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Runabarn

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  1. Name: Sally'Yar Race: Dark elf Type(s) of Shaman: Witch Doctor Teacher(s): Murdok'Lak
  2. Once more staff shows their true colors

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    2. Runabarn

      Runabarn

      Finally someone gets it

    3. Laeonathan

      Laeonathan

      what do you think about pink ct? I feel the should be more purple-ish 

    4. Runabarn

      Runabarn

      Bedrock VIP > CT

  3. Amendments Maledictions: -In order to make it compliant with the recent changes requested by LT, the shaman now chooses the effect their curses will take, provided the roll is successful. Hexes: -Same as maledictions the shaman is now able to choose the effect their hexes will have for both flora and fauna. The MC item must have this effect in their description, as well as what tier it is, its creator’s name and its expiry date. Hexes must be signed by the ST. Elixirs: ((Elixirs have always been a confusing mess. The lore does a poor job at explaining what an elixir is or does exactly. Moreover it made use of terms such as “boon” and “blessing” which is Farseer territory. On top of all that, the changes for hexes have rendered elixirs mostly obsolete. New abilities have been proposed to make up for the removal of elixirs.)) -Elixirs removed. Cursed Healing: -Limbs and body parts that have been replaced or reattached must now be represented by an item signed by the ST. Voodoo Dolls: ((This piece had problems of clarity and different sections of the lore contradicted itself on a couple instances. On top of that this spell had the issue of being too restrictive with meager payoff in return. This rewrite of the spell aims to solve these issues.)) Voodoo dolls are powerful tools employed by witch doctors to further torment their victims. Each voodoo doll is crafted in the likeness of a particular victim and tethered to the victim’s soul. This allows the witch doctor to inflict curses upon the victim regardless of distance. Starting at T3, a witch doctor can learn to craft a voodoo doll. First the witch doctor must acquire a piece of the victim’s body. This can be a lock of hair, a vial of blood or spit, a rag drenched in sweat, a set of nail clippings or even a severed body part. The ingredient must be taken from a living victim and must be used within 4 IRL hours of being obtained. Then the witch doctor must craft an effigy which resembles the victim. The ingredient must be incorporated into the doll somehow (e.g. its own hair being made from the victim’s, or clothing made out of a rag drenched in the victim’s blood.). Lastly, the witch doctor must perform a ritual requesting the spirits to bond the voodoo doll with the victim’s soul. If successful, the witch doctor will have in their possession a voodoo doll of the victim. The doll will not expire until it is used to curse the victim or is destroyed. A witch doctor can only have one doll of a particular victim existing at any given time. If a second doll is made the first one will disintegrate. A witch doctor can curse a voodoo doll through a ritual or a hex. This will apply the full effect and duration of the curse to the victim, no matter where they are. After being used in this fashion the voodoo doll will disintegrate. All Voodoo Dolls must be made into a MC item and must be signed by the ST. Redlines: -A voodoo doll may only be cursed once before it disintegrates. -The voodoo doll must have a close resemblance to the descendant. -Organic material expires after four (4) IRL hours of being unattached to the victim. -A Witch Doctor must be at least T3 to use this ability. -This is the only tool that may bypass the distance restriction of direct cursing. -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. -Do not use reagents from dead bodies. -If unsure about what is a suitable reagent for whatever reason, contact the ST. New Abilities Voodoo Nightmare ((Voodoo dolls have a lot of potential for interesting RP, but they currently lack variety in the ways they are able to be used. This is my proposal to make them more interesting and worth the trouble of creating one, as well as potentially making the experience more engaging for the victim.)) Starting at T4 a witch doctor is able to initiate a spirit walk while holding the voodoo doll of a victim, which must be sleeping at the time. This will transport both the shaman and the victim’s souls to a nightmare dimension inside the realm of Drelthok, spirit of dreams, regardless of the physical distance between the two. The Shaman has limited control over the nightmare and is able to communicate and interact with the victim. The victim’s body in the material world may turn and struggle in its sleep, but the victim is unable to wake up by their own means. The victim will only wake up if released from the spirit realm by the shaman, or if another person sufficiently agitates or hurts their sleeping body. The experience will invariably be unnerving to the victim and will deny them a good night’s rest, eventually degrading their mental health if regular sessions are maintained. Unlike regular dreams, the victim will be able to clearly recall the experience after waking up. At T5 the shaman is able to bring one other person to the spirit walk, which must be present at shaman’s location. This does not destroy the voodoo doll. Redlines: -Cannot be used more than once per OOC day. -Just as with spirit walks, this requires OOC consent and cooperation with the victim. -Cannot leave the nightmare and visit other spirit realms. -Cannot outright cause insanity or mental disorders. However, if the victim is OOCly willing they may choose to eventually develop some form of disorder after frequent sessions. Elemental Hexes ((Witch doctors had very little incentive to make use of the elemental spirits. The curses associated with them were very lame and uninteresting. Also the magic always had the problem of lacking usability in combat or fast-paced scenarios. This new ability aims to address both of these points.)) Starting at T4 a witch doctor can learn to contain the raw power of the elemental spirits in bottles and vials. Elemental hexes work differently than their Immortal counterparts. Instead of inflicting curses upon beings or blighting land, these hexes upset the elements in their area of effect, releasing elemental chaos. Elemental hexes are created by performing a ritual where the element is strongly present. So for example, a fire hex must be made with a pyre present, and an earth hex must be made in a location with rocky outcrops. A storm hex must be created in rainy weather. The witch doctor must have a bottle or similar container to store the hex. Elemental hexes are used by being thrown. Where the bottle shatters will mark the center of the hex’ effect. To throw a hex an emote is required to shake the bottle, making the elemental power inside the bottle unstable. The bottle may then be thrown with a second emote. The different kinds of elemental hexes are as follows: Hex of Tremors: Appears like sand swirling inside of a bottle. This hex causes the earth to shake violently, making it difficult to remain standing in the area and causes loose objects to tumble. This hex will not cause structural damage to any buildings. Hex of Raging Waters: Appears like a whirlpool inside of a bottle. This hex causes a whirlpool to form in a body of water. Hex of Blazes: Appears like an ember held at the center of the bottle. This hex causes fires in the area to flare up and burn with twice the size and intensity. The danger of something catching on fire or sustaining burns is thus increased. Hex of Raging Winds: Appears like a tiny tornado inside of the bottle. This hex causes a whirlwind to manifest in the area. If the area has sufficient sand or dust present it’ll create a sandstorm, severely limiting visibility. Hex of Magnets: Appears like pieces of ferrous metal floating inside of the bottle. This hex causes metals in the area to become magnetized and attract one another. Strong enough to stick armored people together. Hex of Thunders: Appears like lightning in a bottle. This hex causes a concussive thunderblast to batter the area. Anyone caught in the blast will be stunned and deafened for 2 emotes. This hex is instantaneous and has no duration. At Tier 4 the hex has a radius of 6 blocks and a duration of 4 emotes. At Tier 5 the hex has a radius of 10 blocks and a duration of 6 emotes. Redlines: -People may only carry a single hex of each type at any given time. -Cannot be used to destroy or alter builds, unless explicit RO permission is given. -An area can only be affected by a single hex at a time. -The shaman is not immune to their own hexes.
  4. If Harambe hadn’t been murdered, would the pandemic have been prevented?
  5. Local elf shaman looking for aspiring elf shamans to join elf shaman community.

