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Ilikefooddude

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  1. -Snip-

    The dream remains around the young, shouty Shaman. It would seem to him, as he pondered on it in his own, personal, lonely dreamscape, that he hadn't voted. For the nights to come, the same scene visits him in his sleep, and he would find no escape each time until his answer arrived.

  2. As it's been said above, meddling with history in LotC is a tricky business- If it's any time during living memory, it can cause quite a few problems, and even moreso should it interact directly with the history of groups or races. However, there's more to pick at with this lore.

    First thing's first- What are you trying to implement? It's something you should heavily question before you write up any lore and, once you're certain of it, make sure others are as sure as you- State it in Tl'dr at the end of your piece or use subheadings throughout. As a general rule of thumb, don't try to implement a change in history. It tends to get rather messy.
    Is Arcane Rage what you're trying to implement? If so, what IS it!? You must include information on lore you're trying to implement, not describe it after it's been implemented.
    What are the properties of the weapons/armor mentioned? On a very simple basis, that's what you should be including in any piece of lore- What you're actually trying to implement, what it does, and how it does it

    That all being said, there is, bluntly said, no chance of this being accepted- No only does it meddle with current lore, it also fails to describe what it intends on getting implemented.
    Furthermore, if you're planning on writing any more lore in the future, keep in mind the presence of powergaming- Lore for weapons and armor and such tends to be used to bad ends if it's not very, very carefully written.

  3.  

     

    As the Shaman lets their eyelids quiver closed, sleep
    greets them warmly at the end of another arduous day.

    The Shaman’s world ripples and withers. Thoughts wane away as an unseen claw drags them from their regular subconscious, pulling them from comfort. Unformed scenes of half-finished memories drift them by as they’re guided through the inner crust of their thoughts; wherever they’re going, it’s deep.

    They arrive. Before them, a room of uncanny familiarity unravels into structure about the blank corners of their mind. Walls of crooked patching and irregular wooden supports set the edges of this world, meeting the floor and ceiling at a slight, uncomfortable curve. Braziers swing a cursory rhythm, lighting the room despite their lack of flames.
    In the center is a simple, wooden totem.
    As the Shaman approaches, a slow, deliberate voice reverberates about the echoey substance of the room. Its source is unknown; the Shaman is alone.

    “The High Shaman’s duties have long been neglected.
    Lat must place lats vote; who shall be the new High
    Shaman, if the Shamans are to live on?”

    At that, all goes quiet.
    The Shaman’s head clears, and the regular dreary fog of the unconscious mind is swept away. The totem waits patiently for an answer- Be it the name of the Shaman themselves or that or another- and the room stays quiet until it arrives. The Shaman may force themselves to wake but, oddly, when they next return to sleep, the room is the only thing that greets them. Who is to be the next High Shaman?

     

    It's that time of year again- spring cleaning. Reforms, reforms, reforms. 
    Each Shaman gets one vote, which they'll place as a roleplay response to the thread- And, yes, you can vote for yourselves, you selfish bastards.
    Anyway, by the First of October the votes will be tallied, and a decision will be made- if there's a tie, a good old fashioned Shaman Klomp will sort it out. Cross your fingers, toes, and eyes- You have four days to respond, good luck!

     
  4. The Old Farseer splutters into waking sweat, the trinkets and oddities bound about his speckled wrists rattling with fervor. As he regains his shaken senses he curses, pushing off the sandy soil beneath him.
    "Ramakhet giyd mi heer. Ahm lozd."
    He taps softly against his tusks as he paces back towards the Uzg, his brow creased in a permanent look of concern. This one could do with some thought.


  5. Somewhere, crammed into a corner of a yellowing library or on a bench by the Iron Uzg's outhouse, one might happen to find a book. It seems normal enough, albeit bulky, and is adorned with a simple leather covering. On its spine, the title reads, "On Shamanism, by Thurak the Farseer."



    1.      Those who practise


    2.     The connection


    3.     Traversal


    4.     Utilisation


     

    Those Who Practise

    A magic almost strictly wielded by those of Krug’s descent, Shamanism is to the Orcs as Muuntrivazja is to the priests of the Kha’s; narrowly practised and highly revered. Those that fully understand the ways of the magic, divided into the sects of Elementalists, Lataumans, Witchdoctors and Farseers, each have their own role in the Uruks’ society and all put the needs of their race above their own or any singular individual. Dark Shamanism, a forbidden topic, shall not be discussed in this tome, as it holds no relevance to the topic being held.

