spirit of Blood, Flesh & Bone

    Blood-Mother, Bestower of Life

     

    FkBuQG1XwAIPxAd.jpg

     

    Spoiler

    Gazigash is the second most important Ixtzûl Spirit, believed to have been Paved the Road to Animal & Descendent-Life by constructing it out of flesh, sinew and bone; and offering her utmost Gift - Blood - to allow it to persevered beneath Aztran’s Sun

     

    For this reason the Ixtzûl deem Blood as Utterly Hallow, a Gift of the Spirits that shouldn’t be wantonly spilled, and why the Curse of Bloodrage should be held back: Blood is a Gift of the Spirits, for the Spirits, and should only be spilled honorably in their homage or in battle

     

    Upon slaughtering foes, the Ixtzûl commonly evoke some form of praise to Gazigash, dedicating the spilled blood to her. It’s why many bladed weapons are imbued with the Blood-Mother’s essence or decorated to please or allude to her in some way; some such weapons intended to retain the spilled blood along them.

     

     Sacrifices to Gazigash often revolve around drying the victim of their blood, either pouring it upon shrines, altars or vases/bowls, among other practices. Another common (day-to-day) practice is Blood-letting, wherein before a Prayer an Ixtzûl slices their palms or other part of their body in offering to a chosen Spirit. 

     

    The Clan’s Anthropophagic/Cannibalistic ways are also tied to Gazigash, as by consuming the body and blood of another worthy-dead, the Ixtzûl believe their qualities and attributes will be partially imparted onto them, since that’s the Shell which retains and grows in accordance to their Soul.

     

    The Ixtzûl also approve of Blood-Magic, so long as the ichor is used in reverence, and due praise to Gazigash is made, often asking for her permission in oration before enacting the rites. 

     

    Vampires & Other “Blood-Consuming” - called “Eztlipitzotilia”  (Mahuizahtotl: “Blood-Defilers”)  are churned as being most wicked and foul creatures of them all, as their actions are considered an utmost irreverence and defiance towards Gazigash and Her Gift. They are brutally burnt alive, after being severely tortured and mutilated.

     

    Given how the Clan’s main form of relationship is Polygamy, without any real recognized relationship bonds such as marriage, two orcs may become Blood-Brothers/Blood-Sisters instead, wherein they swear to work the hardest to assure each other’s success in life, helping one another where it’s needed, avenging the other should they die and tending to their deathly remains personally.  This serves as the deepest, most sacred, bond between two Ixtzûl, requiring nothing shorter than a tragedy to justify it being broken.

     

    Kor, Spirit of the Dead

    Governor, Guide & Judge Of Souls, 

    Gate-Keeper of Micquichantli

     

    Picsart_23-04-14_22-10-35-488.jpg?width=

     

     

    Spoiler

    As the Spirit of the Dead, Kor is obviously of utmost importance to Clan Ixtzûl, like all other Orc Clans, due to holding the Gate of the Afterlife. The Tonatiuh Orcs of Old, upon dying and joining the Stargush’Stroh - or, as they call the “Micquichantli (Mahuizahtotl for “Hall/Home of the Dead”) - turned to plead to Kor, asking for permission to rise their own city in the Ancestral Realm to preserve their culture eternally, and restore in Death the Greatness of their Kingdom. 

     

    Kor approved of their request, and thus Tonatiuh’Teocuitlaltepetl (mahuizahtotl: the “Golden City of the Sun”) was founded in a more peaceful, and hidden, location within the Forest of the Great Hunt, alluding to their homeland in the Mortal Realm. Their Leader (or Tlatoani) in the Afterlife being the Uruk, Ixtzûl Tonatiuh’Tlapepentli himself.

     

    kisoo-lee-eldorado.png?width=1140&height

     

    Enjoying their secrecy and sticking to their own ways, the Path to the Golden City is Hidden - only other Tonatiuh Orcs being led to the start of the Path - and Challenging, for the Ixtzûl believe All Knowledge & Skills Learned in Life must be Proven in the Afterlife - only them can they enjoy their rest with their deceased, honorable, and victorious brethren. The Path leads to a Subterranean System, wherein the Ixtzûl are tested physically, mentally and spiritually; based on their experiences and attributes. With success, they emerge into the entrance of the Golden City, awarding celebration - even if accompanied by Lutaumancers, it does not matter, for the tunnels lead each Ancestral Spirit into a different journey.

     

    Caves in fact have an importance to the Ixtzûl, and ties to Death: they are places where Aztran’s Light does not reach, and where life struggles and perishes - unless it’s ‘of the Dark’. For this reason Lutaumans of the Clan go into caves for Spirit-Walks to the Ancestral Realm, figuring they are closer to the Realm of the Dead there. They make sure to purge the Cave of any wretched creatures that could disrupt the ritual, Hallowing the Cave with Incenses of Kor (made of powder and ashes from deathly remains) whilst chanting to the Spirit. It’s also in the Depths wherein one of the Clan Trials happens.