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    2. excited

      excited

      local elf druid willing to have hippie commune with elf shamans

    3. Hephaestus

      Hephaestus

      funny high elf shaman man is willing to join

    4. Sorcerio

      Sorcerio

      Gonna become like Chi where the users are anything but its culture race...

  6. “The dark mages finally made their move.” An aged dark elf woman comments upon reviewing the message, making sure to write down the names of those foolish enough to openly respond to the letters.
  7. Here are my suggestions: -You should explicitly state whether the horns can be used in combat or not. I assume the lore is meant to be mostly aesthetic, so it’d be good to add a redline for it. -Clarify how the %reduction of growth translates to irl time. Also calrify if the reductions stack, for example if a half orc attempts to get quad horns what would the total reduction be. -I know Elemental spirits can’t grant horns, but it’d be good to explicitly say so. -I’d like to see a more involved process for recovering lost and broken horns, rather than just simply growing them out again. Something interesting like seeking healing from a shaman or from Akezo.
  8. Somewhere, Shanka’Yar feels a disturbance.
  9. That awkward moment when an april fools joke is actually what we need for reals
  10. You all know the bigger problem is all the people that shouldn’t have magic are rampant. But you won’t do anything about it.
  11. Yeah, alright. I like it.

  12. Looking for DnD group. Am big noob.

  13. Human Peasants should require a CA

    1. wolfdwg

      wolfdwg

      Nah nobles  should.

