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Smaw

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  1. I like the idea, and it fits well with the concept of Veist. The only thing I'd want to bring up is that when a Spirit is killed in the Mortal Realm, it dies permanently and its energies are dispersed. Considering these creatures are spurned from the same realm, they should follow this natural law. Likewise, the regeneration of their limbs should not be possible if it isn't re-absorbed. Other than that, not bad.
  2. I'm interested in what this is, but the link doesn't seem to work for me. Any alternative?
  3. The Breath of Ramakhet Perhaps upon the vast palette of Spirits that meddle in our realm, the most interesting is the one in open rebellion to all others. One that would paint a picture of a landscape worn only by the pestle of time, and not by the influence of living things. Indeed, where many Spirits hunger for attention and power, there is one that serves as an antithesis. Ramakhet, the Immortal Spirit of Deserts, Barren Lands and Sand has pledged its existence to eradicating all life from the mortal realm. It wants not the focus of mere men, nor the reverence of Elves. It does not require the trinkets of Dwarves or the sacrifice of Orcs. Instead, it requires nothing; in the most literal sense. For a Spirit, the concept of time can be a difficult one to fathom. In the Immortal realms, such a notion does not exist, and certainly has no influence over them. For this reason, it is not enough for Ramakhet to wait. This is why The Breath of Ramakhet exist, creatures of staunch will that wander the wastes of the world. They are incapable of speech, and in many ways of thought as well. There is only one focus that spurns from their existence: destruction. Comprised entirely of sand, these reticent entities walk the wastelands in droves. The reason for their emergence is usually due to high activity in an area, and they will destroy everything in their path. Ramakhet does not want even a signature of life upon its blank canvas, and will have buildings, plants, animals and descendants torn apart without relent or guilt. These creatures have direct control over the sand that comprises them, and that around them. For all intents and purposes, they are considered well versed in Elementalism and can perform feats far beyond the capacity of Shamans. However, like all things, these entities have weaknesses that have held them at bay. They are very susceptible to air elementalism and evocation, and fire will cause them to crystalise into inactivity.
  4. Wish we had something like this in real life. I can't tell you about all of the things I've forgotten.
  5. https://www.lordofthecraft.net/forums/topic/163684-✓-the-igbagaraal-demons-of-the-darkness/
  6. Sure, why not? As it was mentioned earlier, it's something more tangible for people to work towards. However, can you explain what kind of system you would be using to determine the worth of ones actions, and when they would be deemed worthy enough to be blessed with horns? Who will play the Greaters? ET? Shamans? Those who played the characters?
  7. Have you heard of digestion? And that's even entertaining such a ridiculous notion. You can't eat a dragon and grow as big as one.
  8. Well then, it makes even less sense. How can you add that amount of flesh? It seeems altogether impossible, and for good reason.
  9. Dragons are enormous, so you cant feasibly illusion yourself into one. Unless you stand by a massive rock and cast an illusion on that as well as yourself; which even then renders you immobile.
  10. You did. He allows them to use this magic at the cost of their sanity (hence the degradation of the mind) which allows him to balance out his own precarious nature. It is quite different from the Spirit Realm, but I would like to reserve a lot of that for future event lines. If you're still interested, I can message you privately regarding this. In some sense it is quite divergent from the other realms of Dark Shamanism, because in many ways it isn't Dark Shamanism. In this sense the aforementioned is a pathway to this other state of being, which is introduced at the early stages during the ritual for choosing a "Truth". I didn't want it to be easy. Due to the ritual, it has to be decided upon by those involved in Dark Shamanism. If nothing is decided, then no one gets it. It's as simple as that. I don't like the idea of spoon feeding certain aspects of a magic or lore. --- In all honesty I've been meaning to expand upon this all and refine it, and will after I finish the working week tomorrow. I have read all of the comments here and will address them in an update soon.
  11. Yes, it will be independent from the other variations that exist. In terms of monitoring, I would hope the Raguk clan would be capable of seeing to it. I imagine it to be more of a cultural thing, which restricts it to a handful of people at first; which is bottle necked once again because so few of them are Shamans. But, ultimately I'm not sure. I'll have to think on it and edit it more. In my mind they're used as a protective barrier, so they can keep in line with this 5-block rule. Unless someone feels that's stupid, in which case I might look into it.
