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Runabarn

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  1. 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.

  2. MC Name:

             Runabarn

     

    Character's Name:

             Shanka'Yar

     

    Character's Age:

             700s

     

    Character's Race:

             Dark Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/195100-witch-doctormarunabarn/?tab=comments#comment-1796459

     

    What magic(s) will you be teaching?

             Witch Doctor

     

    Describe this magic or a creature as a whole:

             

    Witch Doctor is a subtype of shamanism that revolves around conjuring curses by invoking the power of the spirits. It is a volatile art that often has unpredictable results and sometimes even afflicting the witch doctor themselves on occasion. Curses almost always have a negative impact on the victim, this Witch Doctory is considered a very dangerous art, some consider it an evil kind of magic.

    The basis of Witch Doctoring is the ritual, the core of everything a witch doctor does. A Witch Doctor must perform a ritual to entice a greater immortal or elemental spirit. The ritual always has the following components present; Chanting in old blah calling to the desired spirit, a number of reagents that relate to the spirit in question, and the ritual dance which must incorporate movements that again relate to the spirit. Through this ritual the witch doctor achieves any spell at their disposal that they have learnt.

    The abilities of a Witch Doctor range from directly cursing someone's soul through the ritual, to creating voodoo dolls and sewing severed body parts back onto a patient at the cost of a permanent curse. Every ritual has a chance to fail and afflict those involved with a minor curse that is random in nature. This chance of failure is lessened by the Witch Doctor's experience and skill, but is always present.

     

    Curses have an immense variety of effects and applications. The nature of a curse is dependent on the specific spirit that the ritual was performed to and could cause many different things to happen to a victim. One never knows how a curse will turn out, only that it'll be something related to the specific spirit's domain.

    Curses can also be made into hexes, which are potions that carry the curse's effect instead of directly cursing someone. Hexes are essentially a bottled curse that can be stored for later use. The hex will only take effect if someone consumes the potion or if it is turned into a salve and applied to a weapon which then draws blood on a victim. A witch doctor can also pour the contents of a hex on terrain to blight the terrain, corrupting a piece of land with a spirit's influence.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    No, this is a subtype

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Shanka'Yar stands in the graveyard's grounds. She wears a thick black drape that obscures her form, an homage to the Greater Spirit of the dead, Kor. A lit cauldron rests in front of her. She stands deathly still, like a lifeless statue. Moments pass and she begins the ritual "Kor, kû'narish. înlat mukh trafatizgim ashûrz?" The shaman speaks in a lethargic quiet tone, nearly devoid of all energy.

     

    A fist extends from beneath the dark cloak, fresh dirt from a nearby grave in its grasp. She slowly loosens her grip on the still wet soil, letting it pour into the boiling water below. Shanka quietly watches the dirt dissolving and be consumed by the water.

     

    Next the shaman produces an old skull, holding it out in front of her. She stares into the empty sockets for a long time, reflecting upon the hollow vessel which at one point held a mortal soul. A melancholic breeze blows through her, then she overturns her hand and lets the skull fall into the boiling water.

     

    Afterwards Shanka bends down to grip the handle of the lit lantern sitting beside her. She turns around to face the tombstones as she holds out her right hand with an open palm, mimicking Kor who beckons the souls of the honored dead outside Stargûsh'Stroh.

     

    "Trafubizg lat aarûrz, kû'narish. Rad-ûr, unrat naakh-izub." She intones, much in the same manner as the initial chant.

     

    Shanka'Yar has rolled a 6 out of 6

     

    An unnaturally cold breeze blows through, cold as the grave itself. It puts out the fire under the cauldron and the water stops bubbling immediately. The liquid inside turns black and slightly viscous, with an earthly odor to match. Shanka'Yar collects the resulting hex in a bottle.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Lesson: Turning a hex into a paste

     

    Shanka'Yar sits on the table opposite to her student. Upon the table sits a bottled hex and two bowls with ashes.

