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Panashea

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  • Birthday August 20

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  1. I agree! If you want to tackle subtypes and discuss my general ideas for shamanism I'm more then interested. It's why I submitted the amendment to fix farseer and clarified Spirit pacting to begin the process of hammering out some of the looser parts of shamanism. I don't mean to make every submission an addition to a shaman's power or "new stuff" (why its completely non-combative). I've tried asking, or least beating my head against a wall in terms of constantly submitting shamanic stuff, but there's no real answer on what that "heavy work" is. The closest to understanding what that work is has been talking with Kalehart, because it feels like most of the ST don't like and/or don't understand shamanism. I think Witchdoctor is currently the most stable, followed by Farseer, and then lutauman(my poor boy). In writing this, I want to encourage a lot of the old shamanic community to return, as well as make Farseers and Witchdoctors more stable/address some of the heavy work that needs to be done. I think this submission would at least give a majority of players who feel like shamanism is "dead" a means of preserving what makes the magic good without devolving it into disabling characters or reckless powergaming. Currently Elemental Spirits have no use or real functionality for any of the subtypes, despite being the most common place in the past and arguably one of the most popular and introductory aspects of shamanism as a whole. Since I've already submitted most of what I plan to engage with (so many lutaumancy denies), I plan on reframing my orcish/shamanic compendium so that I'll have some submissions to address the holes currently in shamanism. Any kind of feedback or discussion, especially on this submission is always appreciated. In a previous rendition of this magic, I actually had different subtypes and magic groups have an impact and effect on rituals and how much Fruum an individual possessed. Someone who was formerly an elementalist would have more Fruum because they had already pacted with the Spirits in the past and utilized many of these spells and rituals. The same would be true for dark shamans, witchdoctors, farseers, blood mages, and alchemists but I think it muddied the waters and made the magic too much of a numbers game as well as grossly inflating some older characters into ridiculous territory with how much Fruum they had. I think it would also be cool to look through all the old MAs for elementalism and reward/inform people on such but its too messy and too complicated. For simplicity's sake, everyone is just going to start from scratch, since Elemental Spirits haven't really been used in centuries.
  2. ANIMISM The might of the elemental spirits has existed for centuries. Through the workings of past Elementalists, the perversions of dark shamanism, and the invocation of the elemental spirits of the mortal realm, these natural embodiments of mortal elements have forever shaped the world through their wrath and might. It is then that the shamanic descendants, those who have peered into the arts of their ancestors- and the arts of the future, wield the shamanic rituals of the Elemental Spirits. Introduction My thoughts on Elementalism: Any Farseer or Witchdoctor would have access to these spells should they form an elemental pact(Requiring 1 magic slot per element) with the corresponding Elemental spirit. Animism is primarily ritual magic. Utilizing these spells are efforts of the Elemental spirits- something Farseers and Witchdoctors both have access to, and thus they may act as teachers for the magic inherently. To teach a prospective student, the Witchdoctor or Farseer would bring their student on a spirit walk to the elemental spirits, where they are able to begin a pact with a lesser elemental spirit. The pacting process would involve a quest or goal bestowed from the teacher to the student, with the teacher roleplaying as the lesser elemental spirit in question. The Farseer or Witchdoctor would also have to be pacted with the Elemental Spirit in order to teach a specific type. To cast specific spells, one must be pacted with the corresponding spirit. Once an Animist reaches tier 5, they are able to teach Animism to other students. Note that Animism does not have the ability to spirit walk, but animists are still able to teach the magic, and allow other students to pact to other subtypes through a specific Pacting Ritual. TLDR: Witchdoctors and Farseers can teach and make Animists, but Animists cannot spirit walk on their own. Animists can also make more animists by teaching and pacting students through their own ritual. Witchdoctors and Farseers still begin at Tier 1. General Mechanics Animist: The chosen person pacted with specific elemental spirits. Elemental Spirit: Distinguished by their greater power from Immortal Spirits, they control the natural elements and order of the world. Adherent: Someone engaging with the spells the Animist casts, but does not possess the magic. They are spirit worshipers, and generally not shamans themselves. Fruum: The cost of casting spells. Every spell adds a certain amount of Fruum. Once a character accrues too much Fruum, they are rendered unconscious, or forced to PK in extreme situations. Bane: Negative effects from pacting with the spirits. Boon: The way in which Fruum damage is undone from the user. Lesser and Greater: Lesser Spirits are the spirits shamans are pacted to. Greater Spirits are Spirits that rule over all of one “dominion” with a host of lessers beneath them. Animism is only compatible with other shamanic-compabitible feats and magics. Element Specific Mechanics The art of Animism physically and magically wounds the body as a resource for spells. This is measured through Fruum, which increases every time an Animist casts a spell. Fruum is essentially how much tolerance one has to channel the raw, primal powers of the Elemental Spirits. Using any spell that relates to Animism will cause