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Ilikefooddude

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  1. Phenomenal jobs, guys! It's fantastic concept that you've explored really well through the piece, and I think it'll augment Spiritual Roleplay more so than any lore has in a long time! Good luck, and +1 <3
  2. Farseer Shamanism Index 1. What’s Changed? 2. Definitions 3. Magic Explanation 4. Abilities and Spells 5. Farseer Tier Overview yo, bro is it safe down there in the woods? (Toblin, Deviantart) 1. What’s Changed? Farseers progress as they level up - At higher tiers, Farseers become more powerful. Roleplay is much more about the journey than it is the destination, so instead of keeping a Farseer’s capabilities static, they progress at each tier to become more capable than they were previously. Reaching the next tier gives you a little more kick, but also a little more flexibility through the use of Undercasting. Farseers can Undercast - Rather than surpassing and forgetting each step of your journey as you reach the next, Undercasting allows a Shaman to use what they learnt at previous tiers to make their magic more flexible. With Undercasting a Farseer can cast lower-tier blessings on a higher amount of creatures. For example, a T4 Shaman is capable of some pretty powerful stuff. But they can lessen the power of their magic to a T3 level to spread their blessing over a greater amount of creatures or a larger area of land. With Undercasting, we keep the main focus of the Shaman (and their progression) on an individual, one-on-one level, while also allowing acts of group support and magical flexibility, letting the Shaman make lighter touches where a heavy-handed approach would be a bit much. Blessings have tailored Durations - Not only are the durations of the Blessings tailored to the individual spell, but there are also three separate time durations (Real-life time, Narrative time, and Roleplay emotes) that are, for most spells, interchangeable depending on the situation. The choice is up to the Shaman or an overseeing ST. Farseers don’t have spells for every single Spirit - The beauty of Shamanism is that it’s a Community magic. At its core, it brings people together to collaboratively tell a story (through a spirit walk) or change one (through a blessing) in ways that, otherwise, seem totally out of reach. But not all of the community wrote this magic. If we want our magic to meaningfully impact roleplay it would be fitting if our roleplay could impact our magic. For that reason, there are gaps in the spells that have been written, because Farseers can write their own blessings. Farseers can make their own blessings. - Through the use of an MART application a Farseer can propose (Through review by the ST) a new Blessing to be added to the Spirit Blessing list. If it’s reviewed and gets accepted it’ll be added to the Farseer Blessings List and can be used by everyone. Making an MART is an homage to Shamanism and the stories it can create and should be representative of some Spiritual roleplay that took your story in a direction you wish you could share with others. Farseers have permanent emotional blessings - Storytelling is a huge theme for Farseers but the mechanics of the previous lore didn’t seem to facilitate this enough; although blessings could affect people short-term there were very few mechanics that allowed a Farseer to make permanent changes. At T5, several emotional blessings can impart within a person a permanent but non-compulsory catalyst for change. A usually unhappy, guilty person may feel (gently) their thoughts pushed towards more pleasant places or may have their outlook on life set to a more hopeful one. Cowardly beings may feel the first blossoms of bravery within their souls, urging them to act to protect, serve or unite. This can not be forced, OOC'ly or IC'ly in any capacity, and even after being cast can not be enforced by a Farseer (Or an ST) upon a person. These blessings act as catalysts for roleplay and change, shaping a story in different ways should both the character/player want it, but are not certain how to get it. If a character has gone down a dark path, and truly wants to change, this is the sort of blessing that can offer that. Some little stuff - Tattoos have been fleshed out, individual Blessings are more varied and different effects for different soul types are outlined in several Blessings. No true Sun, Moon or stars circle the Spirit Realm and no Gods oversee its colour schemes. Pure Chaos. 2. Definitions Superior Souls (Descendants, etc.): Descendants and other mortal creatures have Superior Souls. As a part of this there is a Soul Blueprint (like a mould) that dictates precisely what a being and its soul is. A Soul Blueprint makes a creatures’ soul both rigid and elastic; reluctant to change and eager to snap back to its intended form. Creatures with Superior Souls are the hardest to bless. Lesser Souls: Most animals, branching from beasts such as Scaddernaks to creatures like rats, have Lesser Souls. Creatures with Lesser Souls are capable of rational thought and have souls more rigid than insects and plants, but are much easier to bless than Descendants. Inferior Souls: Insects, creepy-crawlies and simple fish all have Inferior Souls. These creatures act on little more than base instinct and hold the second-weakest form of souls. This means a Farseer can bless more Inferior Soul’d creatures than both Descendants and Lesser-Soul’d animals. Soul Essence: Holding the weakest forms of souls, plants and the soul essence they contain can be blessed so easily that a Farseer often casts upon areas of them rather than individuals. 3. Magic Explanation Farseer Shamanism is, exclusively, a support-based magic that sees a character play as a diplomat and intermediary between the Spirits and the people of the Mortal Plane, often acting (unofficially) to correct imbalances that arise across the Spiritual and Mortal realms. Because of their duties Farseers frequently Planewalk between these realms and build up rapport with the Spirits they supervise, gaining, in return, the ability to protect and heal the bodies and emotions of people and creatures in need. Farseers have three main capabilities: a) Planewalking, their skill to travel between the Mortal, Immortal and Elemental Planes by extending their consciousness from their bodies; b) Farseeing, which is the act of receiving and interpreting visions from their travels in the Spiritual Planes; and c) Blessing, which involves using a Spirit’s power to change the strength of certain emotions or aspects within a person, creature, or area of plants. With these abilities Farseers strive, above all, to impart peace and balance upon both the Mortal and Immortal and Elemental Planes, easing political tensions