     

    "I'm sure by now you've noticed that hexes are very convenient for storing curses, but it's always difficult to afflict someone with them. I'll teach you a little trick to make it easier."

     

    Shanka'Yar reaches for the bottle and pulls the top off. She pours half of its content into one of the bowls, mixing the hex with the ashes. "A hex doesn't need to remain in its liquid form. It'll still be effective for some time if it's turned into a paste."

     

    The old shaman proceeds to mix the ashes and hex with her bare hands. It soon becomes a thick paste-like mixture, similar to wet clay. She unsheathes a knife from her belt and brings it up onto the table. "Now that I've mixed this hex with ashes I can apply this to a blade or point."

     

    Shanka'Yar grabs a handful of the paste she's just made and starts to rub it along the edge of the knife "Now be very careful. Never do this if there's a good chance something will interrupt or distract you. If you accidentally cut yourself while applying the paste you're going to end up cursing yourself."

     

    Shanka continues to carefully apply the paste to the knife, making sure it's evenly spread and is correctly adhered to the surface and edge "This should be good. Let's see..."

     

    Shanka gestures her student to give her a hand. She holds her student's hand firmly and with a quick motion she uses the tip of the knife to prick the palm.

     

    [!]The student would hastily retract the hand. Over the following moments the student would start feeling uncomfortably hot. The effect would ramp up ((over the course of the following 4 emotes)) to the point the student is feverish profusely sweating.

     

    Shanka'Yar makes a dismissive wave of the hand towards the student. The student would find immediate relief as the curse's effect vanishes from their person.

     

    "Good. Now, it's your turn. Show to me that you've learned." the shaman shoves the half-bottle of hex and remaining bowl of ashes towards the student's side of the table. She sits backs down and joins her hands with a wry smile as she waits for the student to attempt to replicate what she just saw.

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    As a teacher it's my responsibility to make sure my students meet a certain standard when roleplaying the magic. Because powergaming is primarily an OOC problem, I'd address my student oocly about it first. I'd explain the situation to them and see how they reply. I'd reinforce their understanding of how to roleplay certain aspects of the magic if such were necessary during the next teaching sessions.

    Usually that should be enough to set a student right. But if the student continues to behave problematically I'd have to continue pressing them about it and explaining why it's wrong and how they should improve in that regard. If the student continues to powergame or behave in a subpar manner, I'd be forced to suspend teaching them anything new until they prove they can conduct themselves in an acceptable manner while roleplaying the magic. If worse comes to worse, I'll come in contact with the ST, explain the situation and provide proof so they can further sanction the student if they see fit.

     

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

             No

     

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

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  3. MC Name:

             Runabarn

     

    Character's Name:

             Nekrodendron

     

    Character's Age:

             0

     

    Character's Original Race (N/A if not applicable):

             N/a

     

    Transformed form:

             N/a

     

    Creator's MC Name:

             N/a

     

    Creator's RP Name:

             N/a

     

    Briefly explain the lore behind this construct or creature:

             

    This treant belongs to the Nightfall domain, under Nemiisae. One of three different types of treant, the other two being the Dayward (Cerrydwen) and Twilight (Cernunnos) treants.

     

    Treants are tree-like beings born of the forest when natural energies are abundant. In the heart of such a forest a slumber tree is created. From this tree sprouts a seedling, the first stage of a treant's life. Seedlings are the equivalent of children, having a level of intelligence comparable to that of a toddler, though they grow to be around 300 pounds in weight and 4 feet in height with a strength comparable to that of an orc.

     

    After about 4 irl months a seedling grows into a spriggan, the adult stage of treants. These can grow up to 8 feet in height and weigh up to 600 pounds. Spriggans have an intellect similiar to that of an adult descendant, but their size and strength is on the level of golems. Spriggans often wander outside their forests to explore and meet other creatures, but always return to their own forest.