     

    Rites to Kor are made Before & After Battle, with Spirits tied to Battle also being evoked (Vulka, Enrohk, Leyd, Kezt & Dazkur). Chants and praises are made before battle, for Kor to welcome the Ixtzûl should they fall in Battle; after battle is won, the fallen are gathered - both allies & enemies - with a sacred rite to Kor, such as a dance, taking place around their bodies. 

     

    The Destination of the Corpses is thus defined: to which Spirit is to be sacrificed and how; nonetheless, the Bodies are Eaten, Burnt or Destroyed - not buried - in fear dark forces may reanimate or use them. In this light, Undead are dedicated to Kor, for the Spirit to punish or handle them as he sees fit.

     

    Elders on the Brink of Death are sent to a Death-Quest, in hopes they may die honorably like a true orc: battling. An alternative, for those who Shamed the Clan, the Spirits or White-Washes, is a Blood-Eagle Ritual to Kor, where they must endure slowly dying as their ribcage is torn, without screaming or begging - one last ditch attempt to recover their honor and be welcomed in the Ancestral Realm.

     

    For the Clan Death isn’t the End, only a New Chapter: what matters to the Ixtzûl is the Soul, with the Body being a mere Shell conceived and sustained by Gazigash, with odd instances where it is miraculously reconstructed without dark magic - for Each person has a Purpose to Fulfill in the Mortal Realm. At times too, one of the Dead - an Ancestral Spirit - may find New Purpose in the Mortal Realm, bound to Return as a Muyakelg, a practice seen as legitimate by the Ixtzûl, so long as the Dead has Kor’s Permission.

     

     

    Luara, Wolven-Spirit of the Moon

    Celestial-Watcher, Guiding-Moonlight, Sister of Aztran

    Protector of the Wanderers in the Night

     

    3422cc4f721509fdf27034a1912ed17a.jpg

     

     

    Spoiler

    The Ixtzûl believe Aztran - worried about the Mortal Realm falling into Darkness when his Sun settles - reached out to his younger sister - Luara - requesting her to create a cosmic body to shine and illuminate the land during Night-Time.  Thus Luara raced across the cosmos hounding after scattered meteorites and debris destroyed during The Battle of the Spirits & the Tzitzimitl, collecting all of them together to create The Moon.

     

    Luara since is said to Watch over the Mortal Realm through the surface of the chalk-moon, conversing with Aztran during Dawn & Dusk, when their astral bodies ‘swap places’ in the Skies. She is Revered as a Guardian, keeping the villages, the Orcs, and other descendents safer during the Night, Guiding them with the Moonlight and Preventing Darkness & Terror from choking the lands. For this reason, many Ixtzûl utter Prayers to when Venturing at Night, or Before Sleep, also Carrying Protection Idols of her.

     

    It’s also believed she is responsible for Protecting Nocturnal Animals that aren’t offspring of the Darkness, the howls of coyotes and wolves seen as a form of Worship to her. For this reason the Ixtzûl Howl to the Moon, in Praise to Luara, enacting Rituals to Her in High-Peaks

     

    The Ixtzûl are faithful that Luara, alongside the Stars, will be the foremost Spirit to warn them about threats from the beyond, be it through alignment or phenomena in the Night-Skies. The Cycle of the Moon represents Birth, Life, Death & Rebirth; and also portrays Luara’s War with Malignant Forces of the Beyond. 

     

    The Blue-Moon signals great fortune is to fall upon the Ixtzûl, leading to rituals and even festivals to the Spirit; meanwhile the Blood-Moon is a clear bad omen, that impending doom and hardship is to follow, for Luara bleeds, Darkness Triumphant, leading to the Ixtzûl sacrificing more to her in hopes she heals, while staying on high-alert for enemies.

     

    Luara is often the Spirit of Ixtzûl who find themselves stray from Aztran’s Luminous Path, her guidance sought to help them find their way back to it, instead of falling into darkness themselves.

     

    The Clan refers to 1 IRL/OOC Day as 1 Luara/Moon Cycle, and 1 IRL Minute as 1 Luara/Moon Pace.

     

     

    Spirits of the Elements, Nature & World-Balance

    [Elementals, Urin, Arwa, Freygoth (mainly Zagbal), etc]

     

    air-digital-art-earth-elements-wallpaper

     

     

    Spoiler

    The Ixtzûl are closely tied to Land & Nature, believing the Spirits Directly Influence the World; it’s for this reason they seek to strike and maintain Nature & the Elements Balanced, lest the Mortal Realm plunges into Chaos

     

     Should any natural phenomena or mortal interaction mar the land, tip the balance, or cause harm to it or nature, the Ixtzûl shall act on behalf of Course-Correction - clearing the mess, healing the land, and worshiping spirits opposite to the element that prevailed over others. A wildfire may be combated with worship of a Lesser of Freygoth (associated to the biome burnt), to the Elemental of Water and to Urin (to usher in rains).