and solving squabbles between Spirits, Mortals, and the natural world as a whole. Farseers are adept travellers, but they’re much more adept at making friends. Equira: Bahresk (Narsilion, Deviantart) 4. Abilities and Spells Click titles for links Farsight and Vision Infliction: Using their knowledge as Planewalkers, Farseers earn several skills and abilities as they grow more experienced. On their journeys they can receive prophetic or historic visions of events and cataclysms. Alternatively, should the fancy take them, a Farseer may also impart visions they construct themselves onto other descendants. Planewalking and Spirit Walks Farseers can slip between worlds Mortal and Spiritual, casting their consciousness from their body and leaving only a small anchor of mana by which to find their way home. Tattoos: Very few of a Farseer’s abilities are permanent; Spiritual Tattoos are one of these exceptions. Weaving spiritual power into a descendant’s skin a Farseer can create dynamic vistas that dance and shimmer when in the presence of certain emotions or environments. Blessing Mechanics: As the caretakers of both this plane and the Spiritual ones, Farseers can utilise Blessings to help their allies, heal those needed and bolster the skills and capabilities of those on the side of the Spirits. Blessings are temporary alterations of a creature or plant’s soul that empowers their body or controls their emotions as a Farseer sees fit. Blessing List: As the magic and community grows and changes, the Blessings that Farseers are capable of will expand beyond what’s currently written. When a Farseer’s proposition for a new spell (Through the MART system) is accepted the new spell will be added to the Farseer Blessing List. Shaman (kuteynikovroman, Deviantart) 5. Farseer Tier Overview Tier One (Two Weeks): Tier Two (+Four Weeks): Tier Three (+Six Weeks): Tier Four (+Eight Weeks): Tier Five (Takes 20 weeks to reach):
  3. Farseer Blessing List This lore acts as a companion piece to the Farseer Rework (LINK) Several Blessings found below do not strictly follow the mechanics outlined in the “Tier Strength Table”. These have been marked with a * and should be read over carefully. Although this table was created to simplify blessings, in cases such as Healing and Enchanting-focused blessings more care had to be taken to provide mechanics that were fair, balanced, and reasonable when scaled. If you have any questions or concerns about these Blessings don’t be afraid to contact your friendly neighbourhood Shaman ST. NB: When the Duration of a Blessing is outlined as a certain amount of ‘Days’, this represents ‘Real-Life’ days, which are 24 hours long starting at the moment the Blessing is completed. Blessing of Enrohk: Empowerment Spirit of Bloodlust, Savagery, War Emotional Blessing *Blessing of Kotrestruu: Empowerment/Enchanting Spirit of Memory and the Recording of Knowledge Physical Blessing Blessing of Vulka: Empowerment Spirit of Warfare, strategy, and siegecraft Emotional Blessing Blessing of Jevex: Empowerment Spirit of Order, Hard Work, and Self-Sacrifice Physical/Emotional Blessings Shezept: Empowerment Spirit of Revenge, Plots, and Stealth Physical Blessing *Blessing of Ogrol: Empowerment. Physical Blessing Spirit of Despair, sapped strength, and Entrapment Blessing of Arwa: Empowerment Spirit of Fertility, Harvest and Farming Physical Blessing *Blessing of Akezo: Healing/Empowerment Spirit of healing, health and vitality Physical/Emotional Blessing Blessing of Freygoth: Empowerment Spirit of the Wilds, Nature and Animals Emotional Blessing *Blessing of Ghorza: Empowerment Physical/Emotional Blessing Spirit of Travel, movement, and fortune both good and bad Blessing of Kezt: Empowerment Emotional Blessings Spirit of honour and bravery Blessing of Thulezia: Empowerment/Illusion Physical BlessingSpirit of Lust, Pleasure and Beauty Blessing of Isuz: Empowerment Emotional Blessing Spirit of love, caring, and tranquillity Blessing of Leyd: Empowerment Physical Blessing Spirit of dominance and physical strength
  4. Farseer Blessings This lore acts as a companion piece to the Farseer Rework (LINK) Blessings: Empowerment, Rituals Planewalking, and the abilities that stem from it, are merely means to an end for the enigmatic Farseers of this realm. Although conniving, cajoling and consoling Immortal Spirits take up the brunt of a Farseer’s duties and much more than the brunt of their free time it has often been said that actions are more powerful than words. And so, when Farseers choose to get off their asses and do something about the way of the world (Spiritual or otherwise), they do so through the use of blessings. Index: 1. Roleplay Description: What can I do? 2. Roleplay Mechanics: How do I do it? 3. How much stuff can I bless? 3. Blessing Strengths: How much stronger am I at different tiers? 4. Undercasting: What is it and how does it work? Blessings are a lot easier when you have some peace and quiet. Solitude (Huussii, Deviatart) 1. Roleplay Description Blessings are temporary alterations or augmentations put upon any being with a soul or soul essence by a Farseer. They are exclusively unharmful and involve the positive manipulation of a particular Immortal Spirit’s aspect (Or aspects) within a mortal being. One could bless an Uruk with strength-of-muscles through Leyd, a Halfling with honour and daring in battle through Kezt, or even a field of ungrown wheat with fertility through Arwa. There are three steps a Farseer must undergo to bless a creature or a plant. a) Connecting to the Spiritual Realm. b) Calling upon the Spirit they desire, and asking for a deal. c) Channelling the Spirit’s power and imparting the blessing. 2. Roleplay Mechanics: a) Connecting to the Spiritual Realm Minimum Two Emotes This part is identical to Planewalking, so it won’t be touched upon much here, however it mechanically involves the temporary Relegation of their soul to a particular Spiritual Plane. This cannot be done while a Farseer is participating in active combat, and requires a steady mind and a seated position to perform, as well as, occasionally, a heap of drugs, some musical instruments, and smatterings of Old Blah. Connecting to the Spiritual Realm will take a minimum of two emotes, both of which must contain Old Blah and the use of a Shaman’s tools. At tier Five, the use of tools (including drugs) is no longer required, as a Farseer becomes capable of travelling to the Spiritual Planes at greater ease than before. Tools are suggested for aesthetic reasons, though. b) Calling upon a Spirit Minimum One Emote This is where a Farseer actually chooses what sort of Blessing they wish to impart, and it requires them to call out into the Spiritual aether for whichever Spirit represents the aspect they want to alter. This step of the blessing