Jump to content


Story Writer
  • Content Count

  • Joined

  • Last visited

Community Reputation

373 Incredible

About Ilikefooddude

  • Rank

Contact Methods

  • Discord
  • Minecraft Username

Profile Information

  • Gender
  • Interests
    Crushin Skullz

Character Profile

  • Character Name

Recent Profile Visitors

6,451 profile views
  1. If it helps with the discussion going on above me, as someone who plays a Bloodline Braduk I can confirm that we all are, and always have been, dumb as ****.
  2. The title pretty much sums it up. Although you can buy netherwart at the Cloud Temple Markets, and it can enter your inventory, if you ever try to move it it’ll disappear and re-shuffle your inventory around it. This kind of sucks. I’d post screenshots, but it’s kind of hard to prove unless done oneself, and I’m not super keen on repeating losing 50 mina for the third time. Hope this helps, though!
  3. Hey dude! It’s awesome to see that you’re invested in creating some lore and background for your guild, and I’m really glad you’re writing it up. It can be a tough thing to put your ideas down, and it’s even harder to do so in a way that fits the theme of the medium you’re in. Like the comments above me said, this doesn’t really fit into the theme of LotC right now, and if you want to talk more about why and what maybe you could do to change that, I’d love if you hit me up on my discord (ilikefooddude#8500) or here on the forums as a PM. Good luck man!
  4. Hey buddy, you seem pretty jaded. Are things alright for you? Hmu if you need to talk any time, man.
  5. Kor and Luara She was born in cacophony- white silence Amidst blaring synaesthesia. Her father called her Luara and threw her Skyward, giving him an anchor Inside the constellations. Daughter of Time. To begin a tale of such magnitude, some context might not be terribly out of place. We’ll start with Time. Time was Luara’s father, in the broadest sense of the world. As many can attest a Father isn’t necessarily someone that raises you. A father doesn’t have to know you and frankly (although, this may only be the opinion of rebellious teens and certain writing-blocked students), a Father doesn’t have to understand you. To Luara he was the word she used to describe her exact beginning (probably apt), and everything since then she attests rather proudly to herself, her peers, and those bothersome, fawning mortals. But it was with Sandru she gained her first purpose. When the Spirits first interacted with the mortal world, Elementals alone couldn’t represent what existed there. Ideas existed which couldn’t be explained by Earth, by Wind, by Chaos, Order, and, most importantly, Time. Chaos needed substance, Earth needed life, and Time needed counting. So, in what can possibly be called the worst event in the history of the world, the Immortals were created. The Immortals are the unholy amalgamation of the black and white ideals of the Ancestrals and the messy, shitstained cultures, experiences and contexts of the mortals. Luara began simply as a being made to fill an empty slot. In this brave new world Time, Sandru found, needed Order. Disgusting. Luara was created for, or possibly because of, the mortal desire to count time. Days. Seasons. By Luara the mortals would live their lives, plant their crops, bear their children, plan their festivals and generally cause ruckus and, for the first few, very successful moments, that’s precisely what she did. The world spun about her, and with each frantic revolution she lead them ever closer to their deaths. She was their guide through time. Their anchor in space. Their shepard. Then things got messier. We could blame poets, of course, but they’re just the most obvious culprits. We could blame lovers, but they’re pretty much the same thing, just with their hands and mouths busier. Frankly it was inevitable, but someone deserves the blame and, unfortunately, it’s probably Luara. More than counted time, mortals saw in the moon distance, silence, and longing. More than their Days and their Years and their Deaths they saw (As is their tendency) themselves, and through this the moon became more than just what Father Time intended. When alone, mortals looked up and felt compassion with the distant moon. When sad, mortals sighed at the sky and pulled empathy from her endless surface. And when in love- as of course many mortals were- they had eyes for only each other in the moon’s gentle light. And so Luara knew love. But she knew other things too. Not only are the Immortals shaped by Mortals, but by other Immortals too. Their interactions with each other are almost as important as with the bothersome creatures below, and from them grew personalities not even the mortals could begin to decipher. Great feuds- The terrible rivalry of Shezept and Jevex; Great friendships- The strong brotherhood of Theruz and Betheruz; And eventually great Loyalties. In this category came the bond of Luara and Kor. Kor was another borne from Time, but unlike Luara he was not quite so interested in the journey as much as the destination. He was the mortals’ finale. Their full stop. Usually, he was the quiet end to a fussy life. If he was lucky, he was the very loud end to a very fussy life. He- though he wouldn’t admit it- enjoyed this. And to him Luara was desperately loyal. Through time Luara guided all souls his way. From birth through life, through all counted and countless moments Luara dragged them willingly or not to where she was supposed to- Death. This was, of course, the original purpose Sandru gave her, and damned if she couldn’t do at least that. At first she called it duty- Her job, naturally. It was her only one. For some time she called it loyalty- She knew of the ideal and thought it apt. But it was with the painfully inflicted eons that Luara eventually knew it's true name. Spirits are the most human of deities- that is their nature. So it was with human agony- human longing, perhaps- that the moon became deeply, hopelessly lovesick. In Kor she saw, for the first, true time- the beauty of something in her moonlight. Silence, however, was in Luara’s nature. Distance, unfortunately, was what the mortals knew her by. Not only was a Spirit in love, staggeringly, but she was Shy as well. What a mess. She tried sending gifts, but Kor was quiet too. That’s his shtick. The best she gave to him herself- by his gates she arrived, piously taking the form of a great, white wolf. Her loyalty to him- for it was (perhaps for love it has to be) a