     

    This is not to say the Ixtzûl befriend Druids, merely that some of their ideals are compatible - nonetheless, due to worshiping the Aspects (Tzitzimitl, Lesser, Vile, Deities), the clan members are prone to antagonize the Druii.

     

    In the end, the Spirits mentioned here aren’t as direct and widely worshiped as the others, but Their Importance to the Mortal World is Acknowledged. When evoked though, the Ixtzûl will often do so in the form of Rituals and Festivities dedicated to those Spirits; mostly to Urin & Arwa, to assure the weather remains favorable, and harvest is bountiful.

     

     Zagbal, Lesser of Freygoth does take precedence over the Greater Spirit of Nature herself though, given the Ixtzûl’s preference and praise towards Jungles & Rainforests - their homeland biomes - the domains of Zagbal. They also believe Cocoa to be a Gift of this Spirit, used to make Xocolatl (Mahuizahtotl: “Chocolate”) which they utterly adore, deeming the taste divine.

     

    Children of the Spirits

     

    0CAG0E4Lr7idps2BfWWYNIin.jpg

     

     

    Spoiler

    While the Ixtzûl, as a Clan, worship a set of Clan Spirits in their own ways (as aforementioned), these Orcs encourage each Individual to Pursue the Spirit they Relate to the Most, to Be as close to them in the Mortal Realm as possible, both in their Connection to those Spirits and Down to Who They Are - becoming “Sons & Daughters of the Spirit”.

     

    This applies solely to Elemental & Immortal Spirits, for Ancestrals (obviously) are other individuals that already perished. Spirits of Dishonorable Concepts are frowned upon, and prone to get the Orc who chooses them white-washed. Examples are Kesaroth, Veist, Letrothak, Etna, Paxahru, Anyhuluz, etc.

     

    Aztran is forbidden, for no one Orc could hope to come close as somehow embodying or grasping the concepts of that Spirit (the Sun, the Stars & the Ethereal) for not only would that be immense haughtiness, but the Ethereal itself refers to things beyond mortal-grasp. Instead though, all Ixtzûl are to Champion Aztran instead.

     

    This means the Ixtzûl through a life-long process of Self-Improvement & Discovery are to figure out this chosen Spirit of theirs, with aid of Wise Clan Members, Elders, Shamans & the Ilzhonal (through Ilzpaak Readings). They are to seek New, Different, Experiences especially during their youth, and travel the world, adventure, seek further knowledge both in the Mortal & Spiritual Realms, to Learn More about the Spirits & about Themselves.

     

    Once they learn of this Spirit, and are sure of it, they are to venture to this Spirit’s Realm and Pact with them, turning to Champion their Chosen Spirit. From then forth, beyond merely serving this duty in the Mortal Realm, the Ixtzûl Orc is to try be the most like their Chosen Spirit, Evoking the Spirit in their Day to Day Actions and on Themselves (down to the likes of Traits, Qualities, Personality, Clothing & even Physique), albeit always Preserving their Clan’s Culture & Identity First Foremost.

     

    In terms of Personality, the Ixtzûl would push themselves into thinking more like how their Patron would behave, with some of the (mostly ‘positive’) Traits of theirs being incorporated by the Orc.

     

     A Child of Isuz (Spirit of Compassion, Caring & Tranquility) for one boasting all of those attributes.

     

    In respect to Qualities, the Child of the Spirit is to Master the Spirit’s Domain, seeking to gather as much knowledge and expertise on matters of the Spirit in question. 

     

    A Son of Ghorza (Spirit of Travel, Movement & Good/Bad Fortune) would try to travel and map the world, always moving and organizing voyages/expeditions, learning about various types of good and bad omens and perhaps becoming an Ilzhonal to tell others their fortune. 

    A Daughter of Vulka (Spirit of Warfare, Strategy & Siegecraft) would try to learn as much as possible about warfare, strategy and siegecraft, honing their minds for it, whilst also developing their bodies for martial prowess; trying partake in as many battles as possible, likely becoming a Military Leader.

     

    In regards to Clothing & Physique, a Ixtzûl sees and treats their Bodies as Temples, even down to the literal sense: they will apply as many trinkets, paints, clothes, piercings and so on so forth to Mold Themselves after the Image of the Chosen Spirit (be it, or literally to appear similar to the form the Spirits take), some going so far as to apply the likes of Flesh-Smithing among other Mutations to do so.

     

    The Reason for this is that the Ixtzûl not only believe it serves as an Ultimate Form of Homage and dedicated worship to the Spirits, but also a means for the Clan to Become Stronger through Diversity, which each Orc trying to achieve the highest degree of proficiency in a different area.

     

    mixtec-codice-regular.png?width=1354&hei

     

     

×
×
  • Create New...