  14. Goodbye vote links

  15. There are already more kha types than kha players.
  16. Just gonna point out that this is in the wrong forums section. You should post stuff like this in the Roleplay forums. You simply don't need a lore post to play a dice game. Other than that, good enough for avoiding the roll spam.
  17. Thank you very much for the feedback, I'm gonna try to address some of the concerns you've brought up as well. I feel like things concerning CA's and applications proper are ultimately for the LT or MT to decide. Personally I'd be fine with either one. People could make a character for the sole purpose of getting it transformed, this actually does happen, so basically it's like the NPC example, but not really. If someone wants to roleplay the entire process that's perfect, no one's stopping them. Or they can just get the spirit walk roleplay done, then jump to the CA and wait, I haven't got any major issues with either. As for the Farseer interactions, I admit I am not very knowledgeable on the magic myself, which is why I had help from Jandy and Humanistic when writing the lore. The idea is that the Farseer could cast the imp back to the spirit realm during a spirit walk, basically they just leave them there. As to how to actually get the imp to be part of said spirit walk, they will probably need to force him into it using the rest of their magical abilities. Also, I don't mean for them to hijack the Farseer, they go for the person the Farseer is bringing. It is common for Farseers to bring other people along, usually because they were requested to do so. I did touch this on that in the post, the Imp will naturally victimize the passenger, as they are vulnerable. I hope that clears out your doubts, if you wish to discuss it more please do so.
  18. I actively avoid the topic of death and respawning, simply because it's just plain awkward and trying to explain it irp is even more awkward, so I did what I felt was necessary and nothing more. I also avoid touching on forced PKs for pretty much the same reason. I personally don't want any PK rules involved here, specially PK on first death, that's just incredibly restrictive. If you want an explanation as to why they wouldn't die, I'd argue it's because they hijacked a mortal soul. They use it to get into the mortal realm and it's not farfetched that they use its own respawning mechanism, or whatever. As for the regeneration point you brought up, I haven't heard of anything lore-wise that this would be breaking, All of this was discussed and reviewed by those two in the credits as well. I also don't see why it should be an issue at all. It's not a wolverine healing factor, it's just there to make sure they don't eventually end up like a limb-less nugget flopping around. If you have any suggestions as to how these issues could potentially be solved that'd be greatly appreciated. Edit: When I say PK, I meant forced PK. Getting banished by a farseer is practically a PK, but it'd only really happen with OOC agreement to go through with it, so that's fine.
  19. The Spirit Realm is home to more than just the mighty spirits the orcs worship. For every great spirit lords over its own plane, and each plane is anything but empty. There are planes oozing with all manner of spirit beings, lessers and underlings to the greater ones. The Burgûl’Dagul [pl. Burgûl’Daguli] is one such being. Description Burgûl’Daguli, commonly referred to simply as Shadow Imps, are minions of Sinbad, a lesser spirit of Veist, Greater spirit of illusions, tricks and thievery. In their true forms they are impish in size and appearance, the tallest ones don’t exceed 4 feet of height. Their bodies appear to be made up from a mix of black ink and smoke, keeping a vaguely humanoid silhouette. They sometimes have glowing marks and strange glyphs imprinted on their bodies. They show an impressive variety in body shapes and uncertain amount of body parts as well. The most outlandish of them have a plethora of eyeballs, arms, mouths, tongues, tendrils, horns and so on. Some choose to hide and adorn their heads under monolithic masks made from an eldritch material secreted by beings found in the Spirit Realm, further adding to the variety of their appearance. Their bodies are not entirely solid, thus making them terribly inefficient in combat and any tasks that require some amount of physical strength. They are comparable to young children in this regard. They compensate this with exceptional agility, speed and sleight of hand, making them excel at thievery and subterfuge. Capturing one of these imps by hand is virtually impossible. Behaviour Imps are characterized by their selfishness and general lack of empathy. They delight in the misfortune of others, as petty as it may be, specially when it is of their own doing. They tend to make an irritating series of cackles when enjoying themselves, sometimes hinting at some form of sadism. Their actions are fueled almost exclusively by an irrepressible thirst for mischief and sabotage. Because of this, they do not care for friendship, even from their own kin. They often assault each other, both