    The first, and debatably most simple form of Shamanism, Elementalism, is based on making a connection to the Elemental plane and the spirits that reside there. A Shaman of this type, with the aid of his or her ‘bonded’ spirit(s), may control an element such as Earth or Fire that is present nearby in their own realm. It should be noted that this differs from Arcane Magic as it requires no connection to the void and, rather than creating matter, simply manipulates that already existing. The next form of Shamanism, the practitioners of which are dubbed ‘Lataumans’, is much more complex. By moving their consciousness into the realm of Ancestral Spirits, these shamans can contact the forms of those who were chosen as ‘honourable’ in life, and reside in a place more connected to ours than any other. The long dead such as Lur or even Krug himself (although it has only been done once) could be contacted for advice or information, and stronger Lataumans can gain blessings from these spirits; their strength or courage being ‘boosted’ for a short, albeit valuable, time, although this can’t be reproduced on others by these Shamans.

    Witchdoctors, the more ritualistic group of the subtypes, choose to meddle with the Immortal Spirits- those that live in a plane dedicated to the aspects of the mortal races. Every emotion, every ideal and every thought can be categorised to a spirit, there, and the power of such spirits is used by Witchdoctors to curse and plague those who are seen as a threat to the Shamans’ beliefs. They can do this on anything living- including animals and plants, and as such these shamans are held in wary consideration by the Druids. They may also do the same with the Elementals, surprisingly- being able to call upon the lesser of such spirits to curse whomever they wish. Another important part of Witchdoctory is the production of potions, which, although similar to alchemy, instead focuses on using ingredients that represent a certain spirit to call upon its power, and requires more thought on the individual pieces than the brew as a whole.

    Lastly, there are the Farseers. Sometimes called the Elders of the Uruks, these shamans spend their days traversing the Immortal Plane in search of enlightenment in cultural and historical matters. They bring their council to the Rex or their race as a whole, and act as the balancing force between the two planes. In much the same way as Witchdoctors can curse, Farseers have the ability to bless plants or animals; being able to increase favourable attributes such as strength and resilience, but also those more intangible, such as hope. It is this reason why Farseers are so widely valued, as these blessings before battles or klomps prove to be invaluable assets.

     

    The Connection

    For the following section, we’ll be referring to the connection of the Farseers to the Spirit Realm, as it is held as the both the most complex and developed form of the art among those who practise it; being one that these Shamans use to constantly and fully transport their consciousness to another plane. This forced passage between realms begins when a Farseer cuts off the link between his consciousness and his body, and ends when he, or in turn a Spirit controlling him, returns the stream to his mortal person. Unlike any other magic, the beginning of Shamanism actually requires the limitation of Mana being spent, rather than an increase in such. The regulation of mana use is vital in both entering and departing the spirit realm, and as such is vigorously practised by all Farseers. To let their mind wander to the place of spirits, they must almost entirely cut off the connection between their mind and their body- leaving only a trickle of mana as an anchor to return. When they wish to come back, they increase the mana flow to their mortal person, and their thoughts will begin to travel back to their body. Now, that being said, although controlling mana plays a massive part in connection to the Spirit Realms, it isn’t so that anyone that can do such may actually make this connection. When an aspiring shaman is first taken on as a student, they will be put through several trials and tests, dictated by their teacher. Although they are sometimes seen as a filter to weed out the dedicated from the short-sighted, they are indeed much more; as a pupil’s action in these tests decide whether or not the spirits themselves will allow a him or her to move their consciousness into their realm. An intangible filter of sorts is present, at which a group of minor spirits regulate the influx of those entering and leaving the Spirit Realm. Those that have been seen bearing positive attributes during these tests may be, for the first time, allowed to enter this new realm. It should be noted that the longer a Shaman has been connecting to the Spirit Realms for, the easier it will be for them to pass through the filter without the spirits scrutinising over them- and as such it’s important for these Elder Shamans to do their best to regulate their own actions as honourable or otherwise.