great loyalty- settling her into this form for the rest of her time. Lovers and poets, kings and scientists- All of them she shepherded to his hand, but never did he say a word. He nudged them on, through his silent gates, and she grew distraught. What if he thought them gifts from Freygoth? Or Theruz? Or, worst of all, Isuz! It was in the middle of her pining Luara looked down. On this day her eye blared down upon the world, opened fully as was the convention for that time of month. It was days like this, of course, that dark things, mad things and, most importantly, desperate things, clawed their way from the undergrowth and howled to the sky. And Luara, for once, was banking on it. The Maehr were a group of Elves travelling to gain knowledge for their king. There’s another story- tragic and thoroughly longwinded- that tells of what evils befell them upon this journey, but it will be simple enough to say that, at its end, they were not in good shape. Their leader, Veluluai, had lost her mind alongside her people from the curse of some ancient evil and after an unfortunate instance involving murder, pillaging and mutilation they were cast away- banished to an empty isle with fading from existence their final punishment. Barely, very barely, Veluluai sunk her claws into what remained of her mind and drove it to pray. Her people, who were dying alongside their sanity, watched on mutley as their beloved Veluluai offered all she was for their minds- her body- her soul- her very own being- to any with power who were listening. Those with power, unfortunately, usually don’t listen. It was fortunate for Veluluai that Luara was. While it wasn’t exactly a fair deal, for Veluluai and her Maehr it was quite literally a godsend. What harm, surely, could do the moon, so beautiful and distant? It could have been quite a bit really. Thankfully Luara settled for their bodies and their souls. These she took- plucking from them their pure white skin and looking at it with a frown. No good. For Kor, she shrouded their moonlit skin in a cape of ebony, smooth as bone- Her moonlight, she decided, would be saved for him and only him. For Kor, she took their eyes; the green of Freygoth and the intelligence of Theruz were covered with the red of her Bloodmoon- They would look through the world with her ancient iris. For Kor, she marked their souls. Each one would be his as much as hers, and death would reach their kind for as long as time stretched on. For Kor, the Maehr became black, ashen, and beautiful. They were her gift- ivory turned ebony for the Spirit of Death. Their minds returned to them, many of the Maehr managed to feel anguished with their new form. Their waking moments into the world of sanity were filled with horrified gasps-To what spirit had Veluluai given their souls? What cruel new curse had she set upon their bodies? Horrified they balked, and the beginnings of panic bled into this strange, new race of Elves. Under placid moonlight they wept for lost beauty. Before it spread Veluluai set forth and calmed them with a word. This was her duty. Another price- an easier one, perhaps- she had payed to the Spirit of the Moon. To see your beauty, she told them, you need only look up. To see your life, she affirmed, you need only look forward. To see your soul, she stressed, you need only look within. And so it became that the Maehr dubbed themselves Dark Elves and civilised their reclusive isle, staying silent and distant from their past atrocities. During a lifetime Luara became a God to these, her prosperous gifts and, although she had of course intended for them to eventually die, it was with sorrow that she escorted the first of their dead to the gates of Kor. Eons upon eons shuddered as, with the Maehir by their side, the silence was broken between Death and the Moon. The rest, in fact, is rather brief. Kor took the young Maehr in hand and, with a skeletal grin, beckoned the wolfish Luara by his side. She followed, of course, and always would. In the Ancestral realm Kor created a pocket to store Luara’s gifts- the Groth’Stroh- and by hand he took all of the Dark Elves when their time upon the mortal plane drew to a close. Luara, with Kor sharing the sentiment, never rushed this. With love like theirs, they could wait.
  6. Elaborate on these contradictions; this could be the biggest hole in your lore and LM's love jumping on that, moreso than practical limitations. When 'Sensing', ie discerning mood or intent within an aura by physically viewing it, do these mages view changes in the tonality of colour, rather than the base colour itself (Green becomes sickly, vibrant, pervasive etc.)? Furthermore, can they detect changes in density and in the action of the aura about a person, either casting or passive? These would require a lot more work in defining aura and its interpretation by both Aura Sensors and regular people alike. There's more to say about this, however. As a magic that detects Aura it will rely more on the people who are being detected than otherwise; the non-mages will be doing the work of describing their aura, putting into words their characters' intentions and moods which, a lot of the time, are better left to be shown than to be told through their actions and interactions. The Mages themselves do a lot less, simply having to go through the process of detection and then saying, 'Ah yes, he is purple." What I'm trying to say is it's a magic that can't show improvement if the mage themselves improves, and the quality of roleplay is placed upon someone who doesn't really know the magic and has to describe something they might not know about or have not fully figured out how to express yet. Perhaps further promote how there's an interaction between the person wielding magic and the person being forced to emote. The Metagaming issue isn't really as large as it could be, but that's mostly because it follows the same line as mental magic. In practise it is fairly similar but more restricted, and the clashing of two magics with the same practical abilities (even if they're done in completely different ways) is another main reason that promising lore pieces are denied. I'm not sure how you can further differentiate the two, but work at it an make sure there's a difference in the abilities of the two not just in how they're achieved. Personally I like the lore, but I fear for it becoming a magic not widely used. Alongside mental magic you're further restricted with Kitten's Arcanism addition, which is where I would have liked this magic to go if that was a viable option. Perhaps it's best to move imbetween the lines of these two- The red lines, that is. This is in the Arcanism addition. Perhaps move closer to this idea- using Aura Sense as a diagnostic tool where, instead of sensing emotions like mental magic and instead you can determine the exact nature of what releases Aura, looking through the Aura and the subtleties within it to determine more about the person that is releasing it. Anyway, good luck! Revising some of the issues will definitely help getting some of the issues with the clashing with other magics, but simply typing up loose ends, if you don't want to change your magic completely, might let a well written piece of lore like this be accepted. Also, fix the last Red Line, it's a bit convoluted. (Is this referring to manipulation of your own Aura? Also, more what?)