physically and verbally. They especially hate running into other imps when attempting to prank a victim, because more often than not they end up stepping over each others toes trying to carry out their own idea of a prank and inevitably end up fighting one another instead. Thus, they mostly prefer to go alone. Mortal Realm Trespass In order for an imp to be able to cross over and operate in the mortal realm they need to piggyback on a mortal soul. They usually do this by cleverly using Farseers and Witch Doctors as ferrymen when they perform spirit walks. The otherworldly stowaways stealthily form a parasitic bond with their chosen victim, normally someone other than the Shaman, as non shamans are far more vulnerable and clueless of the dangers of the spiritual planes. Once in the mortal realm they begin to slowly eat away at their host’s essence. The host first starts to feel slightly weakened and tired, which mostly goes unnoticed as spirit walks are quite draining on their own, so it is dismissed as just a side effect. Then once the host is secluded, either resting or simply in their dwelling, the spirit commences to devour the mind. It then forcefully manipulates the victim’s body and sends it away to complete the consumption in solitude. In the final phase the spirit spreads its own essence throughout the body, slowly replacing the descendant’s former mass with the ink-like substance proper of the Burgûl’Dagul. This invariably shrinks them in size, leaving the resulting fledgeling no taller than 4 feet. The whole process takes no more than three days to complete. The Shadow Imp has complete control, no trace of the former descendant is kept except for the remnants of the soul, which had been assimilated by the creature. A different route for imps to come to the mortal realm is offered exclusively by Witch Doctors. When one of these shamans brews a hex, they make a call to the spirits and any may answer. They have little control over what the outcome might be. One such outcome is that an imp answers the call. If the hex was directed at someone, the victim will be cursed with the imp. Just like in a spirit walk, if successful the imp will go undetected and undergo the aforementioned process of taking over the victim's soul and body. Once able to operate in the mortal plane, the creature will seek out descendants for them to trick, steal from and fool. Their very nature is to create mischief, which in turns helps Veist remain prevalent as an immortal spirit. Their tricks can range from harmless pranks to potentially deadly schemes. Any danger however is not posed by the Imp directly, but rather through the circumstances that they are able to create. Also, while they are dexterous thieves, they do so purely out of a desire to cause mischief, not out of greed. They almost never keep stolen items, unless it would help them create more mischief somehow. Abilities The Burgûl’Daguli possess a number of magical abilities to help them prank mortals: -Deceitful guise: An imp can use illusory tricks to disguise itself as objects and creatures roughly the same size as them. For example they could appear as a cat, a large rat or a stool. They will lose the disguise if struck by even a small amount of force. It is also important to note that his is simply an illusion, not shape-shifting. (Exceptions to this ability pointed further down in the Redlines) -Glutton’s pouch: Their bodies are very malleable and do not fully respect nature’s laws. They can swallow objects, even if seemingly there’s no way it’d fit in the imp’s apparent volume. They can only swallow one object at a time (In the case of say, a pouch of coins, the whole pouch counts as a single item). They can swallow an item as long as it no larger than the imp itself. Animals and small humanoids cannot be swallowed. Swallowed items may be recovered by damaging the imp, causing a forceful expulsion of the item. -Liquid Escapade: Imps can turn their body to a near-liquid state for several seconds, evading any physical attacks for a short period of time and moving at great speed in a direction of their choosing. This is used to perform a quick getaway when in danger, mostly. They cannot fit through bars or anything that they couldn’t normally go through, so they may still end up trapped if used poorly. They need to rest before being able to use this ability again (Only once per encounter). Also, any items being held in their bodies are dropped upon using this ability. -Illusory Forgings: In a manner similar to sensory illusion, Imps can create false sounds and objects at will in their vicinity. These illusions are not hampered by logic, they will persist regardless of anyone not believing in them or realizing it is fake. The limitation to this ability is once again the size of the Imp. The Imp cannot illusion objects or entities much larger than itself. Auditory illusions have no restriction. -Re-absorption and regeneration: If they lose a body part or segment, they can reabsorb it to instantly recover that specific lost mass. They can lose a body part from being attacked or through self mutilation. It is not strange for