     

    The final stage of a treant's life is the Ent. A spriggan that grows into an ent is no longer playable. Ents are massive, growing as tall as great trees. They are the wisest and most powerful of treants and spend most of their time slumbering in their elder trees.

     

    All treants have an innate duty to protect the forest where their slumber tree resides. To do this they have some special abilities at their disposal. They are able to morph their arms into weapons and shields to combat enemies. They can also unravel and extend them to ensnare an opponent. In the case a treant loses a limb or other body part they are able to fully regenerate the damage as long as they sit on sunlight for the healing process to work.

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    This is a Nighftall treant and as such takes on a more monstrous appearance. Twisted and gnarled branches grow on the back of this treant where spiders spin their webs and hairy lichens hang from nooks in the black wood. When completely still it's easy to mistake it for another tree of the shadowy marshes.

     

     

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

             No

     

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

             N/a

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             No

  4. Shanka’Yar shakes her head in disappointment, seeing the Rex has given the go ahead for dishonor to run rampant in the Uzg.

     

    “Very nub’hosh statement. Validating whitewashes and their murderous grudges will only bring more dishonor to Krugmar. Clan Raguk has no reason to be involved in the first place.”

  5. MC Name: Runabarn

    Character's Name: Shanka

    Character's Age: 700

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Witch Doctor

     

    Teacher's MC Name:

             TheBlackBobRoss

     

    Teacher's RP Name:

             Murdok'Lak

     

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

             No

     

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

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             yes

     

    {field_name_147}

             {field_value_147}

  6. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700 ish

     

    Character's Race:

    Dark Elf

     

    Link to your accepted MA:

    https://www.lordofthecraft.net/forums/topic/194218-shamanism-storm-elementalismmarunabarn/

     

    What magic(s) will you be teaching?

    Shamanism Storm Elementalism

     

    Describe this magic or a creature as a whole:

    .

     

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

    No

     

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

    Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    No

  7. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Shamanism Storm Elementalism

     

    Teacher's MC Name:

             Grandfathered

     

    Teacher's RP Name:

             Grandfathered

     

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

             No

     

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

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

    {field_name_147}

             {field_value_147}

  8. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Shamanism Metal Elementalism

     

    Teacher's MC Name:

             Grandfathered

     

    Teacher's RP Name:

             Grandfathered

     

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

             No

     

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

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

    {field_name_147}

             {field_value_147}

  9. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Shamanism Air Elementalism

     

    Teacher's MC Name:

             Grandfathered

     

    Teacher's RP Name:

             Grandfathered

     

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

             No

     

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

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

    {field_name_147}

             {field_value_147}

  10. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700 ish

     

    Character's Race:

    Dark Elf

     

    Link to your accepted MA:

     

    What magic(s) will you be teaching?

    Shamanism Metal Elementalism

     

    Summarise the Lore of this magic(s):

     

    Grandfathered

     

     

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

    No

     

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

    Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    No

  11. MC Name: Runabarn

    Character's Name: Shanka'Yar

    Character's Age: 700 ish

     

    Character's Race:

    Dark Elf

     

    Link to your accepted MA:

     

    What magic(s) will you be teaching?

    Shamanism Air Elementalism

     

    Summarise the Lore of this magic(s):

     

    Grandfathered

     

     

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

    No

     

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

    Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    No

  12. 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.

  13. [!]A statement would be issued to all the current Wargoths of Krugmar.

     

     

    “I, Snagagoth Shanka’Yar, do nub agree with Ugrad’Lur’s claims to Rexdom. Uruks should stay true to their traditions agh culture, nub claim power without honor agh introduce foreign policies.

    I ask the Wargoths to blah if they decide to support or deny mi right to klomp Ugrad’Lur for Rex, as tradition demands.

  14. 23 minutes ago, Savonarola said:

    “Lat didn’t even klomp mi’ for Snagagoth, juzt took it for personal agenda, agh now lat pizzes it away.” Grumbled Bel’ra.