the user to suffer both mental and physical conditions. Time and training are required to endure the physical and mental demands of the magic, increasing the Fruum tolerance of the Animist. The effects of gaining Fruum can range in many ways, but is always painful and reflective of the spirit. For example, a fire animist that casts a spell will receive painful burns across their body as they cast. Another example, a water animist may receive scald burns upon completion of a spell. The more Fruum one gains, the more serious the effects until rendering the Animist unconscious from the pain. If Fruum is not healed after the encounter, the mental effects worsens over the course of an OOC week; obsession with the chosen element, hallucinations, and finally madness. This damage cannot be healed through physical or mundane means, and will continue to last and reappear until the user performs the correct Boons to undo or mitigate the damage. If the animist has gained too much Fruum and is close to death, they may be stabilized by mundane means, however this will leave the Animist still in great pain and trauma until the Boons are applied. Fruum cannot be healed by other magics, and doing so would cause further pain to the user. T1: 2 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T2: 3 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T3: 5 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T4: 6 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T5: 10 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). The Elemental Cycle To understand the elemental spirits, one must look upon the mortal realm’s laws. Each element has an opposing one, and that one element also has an opposing element. This pattern of distaste continues until the Elemental Cycle is formed, a circle of endless war. This cycle affects the mental state and power of all Animists who walk a path. The elemental cycle is as follows: Fire is displeased by Water for extinguishing. Water is displeased by Fire for evaporating. Earth is displeased by Storm for eroding. Storm is displeased by Metal for enduring. Metal is displeased by Air for rusting. Air is displeased by Earth for not moving. Earth is displeased by Fire for burning. MENTAL EFFECTS The creation of an Animist is a painful and life-altering process. To be entrenched in the eternal battle of the Elemental Spirits scars the psyche of the individual. A single path is laid before them, servitude. They are wracked with the eternal will of beings beyond the perception of their creation. They are scions, they are terrorists, they are fury. While each Elemental Spirit causes their own specific effects; all suffer from the same general maladies. These mental effects extend to: GENERAL BOONS Animists gain all the abilities a normal shaman would except the ability to Spirit Walk. These abilities include: Purify Void Spiritual Sense Old Blah GENERAL BANES Every sect of Animism has their own tenants. Not following these tenants will accrue Fruum or other negative effects. All animists will also suffer from Anathema. Being near or being doused in your opposing elements, will reduce one of your total Fruum and damage you further. Multipacting: Multipacting causes conflict within the user of the Animist, causing them unable to use the spell Pilgrimage. Elemental Anathema: Different elements oppose each-other, and so when an animist is within a region foreign to their element they’ve chosen to pact to, they must provide 1 additional emote when casting spells within that region. This also applies if the user is within a 3 block radius of the opposing element. In addition, being covered in opposing elements would greatly wound the Animist, preventing them from casting and would cause physical harm to their body. GENERAL SPELLS AIR ANIMISM FIRE ANIMISM METAL ANIMISM EARTH ANIMISM WATER ANIMISM STORM ANIMISM MULTIPACTING Though the spirits are always within constraint strife and conflict, they understand one thing. Power is what allowed the Spirits to surmount Apohet, the belief in their power halts their endless conflict, and allows some of the elemental spirits to work together- albeit sparingly. When multi-pacting, every two pacts will take a magic slot. They no longer can use the ability Pilgrimage, and still are subjected to normal casting rules (cannot cast two different spells at the same time). CREDITS: CloakedSphere, Krunos10, Areontrade, YourCorvus, Astrophysical
  3. "For zomeazh who cares a lot about a clan hall, iht am strange an entire band of people lat revile was able to enter latz homes, burn them down, agh spent the tik to leave messages. If they were sacred why was nubazh guarding them?" The haruspex had witnessed the Ireheart's poor attempt, leaving the missive amidst the many burned lies of the past.
  4. When I was Rex, and far less wise, I had urged those who abandoned the way of Krug to return to the Iron’Uzg in hopes of returning them to the Path. I was wrong. My mercy gave way to countless whitewash who mar the name of Krug by attacking women, children, and the Lesser Descendants. We uruk are the only ones who stood before Iblees and remained loyal to honor and strength. We were not tempted by evil, and yet his wild descendants seem rife with it. Enough. To the nations of Malin, Horen, and Urguan, I ask for clemency and respect during these difficult times. Being bombarded by creatures no greater then the Undead, those masked in orcish skin has tainted your view of my people into something little more then savage beasts. Those who would abandon honor and attack women and children, those who would steal the name of Mog and wear it under false pretenses, and those who have abandoned the Iron’Uzg out of greed and self-interest. Your blood will be made into wine, and your bones into dust. You will be hunted like the craven dogs you are, and your evil extinguished from this realm. I implore you leaders of the good nations in this world, aid us on this hunt of reformation and cleansing, and I promise we will restore this realm to what it once was. We are honor bound, we are noble, we are Uruk. Our world will change for the better, and the hunt for whitewashes will begin anew.