     

    Traversal
    Once a Shaman has connected to the Spirit Realm, an incomprehensible variety of circumstances may occur. For the first few times, chances are their senses will be dulled or non-existent as their mind struggles with the lack of bodily connection. Their vision may remain pitch black, and the only ‘input’ they receive may be a soft, niggling feeling of being watched. As time progresses, aspiring Shamans learn to deal with what information they’re given, and soon the senses return, albeit in situations much different from those in the mortal realm. Their vision may be hued; the world they seen filtered as if through coloured glass. Hearing may be non-existent, or they may hear cries far away as close as if whispered in their ears. The sense of touch usually comes last for those that travel the spirit realm, and it can be the most confusing of all to deal with. Sometimes, should they come across a vision of a man being slaughtered, they would feel a phantom sense of pain- like a slash across their neck as they’re decapitated. It’s important for a Shaman to differentiate these Empathetic feelings to others from their own, especially in the Spirit Realm, as it’s been known to drive some blindly mad. Now, on to what actually occurs in this realm. When a Farseer, presumably with full use of his senses first enters the Spirit Realm, they’ll find themselves, most likely, in an environment they haven’t yet seen. It might be a dense forest or a dank swamp; either way, a Shaman learns quickly to adapt when they traverse the spirit realm. With them is usually their Spirit Guide; a creature in a form important to them or their heritage which will lead them through this realm away from, or into danger, depending on the situation. A member of the Ugluk clan, for example, might have a Spirit Guide in the form of a bull, as it is Ugluk Bulls that their clan is so famous for- and the same can be said for Lur Wolves or Braduk Rhinos. So, led, or not, by their respective guides, a Shaman will eventually come across what they will refer to as a vision. It may be an event of the long past, the distant future, or the twisted present- usually representing something that has or will play a major part in the development of either the Uruks or the Shamans. These won’t be straightforward events, however; one may see only the form of a crying Uruk mother and her child, and from there they must learn to decipher its potential meaning. And it is from that that a Farseer’s real skill is discovered; the ability to learn from these small snippets of information and then advise their leaders or people for or against certain actions that could, potentially, bring massive consequences for their race.
    Another form of visions, much rarer in comparison to these odd events, are those brought forth by a spirit himself. These are no tricks to be deciphered; if a spirit goes to enough effort to force a Shaman into a vision, their vision will be straightforward and commanding. Usually, these occur when the Spirit feels as if their influence in the Mortal Realm could be increased, and they are to call upon the aid of a Shaman to spread their influence. The Shaman, of course, has no real choice in the matter, but those stronger in the way of words may be able to convince a nagging Spirit to change their mind on a matter which might be otherwise impossible, or at least very consequential, to perform.


    Utilisation
    Last but very much not least, we come to a Shaman’s real use in Orcish culture- their ability to manipulate the Mortal Realm around them. As said earlier, each sect of Shamanism has their own way of doing this: Elementalists by meddling with nearby elemental, Lutaumans by blessing themselves, Witchdoctors by cursing others or creating tribal elixirs, and Farseer by blessing Orcs or others around them who are in need. Usually, they go about these things in similar ways. Elementalists must bind themselves to an Elemental by first impressing them by going on certain quests to draw their attention. Then, they promise the Spirit something that it seeks that they can give, and then a bond will be made. As more Elemental Spirits are bonded to, sometimes a Elementalist’s proficiency in the control of a certain element may be hindered; like if one Shaman has bonded to a spirit of water as well as fire, or earth as well as lightning. It’s up to the Shaman himself to decide what they’ll sacrifice, or if they’ll instead focus only on one element to become utmost proficient at it over all others.
    Lutaumans go about creating their influence similarly. They first must call upon an Ancestral Spirit to meet with, and then they will try and gain their favour by promises of impressive feats or proof of their past honour. Once a Spirit agrees, they will temporarily bind their essence to the Shaman; giving them massively increased attributes such as strength or bravery for a short amount of time, which may just turn the tide of battle in their favour. The more they do this, the more word of their feats will spread among the Ancestral Plane and the more likely it is for these Spirits to accept their deals.
    Witchdoctors go about things a bit differently than others. During their rituals, they’ll present certain objects which hold relevance to the Spirit they are trying to evoke. For example, should they be trying to create a potion which causes the drinker to have insatiable hunger, they would perhaps need something such as the stomach of a large animal, such as a bull, or they may burn and char excessive amounts of savouries in hopes of gaining the attention of the spirit of Greed and Gluttony. Should they do so, they’ll begin to call to their desired spirit in the tongue of Old Blah, asking for their aid and promising that the attributes that they represent will somehow be more prominent after the use of said potion. Should the spirit agree, the mixture will be cursed, and the Witch Doctor can use it as he will on his unfortunate victims. However, these Shamans must be careful, as it’s sometimes not apparent how a spirit has cursed the potion, and unintended effects are rampant in the brews of inexperienced Witchdoctors.
    Finally, the Farseers’ blessings are actually quite similar to that of the Lataumans’, in the way that it requires sharp tongue and wit to convince the spirits to give them their boon. When a Farseer decides he wishes to bless something, he must travel to the Spirit Realm and begin calling the name of the spirit that hold the attribute he needs for the blessing. Should the spirit answer, then the Farseer must try and convince it that the blessing will, in some way, benefit the spirit. If this outright fails, and the Spirit refuses, a Farseer may do something else that no other Shaman may do; that being fight the spirit for his blessing. This is very dangerous, and is usually done only in times of desperation, as when a Shaman dies or is injured in the Spirit Realm, he dies or is injured back in the mortal realm. Once he’s either convinced the Spirit of the need of the blessing or beaten him in battle, it will then begin to take over a Shaman’s body. Back in the Mortal Realm a Farseer’s limbs may start to move under its will, and words in Old Blah will be said to give the blessing direction. A mist, usually hued the colour that best represents the spirit doing the blessing, will pour from the Shaman’s orifices and encompass the person, animal or plant he wishes to bless. When it's finished, the Shaman need only to return his connection to his body and admire his handiwork; the fabric of the mortal world being shifted in his favour, albeit in only a small front.