takes a minimum of one emote focused on heralding and praising a particular spirit and their aspect in Old Blah. c) Channelling Spiritual Power Minimum Two Emotes The final part of a blessing is channelling the power granted from this temporary pact to a Spirit. This can be done through a variety of aesthetic ways, but it requires a minimum of two emotes independent of the Farseer’s tier. When a Farseer wishes to cast a Blessing, mana is expended to create a bridge between the Farseer and their chosen Spirit. With the Farseer’s physical form and a Spirit’s power over an aspect, spiritual energy is funneled into a being’s soul, strengthening, weakening or realigning certain aspects or emotions as the Farseer sees fit. Thus, through this process a Farseer can bend the abstract concepts within a creature or a plant to their will. To those looking on, the great amount of Mana a Farseer expends will, at first, appear to be on nothing much at all. They’ll be surrounded by a substantial amount of swirling aura that hangs in the air, poised and waiting for a Shaman’s direction. Once a spell is cast, it snaps into action. The aura itself can be used as an (ooc’ly necessary) physical tell for how the magic is acting (Although the process is truly invisible), either sticking to a creature, absorbing into their skin, surrounding them, being pushed aside by a seemingly ethereal hand, etc. etc. It is up to the Farseer to add their own flair to this part of the magic, attaching personality and aesthetic to their roleplay as they see fit. It should be noted that although blessings themselves might not be harmful the processes by which they’re imparted can be, and having skin or muscles ache or flashes of visions plague the receiver of a blessing is advised and encouraged. A Blessing might also have specific downsides that are compulsory to roleplay, which will be laid out in the Farseer Blessing List. More Roleplay Mechanics: - Part A conforms to all of the redlines of Planewalk connection, and is essentially the same. - A Blessing is just that: A Blessing. It is never Directly harmful and always imparts a positive boon onto whomever receives it. - The maximum number of people/creatures/plants a Farseer can Bless is only a maximum: They can cast upon less than this number at will with no change to their Blessing’s effects. - A Farseer can’t participate in battle when performing a blessing, but can attempt to cast her magic while a fight is taking place. They cannot move, direct their attention away or defend themselves without the ritual being ruined. - The Farseer has to have met the Spirit they’re calling upon before using them in a blessing. Roleplay in the earlier tiers will be directed to understanding and interacting with individual Immortal Spirits and their aspects. - The agreement a Farseer forms with a Spirit should be beneficial to that Spirit in some way. For example, a blessing might be made to bolster the potential for healing within a person, and will thus increase Akezo’s power from its prevalence in the Mortal Planes. If it isn’t directly beneficial in this way, a Shaman should be considered in their debt and can’t perform one of these blessings again until an actually beneficial blessing is made. Alternatively, a Farseer can worship that spirit for a while, erect shrines, spread the word of the will, or even bring balance through Witchdoctory. The Costs of a Blessing - The agreement a Farseer forms with a Spirit should, as a rule of thumb, be beneficial to that Spirit in some way. Immortal Spirits grow stronger with the spread of their aspects, through the worship of their name or the vanquishing of obstacles in their twisted political paths. With that in mind, how can you perform a Blessing when it might not be directly in the Spirit’s Favor? - Erect or give sacrifice to a shrine or place of worship of the Spirit in question. - Take up a Spiritual Tattoo! - Red Lines: - Unless stated specifically in a blessing’s mechanics, a Farseer cannot bless themselves. - Every blessing that isn’t a T5 Emotional (See Farseer Tier Outline) is, above all else, temporary. Lingering effects must be approved by an experienced staff member. - A person (Descendant or otherwise) must be willing and must consent to being blessed (The single notable exception being the blessing of Isuz). This applies both in character and out of it. A Farseer can often sway a deal his way through taking up a tattoo. If he’s got enough skin left for it. Dusk Druid (GuzBoroda, Deviantart) 3. Blessing More Stuff: A List of Souls, and how many a Farseer can bless. The weaker the soul, the less rigid. Beings with soul blueprints (Descendants, for example) are particularly difficult to manipulate, however lesser creatures, such as those only with soul essence (Plants!), can be altered near en-mass by experienced Farseers. Superior Souls (Descendants, etc.): Descendants and other beings that mimic their form all hold a soul blueprint that dictates precisely what a being and its soul should be. Because of this, they're the most difficult beings for Farseers to Bless. Superior souls and their Soul Blueprints are both rigid and elastic- resistant to change and eager to snap back to their true forms. Lesser Souls (Higher animals, creatures): Creatures with intellect and cunning, ranging from rats to whales, all hold Lesser Souls. These types of souls are weaker than Superior ones and, as a result, more of them can be Blessed without tiring a Farseer out. Inferior Souls (Lower animals, insects): The majority of creatures smaller than a rat (insects, small lizards and fish, for example) have Inferior Souls. Usually acting on base instinct more than anything else, these simple animals can be blessed much more easily than any others. Soul Essence (Plants): Holding the weakest forms of souls, plants and the soul essence they contain can be blessed so easily that a Farseer often casts upon areas of them rather than individuals. Blessing Numbers: Farseers at T3 and above (That aren’t undercasting) can bless this many creatures: Descendants: 1 Animals: 4 Lesser Creatures: 8 Plants: 10*10 blocks Farseers at T2 scan bless the same amount, but cannot bless Descendants. A flair for the dramatic is often an even more useful trait than a silver tongue. Louhi- The first snow (Deepseaweed, Deviatart) 4. Blessing Tier Strengths Tier Two Physical Blessing: This blessing has an impact, but it certainly won't change the tide of battle or the stature of the weak. It can set hearts beating and muscles pumping as if a creature is instantly ready to fight or act, but little else depending on the specific blessing. A subtle change is seen in plants/foliage, as if they’ve been fertilised or nurtured in a specific way. Emotional Blessing: An insistent nudge towards change, as if pressure