  5. PLANESTREADERS THE UNTETHERED HISTORY In the days before Almaris, and Arcas, and Atlas, and all the realms before them came, in the days when the four Descendant Brothers still walked the world, and the spirits were only beginning to be discovered, the Orcish people were without guidance from their almighty pantheon. It was only after the defeat of the fiend Iblees, and many years had passed that the secrets of the Spiritual planes of existence revealed themselves to Krug, the first uruk. Of course, this knowledge quickly spread from him to his kinsmen, and from them to their children. But Krug was not satisfied with descriptions alone - No, he decided that he must see the spirits’ planes for himself. It took decades to master, but eventually the First Uruk had taught himself to release his own spirit, that he may walk those of the spirits. In this way, he became the first Planestreader. BACKGROUND There is not one particular identity to be matched with the Planestreaders. These are the shamans trained to walk the planes of the spirits, each for their own reasons. For some, Planestreading is but a method of exploration of a world much different from their own. Others learn it to pursue some definition of the ‘truth’ behind the spirits, or to learn the true history of the world, or to meet great figures that have passed long ago. The reasoning matters little; at the end of the day, they all risk their minds to tread the line between material and immaterial, in search of more. Planestreaders are spiritual mediators, having been trained to resist the assault or desires of spirits that might wish to set them off course or torment their minds as they pass between planes and traverse the spiritual world. This leads them to become bridges between realms, whether knowingly or not. This post is to serve as an amendment for the current Farseer lore. All blessings of empowerment and abilities are kept, but many edits are set in place. This is to fulfil the second slot of a Farseer, as in the past it was only a 1 slot magic, and many of its old abilities were removed. The kept items are as follows: Blessings of Empowerment The changed items are as follows: Farseer Spiritwalking with Planeswalking Farsight Inflict Visions Farseer Tattoos with Spiritual Tattoos The new items are as follows: Ritual of Incitement Ritual of Inner Fervour Pacting Mental Exertion MENTAL EXERTION As a Planestreader plunges themselves into the realms of the spirits, their minds are assaulted by innumerable lesser spirits of insanity, which an unprepared walker can quickly succumb to. Even after any one spiritual plane has been entered, the sheer contrast with the real world and the mind’s fruitless attempts to recognise anything therein strain the mind even more. As the Planestreader spends more time in the selected plane, and travels further and further from their starting point, concentration becomes more and more difficult, as they venture closer to the domains of spirits which would sooner do them harm than aid them on their way. This, again, makes it no easier to remain in the spiritual planes for long, and soon, the shaman will likely prefer the opportunity at finding their initial tether, rather than succumbing to their mental exertion and losing their way permanently. These factors lead to an exhausting experience for the shaman, which can be almost overwhelmingly taxing for a beginner. With time, though, the shaman comes to expect these events, some even welcoming them as signs that they have successfully crossed the limit between the two worlds successfully - though, at this point, they have grown so accustomed to these effects that they seldom have any effect at all on them. The exertion that each tier of shaman is capable of withstanding, and the time they will need to rest after each walk, are as follows: TIER 1: 8 EMOTES, 2 IRL DAYS’ REST TIER 2: 12 EMOTES, 2 IRL DAYS’ REST TIER 3: 20 EMOTES, 2 IRL DAYS’ REST TIER 4: 32 EMOTES, 2 IRL DAYS’ REST TIER 5: 50 EMOTES, 2 IRL DAYS’ REST During the earlier tiers of Planestreading, the shaman is unable to interact with the world around them. This is due to the fact that they have not fully transferred their spirits to the spiritual planes, rather their conscience alone. Due to this, they are unable to become inadvertently ‘trapped’ in the spiritual planes if they spend too long within them, and will simply awaken after a short period of unconsciousness. PACTING Beginning at Tier 2, the Planestreader gains the ability not just to walk the spiritual planes, observing its inhabitants, but indeed to dialogue with any of the lesser immortal or elemental spirits that grant them their time. Due to the nature of these spirits, and their desires, the pacts tend to be rather simple. In return for aiding them in expanding their influence, the spirit in question grants the shaman a fraction of their power, to be called upon whenever their domain is nearby. When it comes to pacting, though, the spirits’ natures may betray the shaman. Should the shaman wish to pact with too many spirits at once, these spirits’ powers, and the blessings that come with them, are weakened. Spirits, as jealous beings, will waste little time dealing with those shamans that worship a pantheon too wide for their liking - more spirits to worship means less time for any one individual spirit, in their eyes. Mechanics: As the Planestreader climbs in tier, and gains more experience with speaking to spirits, they learn more of the mannerisms and temperance of spirits. In turn, this allows the shaman to better navigate their conversations, and convince increasing amounts of spirits to lend them their power. The tier progression for spirit pacting is as follows: TIER 1: NO PACTING MAY OCCUR TIER 2: 1 PACT SOFT CAP, 2 PACT HARD CAP. TIER 3: 2 PACT SOFT CAP, 3 PACT HARD CAP. TIER 4: 3 PACT SOFT CAP, 4 PACT HARD CAP. TIER 5: 4 PACT SOFT CAP, 6 PACT HARD CAP. Every time a shaman pacts with a spirit above the soft cap, the connection to the other spirits grows weaker, causing some spells to be more difficult to cast. Every spirit pacted past