  6.  

    1. I don't think you should meddle with spirit lore.
    2. It seems like an easy way for Mary and Gary Sues to contract mental illnesses without actually having a real reason as to how they got them.

     

    1~ Who- Who told you this? Of course you can meddle! Meddle like crazy! If we don't like it, we'll say so! Otherwise, go nuts. Unless of course you meant he personally shouldn't meddle with spirit lore.

    2~

    Since this is a rather silly statement, i'm putting it in its own silly little box.

    Yes.

     

     

    I like the idea a lot, though I would like it if there were another way of fighting these spirits other than a shaman directly ripping it off. Perhaps there could be a way to weaken the spirit before the shaman goes to remove it, making the shaman's job easier. Maybe having more than one shaman combining their powers to remove the spirit could be a possibility.

    Agreed, linking an idea like this solely to shamanism in both its identification and removal would be quite a waste of potential. At the very least, small signs should be present in the Mortal Realm due to the nature of the Spirit Realms as a whole, which affects the mortal realm and in turn the mortal realm affects it constantly and dramatically. Physical scars would be a good pointer; excessive itching in one area, something to actually differentiate these creatures' effects from a normal mental illness, otherwise in practicality they're identical. In addition, in Lore such as this it's very... Personalised. Yourself and whoever is helping you are the only people that know about it and interact with it. When we're looking for lore to be implemented, we want something that involves people; brings them into this type of roleplay. The concept may be good, but at the moment it won't be accepted for the simple reason that said concept won't spread. Try to think of something that will involve others, is all I can suggest. Perhaps an area of effect, with whoever's hosting the parasite causing those nearby to feel, very weakly, the mental illness that the parasite causes. Again, linking in to observable, objective effects with those around them.

     

    There are plenty of possible ideas that could be used, so the argument that this could be used to revitalise events is, quite frankly, rather silly.

    Why do we need to mess with a realistic affliction like mental illness?

    ~ There are indeed, and this is one of them.

    ~ You're pushing the belief that this lore is driven by need and then criticizing it because it isn't (?????????). Lore like this isn't necessary; its implementation and use isn't a requirement and it isn't a limitation, it's an addition that's use is entirely optional, as the creatures proposed aren't the result of mental illness, they're a cause of a specific form.

     

     

    Shamans already have enough powers. Push this buff onto someone else, like mental mages or clerics.

    Fortunately for those who are shaking their fists at the dominant force of Deity magic, this proposition isn't a buff towards Shamanism. It's introducing an optional concept involving mental illness separate from normal mental illness and adding a way to remove it. In practicality it doesn't add any benefit to Shamans since it's effectively causing the problem which it's capable of fixing.