has been placed upon one's psyche. The affected would feel compelled to act differently, though to an extent that doesn't force them to go against their nature. Tier Three Physical Blessing: This blessing holds some weight, and might just make a difference if put in the right place. A creature is noticeably stronger, able to exert itself as if it was at its race's prime or sneak or dance with natural ease with no need for preparation, depending on the specific blessing. Plants act and react quicker to this blessing, and grow as if in the perfect (natural) conditions to follow the mechanics of the blessing cast. Emotional Blessing: The affected would be able to feel an unnatural change of their person as the blessing it set upon them, as if the direction of their thoughts has been set towards a specific aspect. It still cannot make something go against their nature (A whimpering child won't rush to battle), but this blessing prompts a creature or person to act suddenly and insistently in a certain way depending on the specific blessing. Tier Four Physical Blessing: A creature's physical abilities will change beyond their race's natural capabilities, allowing them to perform feats that seem semi-unnatural and, to those looking closely, magically aided. A human could wield orcish-sized weapons with only slight discomfort, or make only the noise of a man in muffled leather while striding forth in full plate. Plants take on supernatural agency, twisting and weaving slowly, but still noticeably, before one's eyes, as if urged onwards by invisible hands. Emotional Blessing: A person blessed at this level will be prompted to act against their nature as a psyche-bending force is pressed down upon their person. They feel a desperate urge to act differently depending on how they're blessed and won't be held back by personal barriers or beliefs. Here it is important to remember that a Farseer's blessing must be consensual and beneficial to whatever creature they're casting upon, as the lines thereof begin to blur. The effects will depend vitally on the specific blessing. Tier Five Physical Blessing: Able to wield a Spirit's power to its maximum potential, a T5 Farseer can impart physical blessings that can beyond a doubt put a dangerous edge upon whatever creatures they wish. A creature may be capable of feats up to 2 times greater than their usual capacity, moving with dangerous speed or violent strength depending on the specific blessing. Plants are bolstered beyond their normal means to form compact, efficient forms of foliage with respect to the blessing at hand. Although they don’t rival a T4 Druid’s effort, they’re still uncannily affected by the influence of the Spirits. Emotional Blessing: A blessing at this level does not cause an immediate change. Instead, incredibly, it plants an emotional seed. Within the psyche of a creature blessed at this level there is imparted the potential for permanent change. A usually unhappy, guilty person may feel (gently) their thoughts pushed towards more pleasant places or may have their outlook on life set to a more hopeful one. Cowardly beings may feel the first blossoms of bravery within their souls, urging them to act to protect, serve or unite. This can not be forced, OOC'ly or IC'ly in any capacity, and even after being cast can not be enforced by a Farseer upon a person. These blessings act as catalysts for roleplay and change, shaping it in different ways should both the character and the player want it, but not be certain how to get it. If a character has gone down a dark path, and truly wants to change, this is the sort of blessing that can offer that. Contact your local Shaman ST with any questions. Some Shamans are more flashy than others. Figures. Meditation (anna_lakisova, Deviantart) 5. Undercasting: A Farseer’s Dimmer Switch Roleplay Description: Undercasting a blessing allows a Farseer to cast it as if it were at a lower tier. An Undecast blessing has its potency spread over a larger number of creatures or a greater area of plantlife than a regular blessing but has its effects lowered down one or more tiers. In this way, Farseers can make fine changes where heavy-handed ones would prove dangerous and cast sweeping blessings across large tracts of land, spreading their powers to more of those in need. Mechanics: - A Blessing can be Undercast to any tier below the Farseer’s level that is capable of blessing a creature or descendant (For example, a T5 can Undercast blessings to T4, T3 or T2 level). This undercast blessing has the strength and mechanics of a blessing cast at that lower Tier, but can be spread to a greater number of creatures or plants (This amount is dictated in the Table Manners section below). - The casting ritual and all effects related, aesthetic and otherwise, are identical to those of a blessing of the level cast at. Undercasting can be done without adding any extra emotes to this ritual. - A Blessing aimed at Descendants cannot be Undercast to Tier Two level since Tier Two Farseers can’t bless Descendants. In a similar fashion, Tier Two Farseers cannot Undercast at all. - Just as a Farseer doesn’t have to bless their max amount of creatures/plants in a regular blessing, they can bless as few as they want when Undercasting. Table Manners: - A handy table can be found below! When casting your regular blessing, just look at the left hand column, under ‘Regular Blessing’. When undercasting by one Tier (For e.g. from T4 to T3) look at the second one. Etc. Etc. Etc. - You’ve probably noticed that Descendant numbers are weird and different! AH! This is just because you can’t bless descendants at T2- that means there’s no ‘grey’ column, so they’re offset! Simple, right? - Everything’s colour-coded for ease of reading. If you’re T4, for example, you can undercast by up to II levels, all the way up to the Green columns! Example: You’ve just become a Tier Three Farseer! Congratulations! As a celebration, you want to bless a small field of wheat with a boon from Arwa, the Spirit of Fertility and Growth. Without undercasting, though, you can only bless a 10*10 area of plants, and your wheat field is 20*20! Luckily, as a T3 Farseer you’re now capable of Undercasting! Since you can bless plants at T2 you can Undercast your blessing so it acts at a T2 level, but impacts a greater amount of creatures! Undercasting by one Tier (From T3 to T2) increases the area of plants you can effect from 10*10 to 20*20- Hurrah! You double check the spell itself to see if this has any consequences. At Tier Two, the blessing lasts 2 Days (Rather than 3 at T3) and has a more subtle effect upon the plants, as if they’ve simply been fertilised and nurtured by invisible hands. Now knowing the mechanics you cast your blessing at a T2 level and roleplay the effects/mechanics respectively.