the soft cap will increase the emote requirement of some spells by two emotes. All pacts must be kept note of through forum posts. These posts can take many forms as long as it is plainly stated that a pact has been formed between a spirit and a planestreader and notes the spirit’s name. These pacts CAN be dropped three OOC weeks minimum after the pacting declaration was posted. A simple message saying the pact has been broken is enough to drop. This is to prevent rapid dropping and pacting of spirits. All pacting posts that occurred before this lore is accepted will be considered pact posts. A Spirit can be played by a Teacher, an ST member, or the shaman once they reach T3. SPELLS FARSIGHT [Non-combat; All tiers] Description: A Planestreader is able to receive visions from the spirit realm and receive messages through other divination methods. Mechanics: The visions and messages can be received through multiple means such as, but are not limited to, events and prophecy. Messages and visions can be of the past, present, or future and are usually vague, containing symbolism and half truths. FARSIGHT - Redlines: Cannot be used to metagame information. This spell can be used outside events and prophecy posts, but happens very rarely and are usually false. Requires ST Supervision/Approval INFLICT VISIONS [Combat; Tier 3+] Description: A planestreader eventually, with time and study, gains the ability to inflict visions upon others. These visions, unlike those in Farsight, are usually about the past experiences or perhaps futures of those inflicted or the planestreader themselves. Mechanics: To inflict visions upon another, one must emote three times calling out to the spirits, with one emote focusing on the target and two of the emotes containing chanting in old blah. Afterwards one must emote the vision to the inflicted, preferably by private means. While receiving the vision, both the planestreader and the inflicted will be stunned for one emote as they both view the resulting effects. SAMPLE EMOTES: Tulgarok clenches his fists as he sets his eyes upon the drunken uruk known as Grogluk, he stares angrily, his eyes are daggers, as he lifts a single finger, pointing at him. He scowls angrily at Grogluk before focusing upon him further. The shaman begins to chant in the guttural tongue of old blah, his voice enraged, “Grogluk, akrûrz ulkum-ob! Duz-darûk bûsh-ishi!” Tulgarok repeatedly points at the laughing Grogluk before he takes both hands into a claw shape, shaking violently as he continues to chant, “Lûp-izg lat-û, baduzg-ta tab mûl!” [Privately Sent] Grogluk would find himself in a blurry environment, the air smells heavily of mead and grog. Before him lies an obese uruk, dead on the floor, his face heavily smeared and beyond recognision. Next to the corpse lies ten tankards which range from empty to nearly empty. A few moments pass before maggots begin to spring from the corpse, eating the body quickly in a horrific display before blacking out into nothingness. Grogluk’s vision returns to the living world. INFLICT VISIONS - Redlines: Cannot be used to metagame information. All faces and identifying information in future visions are blurred. However, identity can be implied. Can only inflict visions to one person at a time. Visions delving into the past of the inflicted requires OOC consent from the inflicted. Although it can be used in combat, both parties will be stunned during the period. Can only be used on descendants or sapient creatures. All emotes must be done within a 10 block range of a person. You must say the emotes in #rp. SPIRITUAL TATTOOS [Non-combat; All tiers] Description: A planestreader can choose to mark the skin of themselves or others with ink, dye, or blood with the help of needles or other tools. Once this marking is complete, the resulting tattoo can have aesthetic properties. Mechanics: These tattoos require five emotes to create. One to prepare the skin by blessing the chosen area, leaving the area cleansed of impurities such as freckles, scars, and other blemishes. The skin is also temporarily numbed. For three emotes, the planestreader works on the tattoo, calling to the spirit of their choosing using old blah (Two of the three emotes must include chanting). During this process, aesthetic effects such as feelings, scents, and sounds can occur. Once the tattoo is complete, the recipient of the tattoo will receive a sharp pain as the area is blessed for one emote. Afterwards the tattoo will react for a second to show its effect. These effects can range from glowing, moving, and humming and must only occur when the person with the tattoo does an action related to the spirit’s domain. For example, a tattoo of Votar will only glow during or after a successful hunt. SAMPLE EMOTES: SPIRITUAL TATTOOS - Redlines: Spiritual Tattoos do not give any additional powers or capabilities as they are purely aesthetic. If the tattoo is cut off, it will not reappear. The tattoo can only react to the spirit’s domain. This spell can be upgraded with the Blessed Needles tool from the Ritual of Incitement. Item representation is optional unless upgraded to Blessed Needles. Cannot be used to cover up magical wounds, brands or scars (ex. Herald of Azdromoth Tattoos) PLANESTREADING [Non-combat; All tiers] Description: The Planestreader is capable of sending their conscience (and, at later tiers, their spirit) or that of others into a spiritual plane of their choosing, in order to explore (and again, in later tiers, interact with) their surroundings. Mechanics: Much like the spirit walking of previous shamanism iterations. The shaman spends a few emotes describing their surroundings and meditation; most importantly, their chant of choice in old blah, but also any instruments nearby used to send them into a trance, the scents in the air, etc. After this, they may emote descending into the plane of their choice, and similarly describe the sights and scents from their initial landing position. Keep in mind, connection to the spiritual planes counts as ONE (1) emote, as does disconnection. This means that in the planes themselves, a Tier 1 Planestreader would have