  12. Preface: Didn't come to step on any toes, I was asked to write something up due to inactivity and general disinterest with the latest batch of Dark Shamanism. The Origins of Ixli (Ixli before his corruption) When the ethereal dust settled with the birth of the Immortal Realms, Ixli looked out upon his dwelling with a swell of pride. After all, he was the Spirit of Truth and Judgement. At first he ordered his lessers into one of his two domains, and instilled in each of them a task and a philosophy through which to live. They would scatter out into the world, looking upon mortals and uncovering and reprimanding deceit and trickery. Ixli himself had other plans, and set out into the vastness of the world in order to uncover all which had remained hidden. It was his duty, after all, to uncover the many primordial veils that obscured the corners of the Universe. And so his search began. Though rife with danger, Ixli threw caution to the wind and remained steadfast in his noble pursuit. He was one of the first Immortal Spirits to venture outside of the safety of the Spirit realms. In the vast, celestial expanse he was subject to the mortal coil, and any harm that came to him would indeed be irreversible. He perused among the indecipherable remnants of creation, and basked in the eternal rays that illuminated his journey. He saw the most brilliants of stars, and the most hungering of voids. He happened upon unspeakable things, and witnessed histories that would ravage the sanity of mere men. It wrought at his soul and diminished his resilience, and yet he persevered in his heroic uncovering. No stone would be unturned in the pursuit of truth, for it would save the lives of many who were undeserving of such harsh fates. At one stage he found himself within a particularly large void, starved of stars and planets and near anything at all. It was as true a void as he had ever witnessed, and yet in its apparent centre an asteroid loomed. As he touched upon the dust, he saw a temple that bore all the resemblance of the darkest chitin. It was altogether inhuman, and incoveibable to mortal eyes. As he ventured into the shadows of the strange architecture, he uncovered an entity, dormant in a throne-like platform. Upon entering the hall, the torches around it flickered into wisps of flame, and the skeletal figure shuffled its awakened form. (The Nameless King) It spoke not of any language Ixli had come to learn, nor the symbols of the hall any semblance of familiarity. Instead they bore a sick aura, one that unnerved even the Immortal himself. Just as soon as the flames had risen, they were drawn into the creature, setting it ablaze. In a wailing rush, it advanced upon Ixli and stumbled before his feet. The fires charred at its bone and soon it crumbled into ash. As Ixli took a step back, the ash drew up and merged with his soul. It dug into him like indomitable claws, and refused to allow him a moments relief from the pain that wracked at his core. He felt his mind succumb to foul intent, a more precarious iteration of itself. He looked around him as the halls collapsed, and all of the energies of the room swirled into his being. He felt a rush of empowerment, and a subsequent fatigue that rattled his sanity. He began to hunger more. More, as the world beneath his feat crumbled and broke, and it was not long before Ixli found himself amidst the great void, alone with only his thoughts. The many thoughts that ate at him and screamed within his mind. The Origins of the Dark Shamans (The Truth of Death) Indeed, Ixli has been forever warped and changed by that experience. So much so that when he returned to his realm, a great wave of madness descended upon his subjects. All reverted to bastardising their former ideologies, each destructive and self-serving. Ixli knew that his hungering was not for more power, or for endless spoils. Instead, it was for sanity. In a desperate pursuit to return his world to normality, he would offer all that he had uncovered in exchange for the state of mind he fantasised of returning to. From this decision, the Dark Shamans were born. Ixli instructed one of his lessers to enter the mortal realm on his behalf, and to reveal to those more learned of spiritual energies, the forbidden knowledge he could barely allow. For all intents and purposes these powers were shadows of those he had uncovered on the asteroid, those of absorbing the totality of material and absorbing latent energies. Weakened and yet formidable variations of his own ill fate. They would come by way of the Tome of Ixli, a book that contained the indecipherable symbols presented in that far gone temple. Unknown even to the Immortal himself, it is only upon looking at them that the dark knowledged is seared into mortal minds. They cannot speak of how they function, and it is not something that can be passed on without observing the passages. It is a knowing that is plagued upon the soul, one that begins a process of withering the mind and body of those who dare to learn it. The appetite for power comes at a grave cost, one that will take from the Dark Shamans not only their bodies, but their sanity as well. However, this is not in the common understanding of sanity. It is instead one that pertains to a moral compass, and one of survival. Upon