  7. Totems It’s widely accepted among those who practise the art of shamanism that conversing with intangible beings from alternate planes tends to be awfully taxing. Simply limiting one’s own mana flow to allow the travel of consciousness to these planes requires a constant mastery, and on top of regular duties it’s a process most shamans leave for the Farseers or for times like ‘Some other day’ or ‘Perhaps tomorrow’. Thankfully, laziness is the creator of innovation, and certain Elders of the four sects of the magic have found handy ways around their more demanding duties. Use A Totem is, in effect, a medium through which a shaman may directly commune to a specific spirit. When an aspiring shaman first enters the spirit realm, they’re met with a ever surrounding wall of what’s best described as ‘fuzz’. White noise. The compilation of all of the information of the spirit realm around them, presented to being who, in this realm, has no eyes, ears or even body to comprehend it. As a student progresses they learn to extrapolate from this fuzz; piecing together senses bit by arduous bit. First comes noise, then sight, and so on, however this requires a constant conscious effort and will always be so, even to the most experienced of Shamans. A Totem cuts out the middleman by releasing this ‘Spiritual White Noise’ for a Shaman to directly interpret, making travelling to the spirit realm to contact this certain spirit unnecessary. Unfortunately, there are limitations to a Totem’s usefulness. While in the direct vicinity of a Totem, convening with the spirit that it represents will be quicker and, ergo, obtaining blessings from said spirit rather prompt. However, shamans close to a Totem will find they are only capable of contacting this single spirit; his white noise drowning out that of the entirety of the spiritual planes with its closeness. Should it, by example, be a Totem dedicated to a minor earth spirit, Elementalists would find that they couldn’t control any other element but that of earth when around the Totem. Witchdoctors, Lutaumans and Farseers would find it impossible to contact their respective planes, however each is still capable of talking to the Earth Elemental, should it wish to talk back. Their own duties as Shamans must be done elsewhere, which is why separate, secluded areas are chosen for a Shamans’ abode, shielded from the constant buzz of a Totem. It is true, however, that totems may be used as conduits for feats of great Shamanism. Should enough shamans meet at once they may create a communal blessing larger than any one Shaman would be capable of; performing feats such as converting tracts of lands to deserts and even, it is loosely suggested, and only in theory, contacting the Long, Long dead, such as Dom herself. In this case, the totem must be constantly upheld for as long as they wish this blessing to be present. Blessings changing nearby environments last only as long as the directions of the Shamans do- otherwise the power leaked from the totem will simply disperse, and be wasted. As a result, festivals are the favoured way of maintaining a totem; the spirit gains power through their prevalence in the mortal realm, so convincing a spirit to take up this duty may be a bit less arduous, should their service be praised regularly enough. In regards to contacting the long dead through Totems, it’s a tricky process. Experienced Lutaumans and Farseers alike must be present, and over hours- even days, in extreme circumstances -, the Ancestor’s name and deeds must be repeated through the Old Blah, and sacrifices of food, relics and animals gifted in front of the Totem. Even then, it all comes down to chance. The longer a spirit has been departed from the mortal realm the less likely it will be that they’ll contact it, so summoning any Ancestor from the early days of Aegis would be fruitless or short lived. Construction [URL=http://s1240.photobucket.com/user/ilikefooddude/media/1c3ceb41282a5592f064b606a42d53ca-d56ujhp_zpssg5o8iva.jpg.html][/URL] Depending on the spirit being summoned and on the Shamans erecting it, a totem’s construction can vary radically in its composition. As a rule, a Shaman who’s capable of summoning the spirit in question’s power must be present- That is, a Lutauman for an Ancestral, an Elementalist for an Elemental, and a Farseer or a Witchdoctor for an Immortal. The first matter of business to attend to when erecting a totem is, in fact, finding a willing spirit. Unfortunately, this is no easy task. Spirits are beings of Apohet’s Realm- Very few will enjoy the experience of being constantly bound to the mortal planes, as a general rule of thumb. While bound to a Totem, a spirit’s power in their own realm is null and void- Put on hold, as it were. They don’t answer to any greater spirits above them, but neither can they control lesser spirits under them, which is a big deterrence to any of the more powerful Immortals or Elementals of the Spirit Realms. A Farseer’s a useful addition, in this regard, as convincing spirits is a task they perform on a daily basis. Once a spirit has been contacted and has agreed to the binding, the totem can be built. Totems, in a way, can be compared to the shrines that often adorn the furthest reaches of the Uruk desert. Each totem is suited specifically for the spirit in question- depending on which aspects they represent or, in the case of an Ancestral, the aspects of their past mortal life, the totem can be astonishingly unique. Elementals tend to enjoy an artful manipulation of their element about them. In some cases, a small amount of a spirit’s power can be used simply to uphold aesthetics, such