SIX (6) emotes of walking and exploration, etc, before they must disconnect at the same spot that they were connected. At this stage, get creative - the emote beyond the initial connection only begins when the first step is taken into the plane, and the landing position is random, so there is a nigh-endless amount of possibilities for appearance, and an unlimited number of emotes to describe it before you begin walking. SAMPLE TIER 3 EMOTES: PLANESTREADING - Redlines: - The shaman may take one additional player on walks starting at tier 2, plus one more per blessed instrument in use during the initial connection. - If a player dies for any reason while planestreading, they will die IRP since their souls are disconnected from the body. The player may choose to PK after this. - Should the shaman be interrupted during the initial connection, they will not be connected to the spirit plane. After this, their body loses consciousness entirely and may not be reawoken until they complete their spirit walk. - Tier 1 and 2 Planestreaders are unable to interact with the world around them, as their spirits are not fully carried through to the spirit realm. RITUAL OF INNER FERVOUR [Non-combat; 3 emotes; Tier 2+] Description: The planestreader is capable of calling upon a previously-pacted spirit (whose domain is nearby) to bless them personally in some way related to said spirit’s domain. This does not require ST oversight. Mechanics: The shaman beings with an emote collecting or physically touching whatever thing is in their chosen spirit’s domain (eg. rocks or sand for the spirit of earth, coins for the spirit of trade, etc) or by doing a related action. With the item now nearby or preparations made to do a related action, they may begin chanting and taking any other relevant actions for taste (Note: Chanting is not for taste, and is a requirement of casting the spell). The third emote is simply a description of the effects of the spell, after which the blessing will last accordingly for each tier of shaman: TIER 2: 4 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 3: 8 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 4: 12 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 5: 16 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE CHART OF PENALTIES AT T5 The effects may also be dispelled at any time with a single emote. SAMPLE TIER 3 EMOTES and SPELLS: EXAMPLES OF RITUAL OBJECTS AND ACTIONS Akathro - Water and brine. Bregthar - Rocks and crystals. Fiarza - Wind and whistling. Kulthark - Metal and ore. Votar - Hide and hunting tools. Freygoth - Leaves and seeds. Vulka - Weaponry and bronze. Jevex - One’s own blood and hard labour. Glutros - Gold and food. RITUAL OF INNER FERVOUR - Redlines: - This spell may only bless the caster. - Does not require ST oversight. - The shaman may only use blessings for which they have a pact. - Pact duration is reduced when the shaman exceeds the soft cap number for their particular tier. - This spell cannot be used to gain advantage in combat or be used competitively. RITUAL OF INCITEMENT [Non-combat; Tier 3+] Description: The ritual of incitement goes beyond the realm of aesthetic changes by granting abilities to specific objects. However, the list of possible tools is limited to a select few capable objects. Mechanics: A planestreader shaman must first have an applicable object on hand which is able to receive a blessing. The shaman then must offer chants to the spirit in question, if applicable, while focusing on the object for four emotes. One emote preparing and focusing, two emotes including chants in old blah, and a fourth emote to display effects to the object if applicable. If no physical changes are made to the object, a simple visual queue is acceptable such as a glow. LIST OF TOOLS ABLE TO BE INCITED: The Amplifier Totem: A totem covered in shaman runes employed by Planestreaders to bestow blessings to multiple people within a chosen area. To make use of this ability, at least four totems must be made and placed within a square formation no bigger than 3x3. Once the field is made, those who wished to be blessed may enter the field. A planestreader may then bless the group with a standard blessing of empowerment. A blessing of empowerment may be any aesthetic effect utilised in the Ritual of Inner Fervour, or a blessing from the Farseer list. The Amplifier Totem Redlines: Requires ST signature. ONLY NON-COMBATIVE BLESSINGS CAN OCCUR. Any blessings meant for combat will fizzle out. The area encompassed by the group blessing cannot be bigger than 3x3 blocks. One person can be blessed per block, resulting in a maximum group size of 9 people. No stacking of persons allowed. These totems must be physical blocks such as fences and lie outside the 3x3 space in the corners. Knocking over any totem in the array will disrupt the blessing if it is still occurring. Does not require re-signing since it can simply be put back. Only the complete array of totems must be ST signed. Singular totems cannot. The array can be physically moved, but requires re-signing. The Divining Rod: A tool which allows planestreaders to locate objects in the real world should they discover them while planestreading. Examples of use include travelling to the realm of the lesser of lost artefacts to locate a lost relic, or travelling to the realm of lost ruins to locate a hidden city in the mortal realm. The lesser spirits are always lessers of loss or lessers of Dhukat, spirit of secrets who empower themselves with lost items. This means that they will not be happy that you are shrinking their realm by finding items, and may require a pact or great sacrifice to do so (e.g. lesser of lost ruins demanding to be packed before letting you find an important lost city, lesser of lost artefacts demanding you toss your prized possession into the sea, bury it while blindfolded, or sell it so it is lost forever in exchange for a different artefact.) A Divining Rod is created through a ritual of incitement with the spirit of Travel, Ghorza. Ghorza grants the ability to traverse the immortal and elemental realms and so a Planeswalker may ask for their