the descent of this madness, the Dark Shamans continue to forsake their safety as they lose sight of what it meant to have a mortal coil. The Tome of Ixli is a Lesser Spirit of Ixli, and is therefore not literally a tome. However, it presents itself as a tome and does not often diverge from this appearance. For all intents and purposes it will appear as a usual book, but will have immense spiritual properties. In order to understand the process of becoming a Dark Shaman, one must read the symbols that are represented through the Tome of Ixli. These symbols cannot be recreated or represented in any way, and the knowledge cannot be taught or expressed through any means. It is a process that binds to the Soul and begins to corrupt it, and is a process as natural as breathing for those that come to understand it. Due to this, it takes no significant effort to begin manipulating a Spirit, and instead is achieved through sheer intent or will.. Although the tome is actually a Spirit itself, it cannot be consumed by the art that it teaches. However, due to its nature it can be destroyed; a feat that would be particularly difficult as it can remove itself from the Mortal Realm at will. The Withering (The use of Blood Totems is especially important) Perhaps the most poignant state of a Dark Shaman is that of his or her withering, in which the mind and body of the host succumbs to a state of decay. This occurs because the unspeakable evils that find host within their souls gnaw away and tear them asunder. As the soul becomes more precarious, it loses its hold on all things mortal, and the body is often left behind. As this stage progresses, the Shaman will find their muscles weakened, followed shortly by their bones. Before long, their appendages begin to fall around them, and they are little more than ravaged souls and vestiges of sundered bone. It is near impossible to revitalise the mind of a Dark Shaman, but the body is not beyond repair. Through specific rituals, these Shamans may rend the flesh of their enemies, and transfer these materials onto their bodies. (Rending Flesh and Blood) When a Dark Shaman has overpowered an enemy, he or she may begin a process of absorbing their flesh and blood. Their latent energies will begin to draw these materials from bone, and will newly form upon the Shamans own skeleton in order to revitalise them. If a Dark Shaman does not occasionally restore their body, they will permeate the stench of decay, which will alert all nearby to their true state of being. Along with this, the decaying of muscle will prevent them from moving at any considerable extent. They will be severely impaired without this procedure. The Shaman must find a person of considerable energy (an actual player) and draw upon them. States of Withering: T1 - Weakened muscles and occasional slur of speech T2 - Weakened muscles and bones, slowed movement and mild hallucinations T3 - Decaying muscles and brittle bones, and questionable moral stance. T4 - Near-gone muscles, severely brittle bones and precarious sanity. T5 - Virtually ghost-like, with mild bone tethering all together. Weakened muscles and bones at T3 and beyond will persist through revitalisation, but will allow the Shaman to at least appear normal and without any kind of smell. The Great Mist Although the bodies of Dark Shamans can be repaired, the mind is irreversibly damaged. This causes them to drift further from normality, as they come to question their own mortality and direction in life. At some point in their decay (T3) they are drawn by the call of The Great Mist. The Great Mist is an unexplainable realm of towering statues. These stone figures each present an idea to the Dark Shaman, a truth in life that they may choose to follow and enact upon the world. In response, they are awarded a respite from their madness. With each task achieved, they can once more enter The Great Mist and meditate with these entities, in states of bliss. This will allow them to return to the mortal realm with clear minds for a few days. However, due to the cruel barb of fate, this will never be a permanent restoration, and is only used to stave off an inevitable decline. After they have completed a task, they will be returned to normality for the three day duration, but will be unable to use the truth spells they are otherwise granted. The three truths set by these entities and the powers they bestow are as follows: The Truth of Death: The ability to ensnare a soul in death, restoring it to the corpse under the false promise that it may return to life if it exchanges its own soul for another. The idea behind this ability is to force the dead character into seeing the inevitability of their fate, and allowing them the chance to stave it off a while longer. They will receive no boons and are instead set loose to murder fruitlessly. The ability can be used on plant life in order to kill it instantly, or in order for it to bear poisonous fruit. The Truth of Violence: The ability to provoke blind rage into a target, causing them to attack whatever is in the nearest vicinity to them, regardless of affiliation. If there are no targets in the area, the victim will begin to self-harm. (If suicide occurs, the player will not be required to PK in this exceptional circumstance) This