  5. Spiritual Tattoos This lore acts as a companion piece to the Farseer Rework (LINK) A long-winded prelude It’s a hard truth that a Farseer’s work is often rooted in impermanence. A blessing can be strong, can be potent and can even be (despite a shaman’s best efforts, perhaps) a catalyst for great change. But for all these things the work of a Farseer can rarely ever endure. You could, indeed, be blessed to fight battles worthy of history, to create art destined for fame or to write songs to be sung for ages, but a blessing itself does not endure. It does not last. A good blessing dies lighting the spark of great fires, and very few remember these sparks in the shadows of such great flames. But permanence is not impossible. Not all good things need to die. If one truly wants something to last- if they truly hold something close to heart- they should do as any rational, forward-thinking adult does after great thought and thorough contemplation. They should get it as a tattoo. Baldur- God of War (Sketchy-Linez, Deviantart) Magic Description: Tattoos are Farseer’s answer to the age old struggle for legacy. Through the infusion of a blessing into a person’s skin instead of their soul (and through the help of specific spirits) a Shaman can create magical tattoos with very minor but very permanent aesthetic effects. These effects are not powered by the blessing itself but from interactions with the aspects which they represent. For example, a tattoo from the Spirit of War, Enrohk, might shine, shimmer, hum, dance or otherwise move about dramatically when its owner enters battle or otherwise experiences emotions of savagery or bloodlust. It is because the tattoos are powered by the aspects they represent that they have permanence. They aren’t powerful or potent, but they can be beautiful, meaningful or profound in equal measures, and as such are a skill coveted greatly by those who wield it. Colorfree (Sooj, Deviantart) Creation The creation of a Farseer’s Tattoo is not a difficult task, however this is all the more reason for their careful and considerate application. These aren’t simply carvings of one’s lover’s name into their upper thigh, they’re pieces of art and magic that will last as long as there’s skin attached to a person’s body, so care must be taken in making absolutely sure you know what you’re getting tattooed. An Immortal Spirit (and only an Immortal Spirit) must be selected which represents the aspect you want tattooed. Elemental Spirits have little interest in aesthetics or in the representation of their elements upon Mortals (who are a rather messy combination of all elements and thus are rather unsavoury in these spirits’ eyes) and Ancestral Spirits find little use in having their name scrawled across their whelp of a grandson’s trapezoids and, as such, stay comfortably out of the picture. With the spirit chosen, a Farseer must undergo the process of blessing a patch of the victim’s skin to, firstly, be able to change its colour, to ripple, to flare, to dance or perform any other series of aesthetic performances and to, secondly, be connected to and powered from any aspects of an Immortal Spirit. The form which the tattoo takes (Although this can vary, it will always revert back to an original form when unpowered) is a compromise between the owner’s wishes and the Spirit’s demands and is often surprising and alien in nature. You can never truly expect a Spiritual Tattoo to go as planned, but having a firm vision of a tattoo in mind is a good step for getting something akin to what you’d like. With the blessings completed the skin will undergo rapid change. Pigmentation will fade. Pox and boil will smooth. Pain will throb across the man or woman’s skin as if it’d be burnt or scoured off and naught will sooth that but time (an elven day, on average) or an unsubtle amount of opiates, but once the pain is gone the end result will be in full bloom. A Spiritual Tattoo of a person’s choice will be clear and present for as long as any magic remains and its connection to a Spirit lasts; a testament to permanence, a herald of the Immortals. Mana (Gpzang, Deviantart) Use As stated above, Spiritual Tattoos are fueled by exposure to their connected aspects, however this exposure can come in many forms. Physical contact to a related aspect will easily power a tattoo (for example a wielder of a tattoo from Betheruz will have it activate when they’re in close proximity to a celebration or party) but so too will emotional contact. When a person experiences sadness, bloodlust, despair, pain or bravery and they have a tattoo representing that, it will activate with a strength much greater than any that could be replicated by its physical counterpart. The aesthetic effects will be more visible and more animated and will carry with them a greater spiritual meaning, too. In this, Spiritual Tattoos become representative of genuine and meaningful emotion- of being signs of truth and strength of character that otherwise may not be plainly obvious upon a person’s normal visage. They’re a means to show pride in your connection to a spiritual aspect; to show the world, unafraid, the truth of your soul and the fervor of your being. Spiritual Tattoos- Non-Combative, Aesthetic Empowerment, Ritual RP Description A Farseer places a blessing upon the skin of a creature with a Superior Soul, creating a permanent physical change in the form of a tattoo. This tattoo is dormant until powered by a person’s physical or emotional exposure to the aspect of this spirit by which they were blessed, at which point it can have a series of aesthetic (and only aesthetic) sensory effects up to the Farseer and Wielder’s discretion. Mechanics: Requirements: - To create a Spiritual Tattoo the Farseer must be a Tier Three or greater Farseer. - A Spiritual Tattoo must represent some aspect or aspects of a single Immortal Spirit. Its affects are aesthetic and only exist when the wielder physically/emotionally in contact with those aspects. - Once the tattoo is made, you cannot change the effects/behavior of your Spiritual Tattoo; it stays the same no matter what stimulus triggers it. - This ability must be taught in roleplay, and punishments will be enforced for those who cannot provide adequate screenshots. - Creating a Spiritual Tattoo is a 6+ emote Ritual that follows the procedure outlined in the ‘Creation’ subheading of this lore. - Tattoos of this kind can be taken up to sway the spiritual deals of Farseers in their favor. The only limit on how many tattoos a Farseer can have is skin space. Red Lines: - Spiritual Tattoos can only be applied by Farseers and must be learnt. Farseers can apply them to themselves without repercussions. - This is an entirely aesthetic ability and cannot impart any additional blessings onto the holder or anyone else whatsoever. - A Tattoo can only be powered by physical closeness or genuine emotional contact with an aspect. This emotion, and hence the activation of the Tattoo, cannot be forced or faked. - There’s a certain artistic freedom in creating Spiritual Tattoos, however they cannot be used in battle or as a legitimately convincing illusion (i.e. effects they produce can’t be harmful and obviously come from the tattoo). - Tattoos can’t activate differently to different stimuli- eg if you have a tattoo blessed by the Spirit of Magic and are in an area with active magical effects, it would activate, however you couldn’t determine the type of magic or its intended effects. (If you think a tattoo is being used to metagame in this way please contact an ST)