intercession to craft an item. Within the mortal realm, they imbue a shamanic implement, using the mana of their soul to allow it to travel with them when the planeswalker heads to the spiritual realms. On their initial travel, the blessing of Ghorza can imbue the device to travel between multiple realms. The Divining Rod Redlines: This tool is primarily used for ET events and spirit walks and requires ST/staff approval. Cannot be used to metagame locations or items. Does not require ST signature, but requires ET permission to use in events. This tool can take on many shapes and forms, but cannot be used combatively. The Blessed Needles: A needle which serves as an addition to the Spiritual Tattoo spell. If a planestreader can acquire this tool, further enhancements can be made to spiritual tattoos such as glowing runes upon the skin, harmless flames which rise from the hair, and many other changes. However, the more extreme changes which create visual effects such as flame, water, lightning, smoke, etc requires one emote of old blah chants to the spirit who bestowed the blessing to use. The Blessed Needles Redlines: These tools require ST signing. Blessed Needles cannot polymorph a person. Changes such as skin colour, voice, and hair are off limits. All rules and redlines of spiritual tattoos still apply. Meaning one must do an action related to the spirit to activate the effect. Only those who know old blah can use tattoos with physical visual effects such as flame or lightning and one chant in old blah MUST go to the spirit who bestowed the blessing as well as doing an action related to the spirit’s domain. All physical visual effects cannot harm others. Fire will not burn, lightning will not hit, etc. Scryers: An object which allows multiple people to observe a vision and allows scrying visions from a pacted spirit. These objects vary in shape, but are usually no larger than a handheld object. When used to show a vision to others, it reacts similarly to that of the inflict vision spell, requiring old blah to invoke. When used to scry, the same emotes as the inflict vision are cast upon themself, using the Scryer as a focus. These visions must be done with a previously pacted spirit, showing the past, present, or future without knowing which it is. This information can only show insight upon a Spirit's ambition. It only shows information about the pacted Spirit and their adjacent realms or rivals. It may hint at possible conflict between Spirits, a future conflict in the Spiritual Realm, or a change in power. This spell is similar to Farsight in that regard, but only in service to the Spirit Realm. Farseers are the mediators of the Spirit Realm, and these devices serve as an emotional sense of the Spirit Realm and the machinations of the Spirits. With an additional two emotes during the initial Spirit Walk, a Scyer may be brought into the Spirit Realm where it can be communed with to better understand the Realm, or communicate with the pacted Spirit from afar, and within other Spiritual Realms. This does not allow the Spirit to see through the device, merely a means of vague communication within the Spiritual realm, or imparting wisdom about the Spirit Realm while living within the Mortal one. Visions received while in the Spirit Realm are even more chaotic and violent. They are horrible images rather than any real words or information. What often wracks the shaman and those present are confusing and painful flashes of imagery and intense sensory overload. It is not a conversation, but rather an amalgamation of inhuman and eldritch ideas stitched together with pictures and feeling. Scryers Redlines: Does not require ST signing. Objects cannot be bigger than a handheld object. Cannot be used in combat. This follows all rules and redlines of inflict visions. Still requires the emote requirement for inflict vision to use. All visions given to other players must be OOC consented beforehand. Receiving Spiritual Visions does not require ST consent; what is seen or told to the shaman may only be a glimpse of the past, present, or future never to come. Information received is cryptic, vague and does not hold the same back and forth of a normal conversation. Information received is focused on the Spirit Realm cannot be used to metagame or glean information about the Veil and surrounding realms. Identifying figures within the Spiritual Realm during a vision requires a pact, or extensive interaction with whoever is displayed. “Extensive knowledge” implies knowing the person personally for at least one full IRP year (one IRL week), or being told about them in detail by someone who has known them personally for at least two full IRP years (two IRL weeks). RITUAL OF INCITEMENT - Redlines: Some tools require ST signing, see individual item redlines to see if ST signing is needed. The Planestreader of tier 3+ is required to use these tools. Requires ST oversight of creation if the item requires ST signing. CREDITS Writers: Panashea, Astrophysical, Boomerzang, Dargrind
  6. A horrific vulture, no doubt orcish descends upon you, baring a message. Its eyes are bloodshot, having traveled long to reach you. The paper is singed and splattered with blood. Its ink twists and moves, animated by ancient magics. A living drawing is displayed below the words, an uruk possessing draconic horns, and world of fire surrounding him. I have given life to my people for centuries. As the Gatetender and shepherd of lost souls, I have seen the woes of those misguided, left downtrodden by curses and ignorance. I seek to return the world to its purest state, one of mortal ambition, freedom, and truth. In upholding the path of my first ancestors, alchemy, and blood, I will carve forth this transformation. This noble idea; my tapestry has been marked upon my flesh since my first scar. I am lined with these wounds, messages of the truth, a pain that gnaws me to bring salvation to this world. Mine creations are that which will preserve light in a world of growing darkness. Surely you have seen it too, the repeated ruination of our lands, of Atlas, Arcas, and without my action, Almaris. I am not a priest, nor prideful archmagi. I am mortal, a being of blood and bone. I praise my mortality for it gives me the clarity to create a better world. I hope in sending you this, whether you teach me or not, seek the same world. Make me your peer, rather then your student, and I am certain you will find yourself amidst good company. Let us meet then, before you seek to teach me. There are questions I have upon your own path, and the world you seek to create. You may find me admist the fire, or within the heart of the Iron'Uzg. I am able to travel the lands, though my old age brings me great discomfort in doing so.