ability can be used on animals in the vicinity, and will even work on the pets of those around the Dark Shaman. The Truth of Misery: This ability causes the victims tongue to turn black and sour, and will contort all words spoken into lies and insults. All sense of enjoyment will be removed from the taste buds, replaced by the same, foul taste; irrespective of what it is they are eating. Note: Only one truth may be followed at a time, and once it is chosen it cannot be changed for another. These abilities may also only be used once every three days, in line with the period of rest that follows. The Miser of Mist When a Dark Shaman reaches his or her peak (T5), they may choose to replace what little form they have remaining for a permanent state of darkened mist. This allows them to avoid ordinary harm, but they will be susceptible to aurum and the addition of powerful air magics, which will cause harm upon their twisted, incorporeal bodies. There may only ever be one Miser of Mist, as their abilities are far reaching. They are capable of presenting false visions to those they come into contact with, and may manipulate their appearance at will in order to blend in. They have no smell or distinguishable odour, but if they are touched, the hand will fall right through the veil. Should a miser be beaten and ‘slain’ in some manner or another, they are instead beaten back into the great mists, before they are able to re-manifest into the mortal plane. They are still capable of manipulating Spirits. However, they will not be able to rend flesh to mend their body, for there is nothing left to mend, nor will they be able to follow the three truths. Instead, they serve as a watcher to their ilk, and posses the ability to summon and disperse the tome of Ixli on a whim. The Ritual When it is decided that a Shaman will become the Miser of Mist, they are to be brought to The Great Mist. All Dark Shamans currently active must attend with the Tome of Ixli, and sail the river of lies. At the base, a statue larger than all others resides. At the bottom is an altar, one that the chosen Shaman must be rested upon. It is then that the opened Tome of Ixli will be set above his or her head, and all other Shamans will begin to process of rending his or her flesh. When they are little more than a collection of bones, they are to be set ablaze. Once their bones turn to ash, they are poured into the river of lies. After a time, the Miser of Mist will emerge and claim his or herself as Keeper of the Tome, where they gain the ability to summon and disperse it as they please. In order to reverse this process, the same number of Dark Shamans must combine their mastery of the elements in order to capture the Miser within a container. Once he is stored, they are to set it ablaze. This process will result in a PK. Note: If a Miser becomes inactive (Course of 3+ months, with prior explanation/attempt to communicate), they will be reverted back to a Dark Shaman Spiritual Manipulation (Some Shamans will forsake their flesh for a horrific presence) Due to their history and knowledge of the Spirits, Dark Shamans focus the brunt of their absorption on the dormant, or stagnant, Spirits that reside within every corner of the mortal realm. Due to the intense concentration that it takes to absorb and manipulate the stagnant Spirits, these Dark Shamans are only capable of using one spiritual energy at a time; this will increase to two after T3. They are otherwise capable of using any Spirits present in the environment around them. For instance, a Dark Shaman cannot evoke misery into an Ent when there are no creatures in the vicinity that have ever felt the sensation. However, if one were to enter a city, one may draw on the misery of the denizens to heighten this ability and force it upon a target. When these energies are manipulated and absorbed, they are tainted within the core of the Dark Shaman. In this process, the intent of the Dark Shaman is placed on the spirits, and they are then sent back into the region they were from. Emote 1: As an example, a Dark Shaman may stand before a blazing fire. He may them begin the process of absorbing the energies within, causing the lights to flicker. Emote 2: The Dark Shaman will them put his focus upon the spirits, demanding that they direct themselves to the nearby Orc. Emote 3: As the spirits are returned to the fire, it is twisted and corrupted into black flame, and will sear with greater heat. Emote 4: As it flows toward the Orc, it burns wildly in the region. This type of flame cannot be doused by water, and will blaze for the natural duration that it exists. This process affects the elements as follows: Water - Thickened or acidic and discoloured, the water may take on two states of being, dependant on a rolling system. Anything below 50 is thick, mud like water, anything above 50 is acidic. Fire - Blackened and unable to be doused, but likewise cannot spread outside of target area Earth - Weakened and discoloured, the ground crumbles and falls to smaller pieces. If these are used, everything will be reduced to dust Air - Poisonous and irritating to skin, this air cannot be breathed. If someone is in proximity and remains there, they will fall unconscious in three emotes. Metal - Brittle and jagged, warped metal