     

    add more and more weaknesses

                             Add more weaknesses

    another addition                            wide range of magical skills

     

    Same response to above, this isn't a buff. Although the abilities of Deity Magic Users with Shamanism as a focus are an issue (One which, actually right at this moment, we're working on), It has no correlation to this lore, and as such can't be it a causation for criticism.

     

     

    WHAT SHOULD CHANGE!

    • Add ways for this concept to interact with more people, including:

      ~Physical changes on the host as an effect of these spirits.

      ~(Perhaps) An area of effect, where the spirit causes a radiation of the aspect they represent with the Host as a medium, who is more greatly effected due to proximity.

    • Make sure people know this is an addition, not a classification! Not all mental illness is caused by these creatures, and as such:

      ~Shamans being able to cure it isn't a buff

      ~It isn't un-normalising normal mental illness. It's still a thing

    • Although it involves Spirits, don't make it only classified to Shamans. Add different cures ranging for Alchemical Poisoning to Mental Mage Analysis.

     

    Cheers,

    ~Food.

  7. Your IGN: ilikefooddude

    Character Name: Thurak

    References: 
    SS_zpsfeec6458.png
    SS2_zpsf69cb6b2.png
    http://www.deviantart.com/art/Forest-Shaman-66212376 < Similar Clothing
    Otherwise, go nuts!

    Other notes:
    *MONEY!
    e47d79f2-e936-43ca-a6ba-1013c9721da5_zps

    *Some votes on PMC!!!
    1779aadf-63c1-485e-96cc-110f600fdb21_zps
    *THREE WHOLE BOOKS FROM MY COLLECTION (One of them, anyway)
    e471b6ce-eace-4099-bf9c-7bbddb58aa4c_zps

    I'd like a new, older looking skin for this guy! An animal hide/fur loincloth will be awesome with a bit of aesthetics hanging about it. You can include armbands, padding, jewelry; anything to spice it up, you're free to go in that regard. He has one ear and tattoos dotted around, but don't feel like you need to base any of that on the old skin, it's just a reference for skin colour. What I'd to see in the skin are some face scars! A bit less prominent, and if it's not working with the skin you can cover the face with some funky, animal themed headgear.

  8. The main inquiry I have is: Why were you removed?

     

    I do not ask that as a jape at the Lore Team, but to ascertain the reasoning to make a better comment.

     

    Cheers for asking. When I was last an LM some very unfortunate circumstances popped up out of the middle of nowhere. IRL issues hit me like a tonne of responsibility-shaped bricks with impeccably tragic timing. Anyway, I was rushed away and in the way things tend to happen I didn't get mention how long I'd be gone or why I was gone at all, in fact, to the other LM's. I was removed because I wasn't handling my responsibilities, all in all. This time around I'll be dealing with that by monitoring my commitments and making sure I sort them out nice and proper like. Sudden inactivity is the bane of the LT, as we all know, so this time I'm making sure to manage that myself.

  9. A heavy musk had set itself around Thurak's tattered blarg, clinging like an invisible drift of vine about the sparse wooden furniture and through the thick atmosphere. By a small, withering fireplace the Farseer sat, tattooed in shadow. As you enter he looks up grinning, beckoning you to sit.
    "Throm'ka bruddah. Wub kan da Goj doow fur lat?"

     

    With changes being made in the way Orcs will be run, I'm making this thread as a 24 hour question, request and answer post.
    If you'd like to apply for the building of any of the new structures mentioned here, you can request so in a response to this. If you have questions on the way which the Orcs will be run, you can also do so here. If you have a question on the ways of the spirits, on the discipline of nasty Kubs or on which brand you should use on your latest slave, you might as well ask that too, I suppose. I'm not your boss.
    All replies should be done in roleplay, if you have any OOC questions shoot me a PM or send me a skype request (ilikefooddude). Stay awesome.

  10. Your thoughts still go to the void as a form of energy. This can then cause them to manifest as a physical entity trapped within the void.

    *Perengo the uncouth celebrates as he comes to this exact revelation*

    "I knew it! I knew the voidal boob monsters were real!"

  11. Circle Magic

    Through circle magic one could do many things based off the type of magic being used. Necromantic circle magic can cause crop blight or diseases while Druidic circle magic can do the opposite. Void magic can invoke strange creatures or even summon raw elements. Shamanism may summon elemental spirits or ghosts depending on the type of shamanism used. While clerical circle magic may be used to bless lands.