  7. A realm of mortal beauties is gifted to the children of Krug, Horen, Malin, and Urguan. In the thousands of years the descendants have tended to this realm, wisdom has been collected and preserved. It too is a precious thing like gold, silver, or blood. As mortals have endured countless attacks against themselves whether it was from enemies of another realm or ones they call brothers, history continued to be written and remembered. Cherished for generations, the knowledge of the world must be shared with those who wield it honorably. This missive calls forth those wise to the ages. Individuals or groups alike that seek to share knowledge and history of the realm and those who wish to uncover such. Soothsayers, alchemists, wisemen, and haruspice who are able to glean the mysteries within their own minds and souls are called to council upon the meanings of the realm. The hands which labor and tire upon crafts and forging are also welcome. Many crafts and artifacts have been made over the years of mortal existence. The histories are tied to these items and the craftsmen that make these objects; Holy or unholy, for good or for evil, for the simple farmer or the noble knight. Mortal work is no different than that of the divine, and in pursuing greater truths, they profess their faith. All mortals welcome. *A drawing is made at the bottom of the missive* OOC:
  8. ORCISH PATHS The children of Krug pride themselves by the marks and scars they endure over their lives. Many seek to position themselves as leaders, shamans, and figureheads within their community, but to do so requires great feats of strength and wisdom. The Orcish people recognize strength as paramount. But what is strength? How does one prove your worth before the infinite might of Krug himself? In centuries past, the Gorkil clan would abandon their children within the desert, demanding that their mettle be tested through the brutality of the sands themselves. Many clans possess such similar coming-of-age trials and tribulations. Figureheads and shamans make themselves known through their devout works dedicated to their kin, and the Spirits. As the blood of Krug resurges within the heart of the Iron’Uzg, the means by which orcs may prove themselves has been shown through the countless ancestors, and feats of the past. CHILDHOOD Childhood is the deciding factor for centuries to come within orcish life. A child may choose to prove themselves worthy of the orcish mantle, or they will perish at an early age. Many clans hold their own rites, but all orcs undergo a ritual to prove their worth within the Horde. Any warchief or elder is capable of giving a newblood such. An initial hunt is marked for them, a means of strengthening themselves and carving forth the flesh of the world, as Krug once did. The final aspects of childhood involve a spiritual path to be carved forth, a divination from haruspex, ilzhonal, or farseer. These religious figures often guide orcs toward their noble path, and help to establish their place within orcish society. CLANHOOD Clanhood is integral to an orc’s place in society. While many pride themselves in being clanless, joining or creating a clan serves to create a community and bloodline within the Iron’Uzg. Many clans trace their blood back to Krug himself, and their histories etched in stone, or passed on through members. While every clan undergoes its own secretive rituals, orcs prepare themselves in doing so through familiar rituals. A moment of realization often hits orcs as they grow out of childhood. They desire some place to forge themselves, or carve their own mantle within the Iron’Uzg. It is always necessary for an orc to understand the roles of different clans within their community. This moment of maturity demonstrates their worth, as well as independence from their parents and peers. They then retreat with the many leaders of and elders of various clans to gauge their interest and abilities. Elders often task initiates with quests to uplift the clan or the member themselves. It is not just the name a clansperson bears, but the weight and history of thousands of Ancestors, who watch over them in the Stargush'Stroh. SHAMAN A shaman holds the power and insight of the Spirits and the Ancestors. A noble pursuit that countless take up in hopes of spreading wisdom and divinity to the Mortal Realm. Every path toward shamanism is an individualized one. Every Spirit, every Ancestor, and every Shaman all seek their own divinity, and do so through religious piety and devotion. Affinity is the process by which a prospective shaman’s intent and path is laid out. Often created by a council of shamans or teachers, a trial of affinity marks whether someone becomes a Lutauman, for the Ancestors, a witchdoctor or farseer for the Immortal and Elemental Spirits, or some mortal shaman like the haruspex and Ilzhonal of old. They must then prove themselves with some shamanic feat, marking the world as a place of the Spirits. Like all orcish faiths, action is tantamount. The work of a shaman is never done, and so the first feat commits them to a world of spiritualism. A final approval of shamanism is given by a council of peers, though many rogue shamans dwell within the world. Shamanic councils form both to protect themselves, and the world from the ire of the Spirits. Too many hold their power as their own, inviting disaster.
  9. I've been around 11 years, sounds like you should show up for orc events and shaman things
  10. With my achilles torn im back on the lore and event grind. 