     

    “Do I have to remind that lat lied about being honorary? Do I need to remind everyash about the rest of wub lat were hiding? Gruk lats place, runt.”

  15. Shanka’Yar would listen to this announcement of sorts with a furrowed brow. She decides it is time to make an announcement of her own.

     

    “I have had enough of this. For too long have our ways been ignored agh cast aside. Just peep at us bruddas, we have spent our tik in Arcas scrabbling agh wallowing in weakness. At every turn we have been put back down into the mud like bubs. How can we peep up at Krug like this? If things are to change, then we must bring about that change. I will nub stand agh wait anymore, it is tik to act. Agh I believe the first step is to respect the old ways once more. Ash needs the support of the Wargoths to challenge for Rex, anyash trying to claim it for themselves is nub hosher than Korgahk. I will gather the support of the Wargoths agh rise to the challenge if I must.”

  16. 5 minutes ago, Urara said:

    OOC:

     

    yes hello!

     

    Do you have any guidelines for attempted escapes by slaves?

     

    Are escape attempts limited by cooldowns? Should slaves only attempt to escape when their owners are also online? 

     

    For escaping you should contact your master oocly and come to an agreement. Some people prefer to roleplay the escape, some prefer to leave behind RP signs, some are fine just straight up leaving. Try to arrange whatever would work best for the two of you.

    Just remember that you shouldn’t be oocly forced to remain a snaga.

  17. The newly appointed Snagagoth, Shanka’Yar, makes an announcement in the goi.



     

    “Bruddas agh sistas! With the turmoil gone from Krugmar comes the return of our culture agh traditions! Raiding parties will soon be returning to Krugmar with bounties agh snagas. As Snagagoth, it is mi duty to make sure both snaga agh master follow the codes agh bring honor to Krugmar. Anyone bringing snagas to the goi must bring them to mi for branding agh evaluating! Anyone with questions or issues concerning snagas should seek mi out as well!”



     

    Shanka’Yar then distributes flyers containing guidelines for snaga owners to follow.

     

     

     


     

     

    Snaga guidelines:


     

    •     The Snagagoth is appointed by the Rex to oversee all matters concerning snagas. One should seek the Snagagoth for advice on the subject.

     

     

    •     All newly acquired snagas must be brought to the Snagagoth to be branded and, if necessary, broken.

     

     

    •     A snaga is their master’s responsibility. A master is expected to satisfy their snagas’ basic needs and provide them with the tools necessary to perform their tasks.

     

     

    •     Snagas must abide by the Code of Krug like any other uruk. A snaga owner must see to it that their snagas learn our ways. That includes respecting the spirits.

     

     

    •     When a snaga breaks the code, refuses to perform their task or otherwise fails to behave in a suitable manner they should be brought before the Snagagoth to impart an adequate punishment. Owners are discouraged from punishing their own snagas directly, as bloodlust and emotion can lead to inappropriate punishments, which would be dishonorable.

     

     

    •     Abusing and injuring snagas outside of lawful punishment is considered dishonorable. Snagas are meant to work, an injured snaga cannot work efficiently and time spent recovering is time wasted.

     

     

    •     The Snagagoth reserves the right to take away someone’s snagas if they deem their treatment too abusive or too lenient. Breaking the Codes of Krug might also lead to this.




     



     

    ((OOC Guidelines:))



     

    •     Never force anyone to be a snaga. Slavery roleplay isn’t for everyone and forcing it on people will only lead to bad times. Always consult oocly with your victims and make sure everyone is enjoying the roleplay.


     

    •     In the case that you’ve captured someone and they do not want to engage in slavery rp there are a number of things one can do instead. Sacrificing them to the spirits, auctioning them on the market or using them for witch doctors to practice their hexes are all good alternatives.


     

    •     Please make a conscious decision before having your character become a snaga, don’t make it just a throwaway endeavor.
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