these beings to mutilate themselves as part of a prank. If they lose a body part and are unable to retrieve it they will slowly grow it back in a couple days time. -Cloaking veil: They can ignore light for a period of time, becoming practically invisible. Very similar to the way ghosts go unseen, save a few differences. They can only perform a couple of actions while invisible, after that they will lose the veil and become wholly visible again. They will slightly flicker when performing actions while invisible. They are able to manipulate objects and interact with people while invisible, this counts as an action. They can only turn their own bodies invisible, any objects and clothing they hold will still be visible, including swallowed items. Otherwise, they can move freely without disrupting their magic cloak. This is mostly a tool for them to get in position or set up for a scheme. Also, unlike ghosts their invisibility runs out. An imp can maintain their cloak for around 5 minutes (in-roleplay time) at most, this is without them doing anything that would disrupt the cloak. Once their veil is lost, they must rest to refresh it (Only one use per encounter). Weaknesses and sustaining damage: -Shadow Imps are weak to Ascended soulfire, as their soul is technically a bonded perversion of a descendant’s soul. Paladin magic and Clerical light has no proper effect on them, as they harbor no taint and are not dark in their origin. -They may be expunged from the mortal realm by a Farseer if they somehow ended up in a spirit walk with one. They may be susceptible to hexes performed by a witch doctor, if applicable. -They are resistant to fire and chilling cold, temperature harms their strange bodies to a lesser degree than mortals. They are roughly three times harder to kill than a normal man with spells and attacks of this nature. Magics such as arcanism, earth evocation, elementalism and any other capable of physical force will harm the Imps accordingly. -They take damage from physical attacks. A well placed blunt strike can reduce their bodies to a black puddle. They can also be slashed apart and not allowed to regain their lost mass. They are incredibly hard to hit, however. -Arrows and other small projectiles tend to get stuck on their bodies and cause minimal damage. They can easily remove them afterwards, but the damage will remain. Getting struck by such a projectile forces them to eject any swallowed items. It takes roughly three to four direct hits with arrows to fully defeat an imp. On Death and such: Imps do not truly die, as they are not mortals themselves, technically belonging to the Immortal Spirit category. Their bodies can be disrupted enough that they practically die much like anyone else does, but the spiritual energy that makes up most of their being will persist, as well as their twisted soul. When this happens, they leave behind a puddle of black ooze that evaporates quickly. It will be some time before they can materialize again at a different place. (Same respawning mechanic as everyone else.) Additional Notes: -Burgûl'daguli are adept at stealth and pick-pocketing by default. -Imps may wear cloth (such as a cloak) and use items appropriate for their size. They will always be very deficient with the use of weapons, however. -Imps move fast and can climb many things, as if they were a squirrel or similar. They scamper and clamber all over the place. -They do not truly feel pain. What they feel is their energy and essence being depleted. They are afraid of their energy running out just like a mortal is afraid of dying. Red Lines: -They cannot have wings, nor any other appendage that would enable flight or glide. They also cannot use Deceitful Guise to turn into a bird and fly away. -Deceitful Guise cannot mimic a descendant. Animals are perfectly fine as long as all redlines are respected. -Any display of strength that would surpass what a halfling can do is forbidden. -Do not circumvent metagame rules with this creature. Do not spy on groups of people with invisibility to then snitch at the enemy faction. -Shadow Imps may never hold allegiance to anything other than themselves. Respect their antipathic nature in roleplay. -Do not remain invisible forever. That's just cheap. -Cannot wear armor. -Illusions aren't real, they cannot have any direct effect on anything. OOC: This is meant to be a playable creature, CA required and all. Preferably with a cap on how many can exist at one time, for the LT and relevant staff to decide. I felt like spirit-related lore was very lacking in the roleplay scene, outside of the orcish/shaman groups. So I wrote this lore in an effort to address this issue. I also find the aspect of a trickster creature to be interesting and something that hasn't been explored much. I also hope that this lore can serve to inspire more people interested in the Spirit Lore to create more creatures or anything that can add to roleplay. I am open to and appreciate all feedback. CREDITS: Huge thanks to Humanistic and Jandy for helping me with this piece and answering lore questions I had!
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