  6. Farsight and Visions This lore acts as a companion piece to the Farseer Rework (LINK) Prelude Granting these wise Shamans their names, Farsight is the gift of receiving visions of past, present or future events. These come in two forms: Passive visions, which occur naturally as a Farseer travels through the Immortal Planes, and Targeted visions, which are the product of an Immortal Spirit (Usually a Greater) directly contacting a Shaman to impart information onto them. let me guess, u got lost again? (Toblin, Deviantart) Farsight Roleplay Description: As said previously, Passive visions occur naturally within the Immortal Planes. What causes them is mostly unknown; unlike the Elemental Planes, the Immortal Planes are not inherently linked to Time itself, and it is not perceived by Spirits the same way as it is by Mortals. Luara, Spirit of the Moon and Counted Time, anchors both Spirits and Mortals to the here and now, but as the Immortal Plane is a realm of Ideas, Concepts and, largely, the attention of mortals upon these things, occasionally echoes of events that surged with strong emotions and hard-forgotten sentiment ripple through this plane and arrive as a vision. Often cryptic and usually misunderstood, a Farseer will generally perceive a vision as a scene within the Immortal Plane they can see but not interact with. It proceeds as a twisted play, acting out muddled details of an event that either happened long ago, has yet to occur, or that booms strongly through the Mortal Plane at that very moment, and is often entirely representational, telling the Shaman very little of what truly happened, but instead the emotions and ideas that flared up during and because of it. An example of a vision precursing a terrible war might be two stampedes of beasts charging towards each other, one side indistinguishable from the other, and meeting in a town of faceless, screaming innocents, leaving nothing but rubble. Farseers with keener eyes and greater experience with visions often notice more specific details- Banners the beasts carry, words the people scream. A Passive vision will never be clear cut, but as a Farseer becomes wiser and more accustomed, they can learn to draw more from the motley depths of these ethereal representations of events to come. Mechanics: - Once a Farseer has connected to the Immortal Plane (As outlined in the Planewalking section of the Lore), they are capable of receiving Visions. - A Vision can be shared with as many people as can be taken on a Planewalk. - Visions are, essentially, a purely thematic ability and don't necessarily need to have any basis in real life or events. A Farseer is essentially capable of making up her own mini-event. - ST's, however, are capable of visions to Farseer that have pertinence to official ST eventlines and lore. An ST Provoking a vision in this manner must either: - Oversee the Planewalk and treat it as their own mini-event, or - Post the vision they're releasing as an official ST post on the LotC forum. Red Lines: - Visions have no impact on any events outside of a Spirit Walk. They are not Blessings and have no such effects on the people that experience them. Song of Mwuuau (AntonKurbatov, Deviantart) Vision Infliction: Roleplay Description: Stemming from their capacity to travel to different planes, Farseers become able to impart Visions upon any creature with a greater soul once they reach the third tier of their magic. One of a Farseer’s very few unpleasant abilities (Though not inherently, simply in that it doesn’t require consent), these visions are similar in nature to those received by Farseers from Greater Immortals and involve the manipulation of a person’s soul, and the sensory information that soul receives, once they’re within the Immortal Plane. Mechanics: The steps required to inflict a Vision are as follows. a) Eye contact must be made and held for a total of two emotes, followed or preceded by an emote of focus. At least two of these three emotes require the muttering of Old Blah. b) The above step acts to lessen the person’s soul’s hold upon their body, and an emote should be made through /msg following a similar theme to when they’re taking someone on a Spirit Walk, where someone’s vision dims and the control over their body dulls. c) The person’s soul is pulled from their body (The soul’s connection isn’t {and can’t be} broken, just like during Spirit walks) and thrust into the Immortal Plane. Here, a Farseer is able to construct a Vision involving: Tier Three: Sight and sound only Tier Four: Sight, sound, touch Tier Five: Any senses and very minor spikes of emotion, such as ‘A rush of primal fear,’ ‘curiosity,’ etc. d) The Farseer’s grip on the soul fades and a person’s consciousness will return to their body. An emote should be made by the Farseer explaining their vision/senses returning which stuns the person affected for one emote. Once a Farseer reaches Tier Four, the use of Old Blah is no longer necessary (but is recommended for the aesthetic), however the process takes just as long and requires the same amount of attention. No matter the tier, a Farseer can’t perform combat or any actions that require their full attention while imparting a Vision (They are capable of speech, though). At Tier Five, Farseers can choose to strike someone with Visions from any range without needing eye contact, however this requires either the flesh, blood, hair or saliva of whoever they’re targeting (Similar to Witchdoctor Voodoo dolls) and additionally needs four emotes of focus, three of which must include Old Blah. Red Lines: - Farseers can’t grant visions until Tier Three - At Tier Four and above, Old Blah is no longer required. - At Tier Five, Visions can be inflicted out of eyesight, but require: a) The flesh, blood, hair or saliva of the target. b) The use of old blah. c) Additional emotes (Basically turning it into a ritual). - Visions don’t directly affect the mind, which means: a) Farseers can’t ‘read minds’, and likewise can’t use the images of people/things important to someone in Vision (Unless they knew of it previously). b) Visions can’t be blocked by mental barriers, either regular or Voidal Horror-y in nature. c) They have no lasting effects and will be remembered similar to a dream. It’s difficult, if not impossible, to convince someone a vision actually happened (This isn’t Illusion). - Visions require the brunt of a Farseer’s attention. If they’re interrupted they’ll be stunned for one emote, and if the Vision reached step c) the target’s consciousness would return as in step d).