cannot be crafted with and will render existing weapons and armours near useless, needing to be re-forged to truly repair. Electricity - Becomes extremely erratic and may turn on the Shaman himself, takes on a darker colouration and appears gray Generally, this does not affect or enhance Immortal offensive abilities, but will ensure that all healing spells produce the opposite effect. Each of these abilities scales with tier, in line with the way it would through normal Shamanism. When stagnant Spirits are influenced, they can no longer be used by normal Shamans until the region is healed by considerable feats of Shamanism; I.E blessings Weaknesses (A Seeker emerges) For unknown reasons, the Dark Shamans are haunted by creatures referred to only as Seekers. These entities appear to randomly emerge around these Shamans and attack them on occasion. If the Shaman is attacking someone, the Seeker may materialise in order to help the victim. Or, on rare occasion, to kill both. Their actions are impossible to determine, and they may even help the Shaman in exceptional circumstances. These Seekers are to be played by ET Actors as and when they desire, but much like the raid system, there must be a designated cooldown time on individual Shamans. The abilities they seem to have are mostly melee based, and are not above what you would expect of a traditional swordsman. However, they may also utilise an electrical spell that takes on a purple hue, and will render the Dark Shaman incapable of using Spirit based spells. Physical & Mental Weakness Due to their states of being, Dark Shamans are more susceptible to mental magics and illusions. Additionally, even if their physical bodies are restored, they are more prone to physical damage. Weakness to Holy Magic When the Dark Shamans are in unprotected states, they are susceptible to holy magic, which will cause them some degree of harm. It will not immediately kill them, but will become a major concern if it is not quickly repelled. It is imperative, for this reason, that they continue to revitalise their bodies. If their bodies are revitalised, they do not suffer the harm of holy magic, but are altogether as susceptible to other spells and indeed, the elements, as a normal body would be. Blindness At later stages, the Shaman's vision will rapidly deteriorate. Even with restored bodies, they will find they their eyes are hazed by a persistent mist. In these circumstances (T4 and above) they will only be capable of focusing directly ahead, and will otherwise see mist in all other locations. Spiritual Usage Dark Shamans may only use one Spirit at a time, which later increases to two beyond T4. However, only where these Spirits are likely to be active. As with normal Shamanism, a Dark Shaman may not produce fire where there is none, and can only work with existing material. Disconnecting a Dark Shaman In order to disconnect the Dark Shaman, a collection of brethren (3 T3+) must drown them in the river of lies. As this occurs, the Miser of Mist must summon the Tome of Ixli, which will proceed to draw the knowledge from every gasp of breath the Dark Shaman makes. Red Lines - Cannot use Truth Spells more than once per day, and not when their minds are temporarily restored - Can only use one Spirit at a time; two after T3 - Cannot use healing spells - Misers have weakness to strong holy and air spells - Miser receives the spectre buff, due to the nature of the creature - Miser is weak to gold; it would cleave through the miser much like a sword cuts through normal flesh - Shamans feel very off put when around dark shamans, and even more so when around the miser - Death and respawn rates for Shamans and Misers apply as with standard server rules - Uses all Magic slots - Being virtually incorporeal, the Miser cannot hold material things over 10 or so pounds in weight - Follows the guidelines and restrictions of normal Shamanism except where explicitly stated otherwise; this includes required emotes for spells So, how does it vary from earlier iterations of Dark Shamanism? Other than what is already obvious, I have included the origins of Ixli as a theme for the magic. This allows for further events and a general purpose to be expanded upon, and allows the Dark Shamans to attain power (with the drawbacks) but always strive for that balance; in the same way that Ixli himself does. Additionally, Shamans no longer consume or trap Spirits. It has been changed so that the decaying process takes place immediately, and cannot be held off by not consuming Spirits. In this way there is an altogether unavoidable punishment that comes with tier progression. Before it is mentioned that stagnant Spirits are somehow weaker, it is important to note that ALL Shamanistic influence on the mortal realm is achieved through the empowerment of stagnant Spirits. Written by Smawton Edited and expanded by Lhindir
  13. Well, when we consider that Raguk are a blending of two much older clans, it can stand to reason that their history is far outreaching. For the sake of understanding, its far easier to refer to the combined history of all "three" clans as Raguk in this sense.
  14. It can, yes. As for Raguk, that's more of a cultural thing. However, the origins are certainly tied to Raguk ancestry. It's up to you to decide.