as floating orbs of water or an un-fueled brazier. An Immortal’s totem can be more vague, and can simply represent their aspects in certain ways, such as a spirit of fertility’s shrine being covered in writhing human fetuses. To begin, a central pole should be set in the sand. More often than not it’s a massive piece of wood, carved with the ancient runes of Old Blah, dictating aspects of the spirit. Next, a form of decoration about the central totem should be made- A good example would be the shrine of Enrohk in Athera, which was shaped in likeness to a giant eagle. These totems can often stand stories tall, and will loom over the desert for leagues. About the shrine, offerings and further aesthetics can be made to aid in the spirit’s binding- then, the rituals may begin. The Shamans must start by contacting the spirit in question- two capable Shamans of the subtype in question or one rather experienced Shaman (~T5) will call upon the spirit to inhabit the shrine. This is accompanied by the general chanting of all available Shamans nearby and the preparation for the blessing. For an Immortal Spirit, a Farseer must dictate to the spirit, through the channel of the Totem, how their power will be used upon the land. The spirit, as in a usual blessing, will grant the Farseer their power and the blessing will be made. In this case, the spirit’s connection to their altercation on the world is linked to the Totem as well as the Shaman in question- through this, contacting the spirit and receiving other blessings will become much quicker in the general area. Of course, the blessing must be remade by the Farseer about every Elven month, since the direction of a spirit’s power is only temporary. As for Elemental spirits, an Elementalist must make a pact with the spirit in question- again doing so through the Totem which the Spirit will be channelled. The renewal of this pact must be made in the same was as the renewal of a Farseer’s Blessing every Elven Month. In regard to Ancestral Totems, a Lutauman must make contact and bless themselves through the Totem, for the Spirit’s power to be tied to the construction. They must bless themselves in a way so that the Spirit may speak through them- the way in which to do so in a closely guarded secret, and of course it is so for good reason. Every Elven month this must be repeated, but such a feat becomes easier through the already present connection. Once this is all done, the Totem is complete. For the next Elven month connections made to this spirit through the Totem will become quicker and more coordinated blessings become possible. It should be noted that a Totem does not, inherently, increase the power of a Shaman- instead, it creates the opportunity for several shamans to aid in a single act of Shamanism. Although contact to this spirit becomes possible for Shamans of all subtypes, this doesn’t allow them to call upon its power either. Should the Totem be destroyed, or the Shaman who made the original bond killed or disconnected, the spirit will return to their true power in the Spirit Realm, and although there is a bond present between the Shaman and this Spirit, it’s a completely willing one by the latter, and at any time if they become displeased or they recieve a lack of worship, they may remove their power from the tie of the Totem.
  8. They're on to us. Thread locked and hidden for prosperity.
  9. Narfûral’Dush Should this lore be accepted, the current Dark Shamans will be wiped and the magic replaced with Narfural'Dush. It's been much, much too long that Dark Shamanism's gone without lore and as a consequence the moderation of the playerbase and of the magic itself has been poorly managed. This can be discussed and will be up for debate by the magic team, however both Shaman LM's agree this is needed. Overview The Narfural’Dush are a modernisation of the blasphemic Dark Shamans that have plagued the descendants since late Aegis. Unlike their older, more dead counterparts, the Narfural’Dush are, in and of themselves, Dark Beings, instead of simply channeling a twisted form of a regular shaman’s power. The first Dark Shaman was a Planewalker- A being connected not only by consciousness to the Spirit Realm, but by their crooked soul itself. As a result, this first Narfural’Dush underwent the changes that the Planewalkers did- a physical degradation, but also a higher spiritual bond. Blind, in the normal sense of the word, Planewalkers view the world only as a mish-mash of the Stagnant Spirits which inhabit each aspect of the elements and aspects around them. Physical and Spiritual Changes Due to the intensity of the Planewalkers’ connection, they have, quite literally, adapted to the realm in which they spent so much time. They are no longer quite what what they were- Indeed, this can be proven by their ability to see Stagnant Spirits, but also, more disturbingly, by the abilities of the Narfural’Dush. Simply said, though not quite so simply done, a Dark Planewalker can consume Minor Spirits in much the same way the more powerful spirits can themselves. As a Minor Spirit is consumed, a Narfural’Dush gains power over whichever aspect it represented- but this, as all such power does, comes at a tantalising cost. The more spirits a Narfural’Dush consumes, the less mortal they become. One shouldn’t confuse this with Immortality, of course. The most powerful Narfural- those who’ve consumed a total of Four minor spirits- hang on the edge of the two realms of Mortal and Spiritual nature, their very souls aching to be settled into one or the other. At the very base, those new to the corrupted artform sacrifice their primal ties to the mortal realm with each spirit their consume. The first taste of this power creates an unwholesome fissure in the essence of their souls, which begins its dark fluctuation between the two realms. Upon the initial consumption, a mortal who has stooped to such means as the Narfural’Dush will be plagued by a taint that spreads through them, physically and spiritually. Unlike the Shamans, who are spared from the debilitation of most magi’, the Narfural begin physical degradation the moment their souls fissure. The blindness which wracks the vision of Planewalkers accompanies the degradation of muscle, arriving rather unwelcomed upon the first spirit a Narfural' consumes- the more connected a Narfural’Dush is to the Spirit Realms- that being, the more spirits they have consumed-, the more intense this will be. In much the same way, these beings are prone to