  7. Frum'Shauk Spiritual Companions: A re-submission. Assistant Shaman (Tyami, Deviantart) “… all forms one could imagine. They gathered about the great Traf accompanied by their Shamans as Frum'Shauk; they obeyed, but only in companionship, for these beasts were never to be controlled. By one Uruk’s side only a flat, grey shadow could be seen, trailing from his feet and blinking back at those that glared…” Frum'Shauk, the spirit-y companions of the Farseers, Witchdoctors, Lutaumans and Elementalists alike, reside solely in the Immortal, Ancestral and Elemental planes as beastly echoes of the mortal realm. As a Shaman progresses through training, their travels through their respective realms become more frequent and, as a consequence, more in-depth. An adept Farseer may spend every second day traversing through the Immortal Realm in times of confusion or unsurity, and an Elementalist can often explore the Elemental Plane for weeks without finding a spirit suitable to bond with. As a result, Shamans, often and tragically, become lost. As a general rule of thumb, the Spirit Realm is not a nice place to be lost. Around every corner something unpleasant is bound to be lurking- whether it intends direct harm or not is not the issue, but rather that most shamans don’t pack a spare loincloth in their travelling kit. Thankfully, not all spirits are quite so callous. They can arrive at any moment of a Shaman’s’ journey; whether they’re in direct trouble, or are simply lost out of their minds, eventually a Frum'Shauk will come to their aid. They can come in any shape, size or disposition, though often enough they take a form eerily similar to the creatures of the Mortal Realm. A wolf, a cat, or something more diverse and disturbing- There seems to be no limit to what form they take, or to what end they'll aid their shaman. They're typically Minor Spirits- those wandering oddities which no greater spirit has taken interest in, on account of their uselessness. From time to time a servant of Ghorza, the spirit of travel, takes up the mantle of a Shaman's Companion, though this usually comes from a deal with the spirit themselves. Strangely, Frum'Shauk are capable of traversing through the Immortal, Ancestral and Elemental Planes on a whim, and seem to know precisely where they're going at any time- even if they don't exactly mention it. Above all, a Shaman must trust in their Frum'Shauk, for it's them that will lead them away from the traps and tricks of the more sinister spirits which reside in these dangerous realms. Red Lines and Clarifications ~ Frum'Shauk reside purely within the spirit realm- they can't manifest upon a Shaman's call, and neither can they be controlled ~ Furthermore, they won't be any use in a Shaman's spirity battles. They're guides, not warriors. ~ They're purely for rp diversity- Fun, pretty much! To expand upon and to encourage roleplay posts of a Shaman's travels.
  8. For several months now, greedily and selfishly, I’ve hoarded a technique that has made me, and none other, an all-powerful, all knowing and unmerciful God of LotC. This power is not for everyone. It’s definitely not free from abuse. These were the reasons I hid it from the outside world, safe in my care, and maybe I was right. But maybe that isn’t for me to decide. Forgive me for opening pandora’s box. If you’re like me, and you have a smart character that is played by a person with the intellect and memory of a dead goldfish, you’re going to forget things your character should certainly know. Unfortunately we don’t live in the same world as our characters, and so Boblin the Goblin, who’s lived amongst the Descendants for 200 years and has made friends, acquaintances and enemies that he’s dealt with most of his life, is piloted by a dude/dudette who roleplays maybe only a couple of hours a week these days and doesn’t remember Boblin’s wife’s sister’s name Not because Boblin’s a bad husband, but because his player had a physics test today and their brain is currently a luke-warm slurry. We Aren’t our characters, and for the times that our characters should know something, but we don’t, it can be frustrating roleplay ignorance or forgetfulness. I’m not saying doing that’s a bad strategy- Sometimes it is, in fact, the best one to take, and it’s still one I take three times out of four. But… What if you had a way to remember? What if you could choose to roleplay a character who actually seems like they live in this world, because you can actually remember events that they’ve lived through. Well. You can do that. Instantly finding names, phrases, or emotes found in any of your Minecraft chat-logs. By the end of this guide, you’ll be able to hit Crtl-F, type in a name, and see if it’s ever been mentioned, and when it has been mentioned, in any minecraft chat log you have. This is what it will look like. There are three steps to this- None of them particularly hard or requiring more than a few clicks, but all the same I’ve laid out a click-by-click walkthrough for anyone not so used to this type of thing. 1. Finding and copying your logs. 2. Creating a file to store them in. 3. Letting the .log file to be indexed. Step One: Finding and copying your logs. If you already know how to access the .minecraft folder and the logs folder within it, this step’s super quick. Get everything inside that and copy it; feel free to skip the Spoiler if you can do that. Step Two: Creating a file to store them in. Super simple, but there’s a bit at the end you should pay attention to. Paste into a folder, unzip and change advanced search settings to search through non indexed system files and file contents (Step 4/5). Step Three: Letting the .log file be Indexed. Trickier, but still only a few steps. Go into indexing options and add the ‘log’ filetype to indexed files. And you’re done! Hottdamn! Go into your folder and hit ‘CTRL-F’, type in your phrase, and every single file that has that word in it should come up. Try typing in your username: Every single log should have it. Click on whichever file you want, go inside it (If it’s not already the default, open the file with ‘Notepad’) and, once more, type in ctrl-f to find where in the document that word is. And there you have it. It’ll look something like the Image posted at the top of this thread. Well done!
  9. 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 ****.
  10. 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!
  11. Hey buddy, you seem pretty jaded. Are things alright for you? Hmu if you need to talk any time, man.
  12. 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.
  13. Intriguing and well written; Noice, Smaw. It expands much further on the premise of the Book of Spirits in a much more interesting way while opening doorways to a part of Spirit Lore we haven't been able to touch on in game. If you feel like you need to write more I'd do nothing to encourage it either- As far as concerns for Apohet's anonymity as the creator of the spirits go, I think this would be the right way to break it if any. Keep it up.