  15. The Bone Lords & Croagaleg (Croageleg beneath the Blood Moon) When Gijaak had finished reading about the rich history of Blood Smithing, his curiosity lead him deeper into the antiquated tome at his lap. He flipped through page upon page, many a paragraph stained with rusted blood or worn with times decaying touch. Eventually he came upon a well preserved segment, which alluded to the aspect of bone, the foundation upon which all mortals are tied. It spoke of the Bone Lords, and of their King, Croageleg. Croageleg is the lesser spirit of Gazigash, and rules second over the domain of bone. He appears as a skeletal humanoid, with a cloak of wither bone that resembles much the feathers of a raven. As with all Spirits, each lesser degree of power limits them to a more specific theme in the overarching idea of their realm. Where Croageleg is the King of Bones, his four lords are tied to the states of bone and indeed the way they interact with the world. There were a handful of Ancient Raguk Shamans who were more interested in the realm of bone than of blood, and their curiosity lead them to uncovering a potent ritual that would allow them to adapt the idea of muyakelg so that they would comprise only of bone and trinket. This would make them physically immobile, but would allow them the opportunity to draw from more of their soul. Bone Muyakelg The Bone Muyakelg are variations of the already existing idea of muyakelg. They are not made of flesh or blood, and are instead entirely formed from the assembly of bones and trinkets. Due to having no muscle, these muyakelg are incapable of movement. They also vary in that they are not called from the Ancestral Realm, and are instead drawn from the Immortal Realm of Bone, under the ruling of Gazigash, the Immortal Spirit of Blood and Bone. For this reason, there are only four possible Bone Lords from which to choose, each of whom control a different aspect within this sub-category. Their souls are not stored within fleshy cages, and are instead within trinkets. This is achieved through the process of spirit smithing- something which is readily available as a possibility already. Due to this, they are able to more directly tap into their spiritual energies, allowing them the capacity to harness their unique magics wherever they may be. Bone Lords are defeated by destroying the trinkets that adorn their forms, for these are where their energies are stored. Upon breaking these crystals, their souls are released back into the Immortal Realm. Typically, Bone Lords are propped up like scarecrows, or encased in protective tombs, where they may emit their influence upon the environment around them. It is only possible for one Bone Lord to be active on the server at any one time. In order to create a bone lord, a T4 Latauman will need a complete skeleton, stripped of any flesh and bathed in pure blood for a week. The blood must be held within a blood steel container, and must not be a mixture of blood types or from different species. The Shaman will then summon the Spirit into their spirit smithed items, and submerge them within the container for a further week. Incantations and rituals must be performed daily, and the strength of the Shamans own bones will be weakened while the Bone Lord is active. This will cause them to have weak postures, and will mean any attacks made against them will break their bones with ease. The Four Bone Lords Igimig the Brittle Passive: Any bones around Igimig will begin the process of becoming brittle, and will also begin to decay that which surrounds the bones in question. For instance, putting bone totems into the ground around Igimig will cause the ground to weaken and succumb to decay. If prisoners are held near him, they will suffer a gruesome fate as their bones and subsequent flesh withers. Active: If free bones are within his vicinity, Igimig may snap them into shards and use them as dangerous projectiles. Putrak the Strong Passive: When bones are set into armaments, weapons or buildings, Putraks aura may strengthen them. This will allow swords to hold under greater pressures, and will enhance the foundations of buildings, allowing them to withstand more considerable force. This is largely due to the active spiritual energies in the bones absorbing shock. Active: Putraks influence causes bones to strengthen, allowing them to withstand higher extents of damage, but this cannot work on the Shaman that summoned him. Ked the Farmer Passive: Ked may enhance the effects of bone meal, and will allow any plants grown near him take on far above average sizes and strengths. They will also form a slight sheet of bone over them, protecting them from the elements and from simple tools and weapons. For instance, a tree grown in proximity to Ked will take on a much larger size, and will have bark that is shielded with a layer of bone. This process makes all plants take on a white appearance, and will require further bone meal instead of sunlight in order to survive. Active: Ked may perform a spell that stretches the bones of his enemies. This can be performed to either weaken them, or cause them to protrude from flesh and render the victim useless. Bakat the Watcher Passive: Where bone charms hang or lay, any unwelcome presence will cause them to rattle and shake with extreme violence. This will alert those in the area to the presence of an intruder. Bakat is especially useful when entombed with valuables, where the ringing of his chimes may resound within a region as large as an Orcish citadel. Active: Bakat may exert influence over his enemies hands, and may begin the process of drawing their fingers into their eyes. This will only work within his radius of influence. Red Lines: - Requires a T4 Latauman and Spirit Smith, and requires two weeks of RP to finalise - Will "die" when trinkets are destroyed, which is as simple as breaking glass - Bone Lords cannot move (this includes speech) by any means, and many only exert their magical influence as follows: - Passive 10 block radius - Active - 5 block radius Note: Intended to be expanded upon in the coming days, and open to criticism and change where necessary.