blackouts as their consciousness flicks willy-nilly between the Mortal and Spiritual realms. More often than not this occurs during sleep or times of quiet, but Narfurals who have drained three or four minor spirits find these can even occur during battle, and as such may choose to shy away from direct confrontation, or at least employ a henching man for their dirty work. Up until the fifth spirit consumed, a Narfural’Dush will always be able to interact with the mortal realm. Unfortunately, the strength of their physical influence drains despite this. It’s unnoticeable at the first levels- They grow weaker, and, indeed, less capable of combat , however they are still there. As a Narfural feeds on their third and fourth spirits, though, they find themselves… Flaking. The skin of their extremities- hands, feet, ears, and affected first. It starts as a skin condition upon the consumption of a second tier Narfural, but grows, and, frighteningly, worsens. As their balance- their connection to the mortal realm- falters, the elements composing their very form separate and drift apart. A third tier Dark Shaman finds his very skin brushing away each time it’s touched; like a beachside sandcastle under a twilight breeze, the flesh of their extremities simply drifting from the bone, until that last mortal coil crumbles from them, too. Disturbingly, however, the form of the Narfural will remain. A shadow, more comparable to the substance of a spectre than anything else, takes their place. Lifting becomes impossible, and their presence is no more than that of a light breeze upon autumn leaves. Later, entire limbs succumb to this effect; Teir four Narfural are little more than tattered robes with shadowy limbs, who slink around in faux blindness. The soul of a Narfural finds it much harder to connect to materials of the mortal realm as it becomes further connected to the realm of the spirits- This is the cause of their elemental degradation, and why a Dark Shaman of this type finds it impossible to alter themselves through fleshsmithing and why any magics they practise save those to do with the Spirits slowly slip from their grasp. Physical/Spiritual Changes *Once a Narfural consumes a minor spirit, his soul would begin to be dragged between the realm of Spirit and Mortal. *The more spirits a Narfural Consumes, the less connected they are to the mortal realm. *This causes the physical degradation in early levels- First Tier to Second Tier Narfuralhave similar physical ailments as Necromances, save the rotting. *Once the third spirit has been consumed, elemental decay sets in. Extremities such as hands, feet, and later limbs will slowly flake away into a sandy like deposit- What remains is similar to the substance of a Phantom, in a blobby, indistinct shape. *Limbs come off at the Fourth Tier, and they’re left mostly as a torso and degrading skull. *The Phantom limbs cannot lift weapons or heavy objects, and barely support the form of the Narfural. They often stumble about instead of walk. *A total of four minor spirits may be consumed- At the fifth, the Narfural would lose all connection to the mortal realm. *Narfural’Dush are plagued by blackouts. Oocly they may choose when they’d like for them to occur, but it’s more of a precaution to stop Dark Shamans becoming the warriors the Dark Shamans never should have been. *A first tier Narfural finds any other magic he practises drastically weakened- Abilities they may have had for years slip from their grasp, reduced to novices overnight. Upon the third spirit consumed, no other magic is possible for a Narfural’Dush. Abilities Naturally, the power accompanying all of these side effects is, to some, worth it. With the Spiritual Power over the Stagnant Spirits inhabiting the mortal realm being inherent in these beings, abilities thought impossible before are now open to experimentation. Basics A Narfural’s magic behaves in much the same way that a regular shaman’s does, when talking solely about how it’s used. Consumption of a minor Elemental spirit allows control over the stagnant spirits of that particular element, and curses and blessings are both possible through consuming immortal spirits. Ancestral Spirits are much trickier, since their souls are still those of mortals, and as a result a Narfural’Dush can only make pacts with them, which almost exclusively occur with Amiz Fauth’ul. However, both aesthetically and in some particular nuances, the magic differs. Elemental Magic. ~Elements controlled by a Narfural quickly become tainted. It’s a passive process, spread by the longer that they exert their control over a particular stagnant spirit. *Earth becomes dry and cracked; devoid of all moisture and life. Rocks only hold their shape for as long as a Narfural control them, and crumble into pebbles upon release. *Water becomes stale and undrinkable. A black, inky substance- a residue from the Narfural ’s tainted will- remains afterwards. *Fire dies down, concentrating into hot, brooding clumps of black flames. Very atmospheric. *Air becomes thick and heavy, like a mist. It stings the skin like a sulphurous cloud, and is tinged an unhealthy looking green. *Metal becomes warped and dangerously sharp. It has edges on its edges, but is usually formed into unergonomic shapes. *Lightning leaves a dangerous static about the area. Anything metal will spark and shock upon touch. This lasts for an Elven day. ~This taint cannot spread. As a product of connection, it can only occur if a Narfural makes a connection to the specific stagnant spirit of the element used. ~None of this occurs while the connection is present- only when it’s released. ~The spread of taint during connection is shown by the discolouration of the element. It usually becomes hued the colour of the shaman’s aura. Curses and Blessings ~Curses are more potent than regular witchdoctor, but they can only be done by a spirit that a Narfural has consumed. ~Blessings and curses can often be one in the same. Potency is increased, side effects are more prominent. ~Both still only last an Elven week at the most. ~The more blessings/curses from a specific spirit active at one time, the less powerful they are. ~Blessings become painful, despite whatever they’re attempting to remedy- The changes can also be forced on someone. Visions ~Due to the strong connection to the spiritual planes a Narfural receives visions just as a Farseer would. ~The Visions come upon them suddenly, without requiring them to enter the spirit realms. ~Usually, they are