  14. I'm more than glad you've gone through this without me, and much more than confident that you can pull it off. Thanks for pushing through when I couldn't Meph, Smaw and any others- I hope what I wrote with your help and ideas goes somewhere important from here on out. GL.
  15. 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?)
  16. 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.
  17. They're on to us. Thread locked and hidden for prosperity.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Shoutout to Booger, Hugo, and the rest of the crew working on the Shaman Reforms, a lot of my ideas came from their own, especially on Spirits. Keep up the hard work!
  23. Amiz Fauth’ul “... And as Krug snarled, a ripple poured through Stargush’stroh; a thousand heads turning to attention. As simple as that, the Lingerer fled.” The Ancestral Realm is home to the souls of those honourable mortals who have passed their time in the land of the living. Long ago, the Daemon Apohet created it merely as a slight to the Aengul Aerial, to forbid her the souls of any good that had left the mortal plane, however in an unintended turn it became the revered grounds of past knowledge, wisdom and guidance. Prudent Orcish Shamans seek advice from the ancestral denizens which reside there, and even some astute men and women of the Mali’Ker have been known to call on the foresight (Or hindsight, as it were) of those inhabiting the Ancestral Planes through Uruk Lutaumans. It acts as a sieve through which souls of bad repute are cast away, to reward those who have proven themselves as characters of both honour and integrity. However, even a sieve made by a being of magical power incarnate has its limits. The Lingerers Those unwelcome souls who have managed to remain despite this Great Sieve are dubbed “Amiz Fauth’ul”, or Those Who Linger. It happens more by accident than not; these creatures are rarely found to be inherently evil, but instead have been caught in the whitewash of a great passing and simply thought that the Ancestral Plane seemed a nice place to stay, opposed to whatever damnation eagerly awaited them in the Aengul’s realm. On occasion, a lover whose partner’s soul was dubbed worthy is dragged into Apohet’s dimension for a pleasant but thoroughly unwelcomed retreat, but these rarely cause trouble. Lingerers of another sort can be found prowling about the Stargush’Stroh, however; their intent dark enough to house them in any shadow of the Ancestral Plane. Origins The art of sneaking into places where one is unwanted seems to be one regularly practised by those of Dark descent. Necromancers, Iblees worshippers, Blood Cultists; each have their own skills and their own goals and, indeed, their own ways to achieve them. The Dark Shamans of early Aegis were no different in this accord. Although technically no records exist of how this precise ability was gifted to the Dark Shamans, one can hypothesize Or’Ta to be the persecutor- He had a pleasant blend of ingenuity and insanity which first allowed him to see the dark bridge that none should ever cross and then cross it anyway. All that is known is that long ago, during the Great Clan War, countless Dark Shamans left one battlefield for another, and sent their souls through death to plague the Ancestral Plane. Amiz’Fauth’ul became true parasites of the realm, and with the Shamans of Lur too busy fighting the living, the dead fought the dead unhindered. One thing lead to another, and the Dom clan was all but abolished; the cult of twisted Shamans dispersing into the deepest thickets of history. After the mist of war had cleared and the purple blood was wiped clean from Shamans’ blades, the rituals of Amiz Fauth’ul were well forgotten from the mortal plane. Many Dark Shamans who had survived the initial slaughter, in a panic, left for the Stargush’stroh to escape the Shamans of Lur, but in their rush left not a scribble of the process behind for their mewling students. Gone from this world, but not the next, the Lingerers, well, Lingered. Their Fate Since those days, Lutaumans have had, as those in the Shaman Community say, their hands, arms, legs, mouths, tusks, and spirity appendages well and truly full. The Ancestral Realm was never a quiet place; with old, dead wrinkly people wandering about the place there’s bound to be a few shouts, but after the invasion of the Dark Amiz Fauth’ulz, there was actually a presence of evil. The Lingerers, patient and wary as they were in life, tend to slink about on the charity of the denizens of Apohet’s Plane. Fortunately, killing dead people has proven to be a serious challenge for the Amiz’Fauth’ulz, so restricted to petty crime they’ve taken to disturbing spirity communities through deceit and plain, simple vandalism. More than often the once-great Dark Shamans are forced into hiding; shrouding and disguising themselves as the regular spirits of the dead, of which the two can’t be differentiated by normal means. It’s a part of the Lutaumans’ duties to maintain the peace in the fragile Ancestral Planes, and as such these troublemaking Lingerers are tracked down and persuaded to depart, usually when their head is smacked in by the Shaman’s staff. From time to time, however, a Lingerer may stumble upon a wandering Lutauman, and things tend to get… Sticky. Should a Shaman allow a Dark Amiz Fauth’ul to give them a blessing, it can cause no end of trouble for the unfortunate Lutauman. Physical sickness, mental instability, even a temporary loss of power can all be caused by a Lingerer’s meddling with a Lutauman’s blessing. Even though it’s a rare occurrence in these Shamans’ careers, all teachers warn their students of the danger and every Lutauman carefully considers the spirit before receiving their boon. Lingerers still remain to this day, and these lessons are still taught. Dark beings lurk in the Stargush’stroh; a place as bright as that casts deadly shadows. Conclusion This proposal is for a new concept of Lutauman Shamanism. As of yet, there’s been no conflict in the realm which Lutaumans act in, so hopefully with this new lore some opportunities can be created! This lore won’t give Lutaumans any new powers or advantages. Additionally, it should be noted the method to create Amiz Fauth’ulz is ‘forgotten’, or at least impossible with current Dark Shamanism, so nobody can achieve this sort of immortality with their own characters. The Lingerers will act simply as a concept; Events can and hopefully will involve hunts for Lingerers through the Spirit Realm, so the Lutaumans have a basis for some more awesome, rp generating Shamanism! As for their use by current Dark Shamans, it’s null and void, though there it can be considered when the revamp for Shamanism is brought up later on. Cheers for reading, and if you have any questions or More Importantly, Suggestions, please shoot me a PM in game, on skype or the forums. Hope you enjoyed! ~Food
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