  16. Religions should exist within cities that relate to their ideologies. For one thing, it makes sense, and for another, it helps to further centralise RP. We need to get rid of the days where every 5 man Kingdom or Guild was entilted to ridiculous plots of land.
  17. I could probably update and refine this a little if you want. A Lore submission should have more weight and features.
  18. If you have access to Fire Elementalism, sure. It's one item, so it can't be reproduced.
  19. Spirits reign over a vast array of emotions, but there is no physical "happiness" or "anger" in the world so much as the reaction to those states of being, in much the same way that things are drawn from the Void; which must arguably be something. Therefore a Spirit of the Void would not be dissimilar from a Spirit of Anger or Bloodlust. It's lacking because the people who were responsible for the Magic decided not to take it anywhere. I don't think the Dark Elves should be devoid of interesting RP and unique cultural aspects simply because the Orcs can't get their act together.
  20. The Font of Unspeakable Things At first he was nowt more than a speck of grey on a vast canvas of beautiful, motley inks. A meager entity in the world, he scrounged for the tiniest morsels of truth life could offer, distraught by the recognition that deceit and betrayal were the roots so common in men; a realisation that would spurn him into action. Alas, however, it is difficult to judge that which suckles at the teat of those who preside above you in stature and strength... And yet, a humbling position indeed, to look toward your peers and spark the first embers of ambitions flare. If his domain were truth and judgement, then he would surely scour the lengths of the world in search of that which remains hidden, clandestine in quarters where unspeakable things are best kept. And like a collector of trinkets, he uncovered one by one the many things of the world that had been forgotten and cast aside. His insatiable appetite for knowledge would lead him to the very corners of existence, to lands where the Gods had battled and raged, where the fabric of space itself had been torn asunder, and all remnants of an era long gone lingered with incredible energies. And it was one such scar that perturbed even he; a mass no larger than Aegis, that hurtled through the abyss with no noteworthy appearance to the naked eye. To the observant, the truth of this unusual asteroid was rather clear, in a sort of uncertain way. It was of considerable note, but for what reason remained unknown from such a distance. And so he did descend upon the stygian world, enraptured by his curiosity. It was almost devoid of life, save for the crimson petals that scattered the land mass in every direction. Far reaching and immeasurable, they clung to the slimy surface of grey rock that comprised the landmass, a reflection of an equally dull sky that seemed pervaded by a thick smog. The waters that lay strewn across the world in various pools were stagnant; mostly, were it no for the occasional bubble that seemed to break upon the surface. And yet in one of the many corners stood defiantly a font, a towering construct of rock that in truth resembled more a totem than what it actually was. He looked upon it, and before long his hand was upon it, and not long after that, his sanity was stripped from his very core as an unimaginable number of languages and teachings etched into his mind; those that were not entirely decipherable, and yet offered and indescribable language in the various symbols that etched upon his soul. Ixli had become more than he once was, at the terrible cost of exactly what he once was. Transformed into an unstable entity of omniscience, a new, desperate quest had fallen upon him. A hungering search for sanity, a means through which to cast his knowledge upon the world, one that would sadly never come to the fruition he had dreamt of in a purer state. For now he was hindered by a precarious mind, unable to enact his inheritance upon the world, unable to control and judge that which needed to be condemned. Instead, he would contribute toward the chaos. He had little choice. (Ixli's form suffering the corruption of The Font of Unspeakable Things) The font is the source of all unspeakable and otherworldly arts that plague the very essence of life. Feats and capabilities that are, but were never supposed to be. It is where the early iterations of Dark Shamanism had spurned, and all of the wrongdoings in the mortal realm that had no source or meaning. It is a remnant of an unholy conception, a congregation of power that was left in the forgotten recess of the Universe. It is maddening indeed, to all who come across it. It drains those who touch it of their stable minds, spurning them into an arduous and never ending quest to trade what they have learnt for the sanity of their victims. It is from this font that Ixli was birthed into