twisted, dark, and torturous, however they receive all the same visions which a regular Farseer would as well as these. ~They are also capable of creating visions which will be given to other Shamans. They may be messages or warnings, or tricks to lure the Shamans into a trap. ~The creation of visions doesn’t require the Narfural to consume any spirits, but it does drain them at the same rate as a blessing or a curse would. Ancestral Magic https://www.lordofthecraft.net/forums/topic/134762-those-who-linger-lutauman-addition/ Narfural, regardless of whatever they once were, are now fugitives of both the Spiritual and Mortal Realms. As an obvious consequence, finding friends in both of these places tends to come as a bit of a challenge. Narfurals are capable of consuming Spirits, but not the souls of the departed- although gaining the power of an Elemental or an Immortal is feasible, doing so with an Ancestral is above even these dark beings. Lingerers, known to the denizens of the Ancestral Plane dispassionately as Amiz’Fauth’ul, are the devious souls of long-dead Dark Shamans. During the time of the clan war, scores of these Shamans departed the mortal world to escape butchering and instead became reclusive in the depths of the realm of the dead. They hold ill-intent for both the mortals and ancestrals and, more than anything else, seek to cause turmoil and fear to those that had forced them to spend their eternity hiding. But in their wickedness is held a great ally to the Narfural’Dush, who find themselves pitched against the same enemies as these Lingerers. But the power that the Amiz’Fauth’ul grant is not that of regular ancestrals. Lutaumans, the Shamans who spend their years contacting the souls of the dead in the Ancestral Plane, use the given power of Ancestrals to imbue themselves with blessings of strength, speed and will. This, however, would be of little use to the Narfurals, who’s muscles degrade from their unnatural connection to the spirit realms. Instead, the Amiz’ become their sworn swords- to be summoned in a time of need to slaughter any enemies that the Shaman could not take themselves. The creation of a bond to a Lingerer doesn’t, in and of itself, require the consumption of a spirit, however summoning them does. The Amiz’ needs a form in this mortal plane, and the one they cast aside to enter the Ancestral Plane has long since become rotten and withered. So one must be created. By the consumption of a minor spirit of construction, the Narfural’Dush may temporarily bend any materials nearby to form a body for a Lingerer. Gravel, sand, dirt, rocks; even such things as mechanics, though never anything with life, will be swept up at the Narfural’s command as it begins to take the form of the Amiz’. Depending on the being bonded to their shape and temperament differs greatly, and in accordance to such any summoning of them must be in the same shape. This, of course, is all limited to the materials surrounding the Narfural at the time. Should a Narfural find himself doing battle in a desert, he would find himself with a much less useful servant than in a place where stronger or more devastating materials are abundant. The only thing that is constant, apart from the Lingerer’s shape, is their weapon. Whatever shape these may take is again defined by the Amiz themselves, however none are capable of killing. Instead, these weapons- be they swords, axes, hammers, or even shields, will act to numb any flesh they come into contact with. Should a fighter, for example, take a blow from a Lingerer’s sword to their upper arm, they would lose all control of the limb for a short time, and it would hang uselessly by their side until either this time has passed or the Lingerer has been dispelled. The weapon will be similar in appearance to the limbs of a Narfural who’s undergone elemental degradation, however it cannot break or leave the Amiz’ grasp, and will hold up against even the finest of mortal steel. On the topic of dispelling, it is true that the Lingerers are temporary. Great fighters though they are, their usefulness is limited first by the materials present when they’re summoned and secondly by the strength of the Narfural. They cannot be harmed or dispelled in battle- Any sword strokes or hammer blows will pass through the softer materials or smash against the stronger ones, and any damage done will simply act to have the damaged pieces incorporated into the Amiz’ form, but once a Narfural can hold their form no longer they will immediately crumble back into the individual pieces which once made up such a fearsome adversary. Another downside is the concentration required to hold the Lingerer together in the mortal plane. Although they’re capable of pulling off blessings and controlling the elements of the world while not being completely drained, this particular act requires much more skill. While a Lingerer is summoned the Narfural will be incapable of moving. He’ll be paralyzed, in fact, until the moment he dispels his Lingerer, and even after such the drain of the summoning will mean movement and, of course, self defence, will be greatly hindered. The most useful way to use a lingerer then is, of course, beside an ally, or successfully enough to incapacitate his attackers before his hope crumbles back to dirt, gravel, or sand, and dooms him to an unfortunate confrontation. Ancestral Magic *Mortal souls cannot be consumed, so a Narfural must instead make a pact with a Lingerer. *Lingerers can be summoned into the mortal realm for a short amount of time, however this requires the consumption of a minor spirit of construction. *Materials nearby will be shaped into the form of the Lingerer, who will fight or serve the Narfural as he wishes. *The body is limited to the materials nearby. The only thing which comes with them will be their weapon, which stuns and numbs any flesh it comes into contact with. *A summoned Lingerer cannot be killed. They can only be overcome when dispelled by the Shaman, which could occur when he wills it, when he runs out of energy, or when he’s killed. *The summoning is temporary, and the whole time that the Lingerer is summoned the Narfural is incapable of moving. *After the being is dispelled the Narfural will be greatly weakened, and fighting back will be limited to running or dying. Spirits of Mental Instability Unlike their deranged predecessors the Narfural hold no mental ills- There’s no pact with Ixli, and no protesting spirits plaguing their thoughts. The only dilemma they must