    To make sure I understand, this part of the lore is suggesting a form of magic inherent in all Subtypes, Void and Deity based alike?

    In each subtype, it causes a Mage's magic to be spread out and become more powerful.

    First issue; you haven't elaborated at all on how this is done. Does it require anything other than drawing a circle? Does it require more people, in the way that it acts as a conduit channeling the power of many mages into one spell? I'll have to brush up some more on Blood Magic, but this describes almost exactly what can be done with that type of magic.

    https://www.lordofthecraft.net/topic/112030-lore-blood-magic-second-generation/

    This part of the lore isn't promising, unfortunately.

     

      Witchcraft

    As a consequence of the use of Black Mana on practitioners, it should probably be put after or inside the below subheading. Nothing inherently wrong with the idea, it just doesn't need a whole paragraph.


    Black Mana

    Black Mana is essentially what powers a witch or warlock's rituals and spells. When a plant dies the life force of the plant usually dies with it. Black Mana occurs when this life force is forced to linger creating what is known as life force corruption, this causes void nodes or nearby sources of mana to deplete rapidly and seep a black goo called night oil.


    An interesting proposal, and though I understand this is a WIP, it's probably best to elaborate more to at least promote understanding. In practise, it's a type of Anti-Mana? Excuse the term, however it's created from an imbalance of the nature of mana. When this imbalance is cancelled out by nearby sources of mana, they form this substance, Night Oil.

    Very interesting, and as a concept I approve. However, there are fiddly bits which you need to work on before this can be considered a completed lore.

    Elaborate on how a plant or any other source release this Black Mana.

    Elaborate on where and how Night Oil forms, go into into its inherent abilities and why it can be used as a source of power.

    Pretty much make sure what I said in the first paragraph can be easily found.
    Make it different in practise, make sure you outline its limitations and causations and effects on both mages and their magic.

    With some work, it could, well, work. As a concept, at least, though the practise of using it is different.

     

    Altars and Circles Of Power

    Altars are typically used to harvest the black mana in night oil and then spread it causing the environment to turn into large corrupted swathes of swamp.


    MORE WORK! Talk about what is required to create an Altar! Go into detail on how it actually collects night oil (The combination of black mana and regular mana to form a solid substance) and how it separates it into parts. So much work to be done here.

     

    Circle magic in witches and warlocks is different for each sex.


    Why?


    A witch will usually use a ritual to empower herself and put curses on those who intrude on her property, allowing her to live safely in her hut while keeping her altar safe from outsiders. Warlocks can usually place curses that will cause misfortune or disease in a settlement or area.
    The same curse can be used to target single individuals if the warlock has a piece of the victim such as a lock of hair or skin. Warlocks may even affect people mentally by making them hallucinate when near the altar or corruption.


    Never use words like 'usually' in lore. NEVER! Lore is supposed to be a guide for people to understand and base their roleplay off, making sure they understand the limitations of a concept. Usually means, 'Oh sure, witches empower themselves with their magic most of the time. But they can also summon krug from a bowl of unsalted peanuts if they want.'

    Don't use usually!

    Anyway, both of these can already be done by Shamanism; Lutaumans and Witchdoctors respectively. I can't see this part of the lore being accepted without changing completely.

    https://www.lordofthecraft.net/topic/113090-farseer-shamanism/

    https://www.lordofthecraft.net/topic/94645-lutaumen-magic-lore/


     

     

    And its not like you are a LM you can't go around and be all like: OH THIS DOESNT MAKE SENSE WITH TEH LORE11!!!

    That is a LM's job and theirs alone. 


    I do what I want.



     

  12. What is your minecraft account name?
    ilikefooddude

     
    How long have you played on LotC?: 
    Almost three years, now.
     
    How many hours per day/week are you available?:
    On average, five to six hours; that's a commitment i'll make this time around. Naturally, some days I'll be available more than others, and i'll be sure to keep up with my duties.

     

    Which lore do you know best on LotC:
    Definitely Shamanism, and in extension to that Farseer/Dark Shamanism. Bordering on that would be Alchemy. 

    Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past:
    The most notable of course is my previous position as an LM on LotC a few months ago. Unfortunately irl issues caused me to give the position up, but i'm trying once more with a commitment to activity.
     