the entity that he is today, and it is in his departure from that terrible world that he brought with him a relic of horrible potential. Indeed, it would seem strange for a font to produce a flame. Yet, perhaps it is the stranger things in the world that beget the strangest things. For when Ixli pulled away from the font, he was engulfed and tortured by iridescent flames; one of which soon settled into the appearance of an azure fire, absorbing those around it. Ixli would work hard to contain the flame within a sealed environment, for it appeared to have extremely negative effects upon his spiritual energy. With this in mind, he tossed it into the mortal realm, safe from its unrelenting danger. The Cold Jewel The Cold Jewel is an azure jewel that appears to contain dancing flames of the same colour. It is a fire that does not harm mortals or flesh, and instead feels quite cold to the touch; unless you are a spectral or spiritual entity. For those that are of a more ethereal composition, the flame burns wildly, and with such force as to eradicate them from existence in the way a normal fire may reduce a tree to ash. Interestingly, this flame may be harnessed by those with knowledge of Fire Elementalism. However, it will draw upon the mana of the Shaman more keenly than to use normal spells, for the Shaman will be unable to rely on minor Spirits of flame; since they too would be damaged by the properties of this strange magic. Instead, he must rely on his prior knowledge of fire and how to shape it, and will allow the Cold Jewel to access his mana and quite literally burn at his reserves as it is in use. This drains the mana of the wielder quite quickly, and is unable to be used after half an hour of IRL time. It will take some time to be used again as the Shaman wielding the Jewel must restore his mana reserves. To use this item beyond the limitations of the IRL period is to cause the Jewel to then burn into the Soul of the Shaman, causing them to die a quick and most agonising death. Red Lines - Requires knowledge of Fire Elementalism, and works in line with the corresponding tier they are operating at - Cannot be used for longer than half an IRL hour without resulting in player death - Does not harm Descendants, Animals, or anything other than Ghosts, Spectral Entities and Spirits and exposed Souls - Cannot be broken, melted or destroyed - More as I think of them/based on response
  21. What about the Spirit of the Void? Edit: Just trolling.
  22. Mostly because of the bullshit hiatus forced on the entirety of Shamanism while it was under review. From personal experience, you need to pester them every day from multiple sources until they actually decide to do something; as irritating at it is.
  23. Yeah, nothing is being stolen though. Considering there were more Dark Elven Latauman than Orcs, it stands to reason that they would have established more of a foothold than you anyway. At least in this scenario, they've lost the ability to access Orcish blessings and must instead rely on their own Ancestors and their own, separate realm. The Mali'ker were quite literally shaped by the Spirits, so to argue that they don't deserve a semblance of Shamanism, or their own Spiritual aspect is purely selfish reasoning. You have as much the ability to reform and grow Shamanism as you've always had, but no one apparently wants to put in the effort. I was asked to write this because they were lacking in lore; something the Orcs have never actually had an issue with. The resource has always been there to use, but seldom does anyone really use it properly. What is the point of having a Magic if you're not actually going to use it for anything significant, or even to create progressive RP? Believe me, I'm more than willing to help the Orcs (still, despite everything and how much effort I've already put in), but I need ideas and people that are willing to actually go through with it. Just message me and tell me what you want/need/or think needs changing. I'm not the bad guy here; never have been.
  24. It's still Latumancy, but with access to Dark Elven Ancestrals exclusively, while cutting them off from the Orcs. Basically it makes it so that Orc Ancestrals are for Orcs, and Dark Elven Ancestrals are for Dark Elves. It pains me to say it but the Orcs don't really have much of a culture to show at the moment. You haven't even used Shamanism at any significant length since Vailor. You're wrong if you think it should be exclusively for you, and even more erroneous if you think it's the saving grace of the Orcs. If you want to improve you need to provide more for the culture than Shamanism, and you need to do more than hunting and raiding. You need to get rid of Blah because it's entirely useless, and you need to get rid of the idiots that are ruining everything instead of clinging to them and their atrocious RP in order to keep numbers.
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