tackle is in morality, which has never concerned such beings in the past. They can, however, choose to overcome a Spirit of Mental Instability. Should they do this- and this would count to one of their four Spirits- an effect different to that of their other bonds takes place. In much the same way as a victim of these Spirits radiates their specific ailment- Depression, for example- So too may the Narfural . It’s more for aesthetic than anything else, but long exposure to such effects can, naturally, lead to its spread. It should be noted that a Narfural cannot actually afflict someone with a mental illness- their ability extends only to the passive. It may be turned on and off as easily as a light by the Narfural, but many- those who have little respect for the art of appearances- choose to focus their attention on more combat orientated boons. Flesh Smithing Flesh smithing is an ancient and vile misfeasance on the body and the spirit. One of the first of the malevolent secrets that Ixli granted to the original Dark Shamans, it has brought corruptions of nature into the world ever since. In essence, flesh smithing allows an individual to redesign the physiology of another. A flesh smith can attach a limb of their own twisted creation to a host body, and in the cases of particularly skilled practitioners, even organs such as additional eyes and ears can be embedded in the body. To what ends this is done for varies from flesh smith to flesh smith, but in all cases it is an abhorrent act. The process of Flesh Smithing is a rather complex one, but a well versed anatomical artisan can come to create impossible-looking abominations in time. First, the flesh smith finds their victim, or in some bizarre cases a volunteer. Regardless of their initial willingness, the subject must be restrained, as any large movements that are likely to happen can disrupt the process and result in the subject’s premature death. In the case of a limb, flesh smith must then create the limb they are to attach, which is done very similarly to the making of a Muyakelg. The bones, which must be of the same race as the subject, that will make up the bone structure of the limb must be found, and blessed by a day long ritual, coated in a mixture of fine gold dust, dried blood powder and incense oil, and then buried for the night. In the morning they are excavated, and then blessed once more. After that the bones are sewn together with leather made from mortal skin, which again must be of the same race as the subject. The manner in which they are sewn together is up to the discretion of the flesh smith, who may wish to make anything from another arm to a tentacle-like appendage. The limb is then sewn to the subject's body. Ironically, the physical flesh smithing of complex organs like eyes is more simple. Because of their complexity the flesh smith cannot possibly hope to replicate them, and so they must be retrieved from a mortal of the same race and preserved. Consequently the flesh smith only needs to bless, coat, and bury the organ rather than designing and making leather to sew it. A shallow cavity must be carved out for the organ which is then placed in it. The subject themselves must then be made ready, which is done by a rather odd technique. Connected, as they are, to both realms, the Narfûral is capable of a low level amount of consciousness in both at the same time. The flesh smith, once the prior steps of preparing the location and stitching on the addition have been completed, must move their consciousness between the two realms. As they do so, the victim’s soul must be guided to the spirit realm. This is done by regular Shamans easily enough- With a bit of a spiritual tug from the Farseer, Elementalist or some such, an acquaintance may be dragged along on a pleasant and rather exciting Spirit Walk. Unfortunately, with the Narfûral being somewhat disinclined to making things more pleasant for anyone, it’s not quite so nice. The Shaman brings the spirit into limbo- half in the spirit realm, half in the mortal- and then releases them. Though it may sound dangerous, nine times out of ten the spirit will simply drift back to the body it usually resides in; like a stray dog dumped halfway across town, the spirit will slink happily back towards its home and scratch at the proverbial dog flap of the mortal coil. Once it has returned, however, the spirit is still somewhat unsure of its disposition. It is now that the Narfûral strikes. With a harsh tug, the Dark Shaman drags the soul back into its body - Alterations and all. The soul is therefore, in a way, extended to permanently incorporate the new limb, changing the incorporeal “blueprint” that the wilven monks resurrect a mortal from. As with a muyakelg, skinless muscle and sinew will come into being to envelop and attach to the bone structure the flesh smith has created (or nerves and muscle to the organ itself in the case of things like eyes and ears), so that the limb functions as the Narfûral originally desired, albeit a lot less effectively than a natural one would as the machinations of the flesh smith can never be completely perfect. Another result of this is the subject is left in nigh-constant pain, but both the functionality and the pain can be improved by healing by a cleric, monk, Druid or shaman, or any other kind of healer of a magical nature. At this point, the flesh smithing process is complete, and the subject must be left in a completely undisturbed state for several hours before they awake if they are to do so at all. However, the stress on the soul has some rather dire side effects. Such strain is not natural and any mortal cannot withstand it, and so they mentally break, becoming so feral they might as well have the mind of a wolf. Furthermore, after they awake the subject is rather open to suggestion which allows the Narfûral to instil their own role as an “alpha” of sorts, making the subject utterly subservient to them. What was once a mortal being with a life is now nothing more than a mindless creature bound to the will of another, and so has come to be called a Thrall. Flesh Smithing *Requires (At the least) a second tier Narfûral who has consumed a minor spirit. *Limbs and generally fleshy parts must be of the same race as the owner of the body. *This doesn’t apply for exceptionally simple things like the outer ear, the outer nose, nails, teeth and tusks, and so on and so forth. *No mixing between people and animals. None. *Requires ooc, but not in character, permission. Should