    Do you have a Skype account? You may post it here, or choose to keep it private until you are asked for it.  Note; Skype is required to communicate with the team and unless you have an account and the program it you will be incapable of joining the team:
    Yup; ilikefooddude. Most of you should already have it, though. 

     

    Have you ever written any lore for LotC? We are looking for LKs who either know a lot, have a lot of ideas— or preferably both. So lets see what you have done. If you want a part of the app to pay most attention to-- pick this one.
    Over my time on LotC, it seems I've focused mostly on Shamanism and Alchemy; two subjects i'm infinitely comfortable dealing with and that I believe I have an adept understanding of. Despite that, I've branched out to creature lore, herbology, and have in some way or another aided in various magical lores. I'm well versed in all major lore on the server, experienced in the lore if not practise of all magics and, at the very least, in pleasant acquaintance with most minor lores. 
    The grand, illustrious LINKS!

    https://www.lordofthecraft.net/topic/113090-farseer-shamanism/
    https://www.lordofthecraft.net/topic/91744-lore-braduk-rhinos/
    https://www.lordofthecraft.net/topic/85524-completed-plant-lore-night-sap/
    https://www.lordofthecraft.net/topic/90255-completed-reposted-laenrys-burning-powder/ (Outdated)

    PS: There's more coming! I do have a few unpoloshed projects which i'm attempting to finish. Upon request, I'd love to pitch the ideas and what I have as part of my application.

    Have you ever receive a Magical Blacklist, ban or other blacklist if so, please link it:

    Nope.

  13. "Gazardiel... Gazardiel" An Uruk mumbles, his fingers rapping against one of his tusks as he ponders the name, "Id woz Ffaelz latz tik ah hurd hiz naem... Id ahm tik tu leeb." He simply nods; beginning to gather together the materials scattered about his desk. He seems to be in a hurry. 

  14. Do certain magicians have the 'ability' (I suppose) to 'sense' (loose terms) mana? A broad question, however- In Void Translocation, an object's magical value must be perceived and comprehended in order for a equal balance of mana to be supplied when said object is to be transported into the void (Along with its physical attributes and other such things). Should it be said, than, that through meditation a certain understanding of nearby 'mana fields' (Simply said as yet another loose term. Mana around an object releasing it), may be obtained? Something similar was stated in (Insert long acronym), by Elindor.
     

    All things were originally pulled from a realm in which is not a single thing but the potential for all things. And thereby all things that exist are still magic. Perceiving magical value is a skill that requires much practise and isn’t really teachable as you either find yourself able to perceive the presence of magic or not. Certainly with practise comes the strengthening of such a skill; but to attempt to explain to another how they are to ‘feel’ an apple tree from a dozen metres is (in almost all instances) utterly fruitless.

     
    Anyway, the point of the question is that I'd be interested to incorporate the idea into Shamanism to explain how Spirit Walks are done, should this process already be Canon. If not, I suppose I have some more lore to write.
  15.  

    What is the lore teams opinion of Necromancy in general? It's always seemed to be a poor one from what I've seen and heard.

     

    The Lore Team doesn't have a strict stance or opinion on Necromancy as a magic; not as a whole, anyway. Necromancy is simply another piece of lore to be monitored and maintained, and although it's not exactly a 'LotC Original' idea, that doesn't make it any less valid, or any less of an important part of our community. Individually, some members have been known to dislike the concept for that reason, but individual opinions have never strongly skewed voting on additions to any particular piece of lore. Furthermore, even though Necromancy may have been badly monitored in the past that hasn't made the magic a no-go zone for new innovations and opportunities. You'll find that, as with all lore, Necromancy is held neutrally in the opinion of the Lore Masters as a whole.

  16. "Da zpirids hab blahed der konzent enuff, Albai Laneef."
    The Farseer lets out a soft, short chuckle, his features crinkling in amusement as the length of his old, twisted staff spins in an idle flourish. Tapping a finger against one of his yellowed tusks, Thurak nods to Phaedrus with a pleased expression.
    "Hozh jub. Bud doow nub maek diz eehntahfeer wiff owah lezzunz, albai. Lat weehl leed hozhleh."
    Having shown his approval, the Orc shuffles off, leaving the brooders to brood and the accomplished Elf to celebrate.

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