there be no consent, the soul will drift off instead of returning to the body, and they’ll die (No PK). *The addition can be either numbed or in constant pain- The Narfûral has the choice over this. *Clerical or Alchemical healing to restore the old limb is impossible. However, they can both aid in reducing the pain, repairing numbed nerves and making the limb more practical. *If it’s an arm or a leg, note that it wouldn’t function perfectly. For the most experienced, a slight limp would be present, and for the least well versed it would be no better than a wooden attachment. *No fine motor skills with grasping appendages, though swinging a mace or hammer is easy enough. *Eyes and ears can function up to a point. They will always only be able to perceive poorly, with eyes having at best very blurred vision and ears at maximum having very muffled hearing. Furthermore, eyes cannot function at all if the vision they provide is in directions that are too different from the norm. Ergo eyes in the back of one’s head are strictly for appearances only *Narfûrals can’t perform flesh smithing on themselves or other Narfûrals. *The victim will always become feral and completely subservient to the Narfûral, with no exceptions.
  10. This lore has been closed and moved to Denied by the request of the OP. If there are any questions PM an available Lore Master.
  11. By request of the Original Poster this lore has been closed and moved to the Denied section.
  12. There’s an issue which arises from this first sentence which definitely needs to be addressed in any piece of lore. Implementation of your piece of lore- That is, bringing it into the server- needs to be carefully thought out and considered. You should be thinking about what types of groups would be involved in this piece of lore, how it would affect them, and why it should. If the magic is unknown, how is it going to be used? This introduction needs a lot of work. Which ancient priests and tribal chieftains? Who invented this magic, who precisely, and what do we know about them, and how do we know this! More detail! Although you’ve slightly touched the issue I presented in the first paragraph, this is nowhere near satisfactory. The Lore Team needs to know how this knowledge is spread- to who, natrually, but also by who. Where will it start? Will an event introduce this magic, or will this be done by a singular character who will later teach further students? If so, we must know about it, otherwise we’re left in the dark to something which must be viewed critically. How? How, and it what ways? How?? How was the ability to create them discovered? Moreso, what do they look like, describe them in detail! Why? Why? Vampirism, at the very least in the classical sense, should be kept at a comfortable distance of any lore with the use of a regulation sized pitchfork and/or wooden stake. I’m going to lightly mention the clashing of this piece of lore with others already present on this server here. I say lightly because I don’t want to take away from the offensive prevalence of it throughout every other sentence in this submission. Magics such as Necromancy and Witchdoctory may already perform similar feats- For such an ability to be accepted it should be separated from these two in specific ways and in much greater detail than it currently is. Include not only to what extent these curses reach, but how they do so. Do they activate passive pathogens already in the victim, or use the power of a grumpy Aengudaemon to strike misery upon their enemies? If you’re going to mention a ritual, please include how it’s done. Please. I'm going to run out of interrogatives here. Will they be used in this magic? Referred to? Discovered? If you’re going to reference them in the lore, you have to state what is happening to them- do they exist or not? Will users of this magic actually know about them, or not? If so, you need to mention what they do, and how, and if not, you have to say they’ve been forgotten! I’ve mentioned the need for how previously, so I won’t mention it here. This is much too similar to Lutaumun magic, however Lutaumun magic does indeed explain how it’s done- This gives slightly vague/slightly odd suggestions which don’t quite align with the way magic, mana, and spirits actually work on LotC. Anyway; I'd replied to your ideas further on in your piece of lore, but found no other way of reaffirming what needs to be improved in this lore other than in insults. If you have any questions, or you wish for guidance on where you want to take this piece of lore, shoot me a PM over the forums or on skype as ilikefooddude.
  13. I do like the commitment with the rp entries, however they do pose a few problems. Lore written entirely in roleplay can lead to assumptions and, generally, blurred lines (Not good). Even as an example, your own lore leaves much to the imagination, as the explanation is coming from one who doesn't understand the process much themselves. What the lore would benefit from is a thorough explanation, oocly, afterwards. Go into a much greater detail about the events of the original vampire's creation, on how it's spread, on why, exactly, it's spread, how it affects people, if it's curable, how magic affects it, exc, exc, on an on. With the lore itself... Well, vampires have always been a tricky prospect. It was vowed, a very long time ago, that werewolf and vampire lore would generally be shied away from. It can be said that it was because of the atmosphere which comes with that type of roleplay, but also that too many poor attempts had been had at creating them, which lead to a bad vibe altogether. Then came the Red Imp Parasite! Exactly what the LM's are looking for, in terms of lore- not only was it well written but it was, most importantly, unique and well developed. It's still scattered about today, which is quite a good achievement, for an older piece of lore, and it hasn't blown out of control like vampirism has in the past on LotC and other Rp servers. So, these days, when a piece of lore on Vampirism pops up, we're very... Particular. Yes, this type of lore has been accepted in the past. However, that doesn't mean that more traditional attempts at a lore for vampirism are up for the taking- We can't and won't accept anything similar unless it's creative, thoughtful and unique. Overall, this is a heavy no, unless some intense changes are made- There's very little leeway in this type of thing, unfortunately. ^ From the last piece which popped up.
  • Create New...