     

    What do yall think orcs and shamans need?

    1. Show previous comments  1 more
    2. Sorcerio

      Sorcerio

      Feel better :* mi lub u 

    3. NLThomas

      NLThomas

      Get well soon mate

    4. Your Favorite Impure

      Your Favorite Impure

      Sheeeiiit, that's a rough injury to recover from. Best of luck with the healing process

  11. ' Darkness looms for those children of Krug, and I fear none will be able to contain it. The horrors that lurk within that wicked jungle have eroded my mind and sanity. I write this in hopes none dare witness what unraveled my mind, and destroyed my spirit. I have given up totally. Even now I feel dread, that primordial fear that holds me captive. I cannot escape, nor will you. If you are reading this, then I plead with you. DO NOT GO INTO THAT BRUTAL NIGHT Your minds will burned and be extinguished at the close of day. Rage, rage against the living dark. Though wiser men have escaped my fate, You have been drawn into this miasma, my corruption Good folk, the last light, crying how bright Their frail deeds might have danced in a black bay, Rage, rage against the living dark.
  12. lat bub’hosh shomo

  13. To reinforce the necessity and impact of Spiritual pacts, officially documenting and citing them is essential to ensure shamans roleplay well and pick and choose their spirits according to their characters and actions. Currently, there are no limits to pacts or any real information on how they function, and so this is to clarify how shamans of all kinds should interact with the Spirits they pledge themselves to. When making a pact with a Spirit, the shaman in question must detail their pact on the forums (this does not mean the interaction is public/known irp), describing their experience and the tribulations. A Spirit will also task the shaman with some starter task or objective in order to prove their worth. When pacting with a Lesser Spirit, the Greater Spirit who domineers above them has knowledge of the pact, as would any Spirit within the realm upon looking at a shaman. A pact is something that can be seen within the Spirit Realm, the same as any soul augmentation or corruption, (voidal magic, aengudaemonic influence, undead, etc). A pact does not augment the soul, there is merely a visual indicator for Spiritual beings. A shaman may have up to 4 pacts, one per tier beginning at T2. These pacts develop as the shaman completes work and tasks for the Spirit, each of which must be documented in a similar forum post. These developments are tiered, enhancing the Spirit’s mortal influence as the shaman performs their tasks. Currently, Totem lore has existed for two years, but no totems have ever been made due to their steep requirement(A Mart), with little reward as common witchdoctor hexes are capable of achieving the same effects with far less effort. Rather than tearing down what currently exists, a tiered system based on shamanic pacts will encourage shamans to make areas of spiritual influence, as well as MArted totems due to the character progression required to reach each tier. PACT TIERS Tier 0 Pact(Cultural) Tier 0 is the level most non-shaman and non-magical totems currently exist at. While they do not provide any effects for the spirits or influence the Mortal Realm, they are a place of religious reverence and worship. Tier 1 Pact(Shrine) The first tier is reached once a shaman begins their pact with a Spirit and after they submit proof of their Spiritual interaction. A Spirit will then ask a shaman to carve out an area of influence. This area will serve as a worship site and place to conduct rituals to progress further tiers. At tier one, the area has little to no magical influence. It is here that those present within the small shrine area may hear the whispers of the Spirit in Old Blah. To reach the next tier, a shaman must crown two spirit champions, adherents to a chosen spirit who are willing to accept tasks from the spirit in question. These champions are also documented, and their tasks recorded. Once these tasks are completed, and the champions maintain loyalty to the spirit for at least 2 IRL weeks, the shrine’s effects are bolstered and it progresses to the next tier. Tier 2 Pact(Large Shrines) Larger shrines grant an area of influence(10x10) as well as the ability to bestow mundane blessings. These mundane blessings are purely aesthetic(noncombative), granting minor visual alterations(flaming hair, wooden skin, smoky breath), as well as a boon of courage when in the Spirit’s area of influence(i.e a swamp for Laklul). These blessings are not permanent, and must be recharged once IRL week at the large shrine. Mundane blessings are bestowed by a shaman pacted with the Spirit over 6 emotes, any sort of adoration, chanting, or sacrifice sufficient in awarding the Spirit’s favor upon a single target. An individual large shrine may bestow blessings up to 5 different targets. It is at Tier 2 that these areas are ST signed, the shaman(s) required to post proof of their progress. A group of shamans (3) with consent may cleanse voidal taint, soul corruptions and similar ailments curable through shamanism at a Tier 2 shrine. This cleansing requires consent of the afflicted party, otherwise rather then undoing their affliction, the darkspawn or soul-diseased person will experience great fear of the spirits for 3 OOC days. To reach the next tier, a shaman must achieve at least one of these goals: Establish a group of spirit champions(5) Hold 5 Festivals or Religious Events Create two great artifacts or items imbued by the pacted spirit Tier 3 Pact(MArt Totem) This is the final tier for a pact, and where the MArt Totem returns. The effects of the Totem may extend to the building/temple/ritual area, or the entire area may be the totem itself depending on its construction. It retains all the same abilities as described within the shamanic totems submission. Extending the influence beyond the normal totem range may be done so with ST oversight, but generally extra abilities, features, and quirks of a MArt Totem and its surrounding areas are done so in the initial MArt application. Destruction If a T1, T2, or T3, shrine is destroyed, it must be done so totally to void the effects. Shamans may rebuild an area to restore its effects, but if the damage is irreversible(a sacred forest burned), shamans must start from scratch. They may not reuse old items or former champions to strengthen the spirit once more. Redlines: Unless specified differently in future lore, all shamans are limited to a maximum of 4 pacts per kind of Spirit(4 Immortal, 4 Elemental, 4 Ancestral) Pact roleplay, Spirit champions, and Tier progression must be posted on the forums to document progress. Breaking Spiritual tenants would undo the tiers of a shrine and reduce it to its inert state. The whispers of a Tier 1 totem may only extend to #q and must be in Old Blah. Minor effects of a Tier 2 totem are non-combative and purely aesthetic. They may only grant mild surface level changes. They grant no benefits whatsoever. Tier 2 Pact Locations/Shrines must be ST signed. The courage boon may defend against 1 negative mental effect brought on by magic, personality, or other afflictions, though is overpowered by magics tier three or greater. Tier 3 Pacts and their areas hold the same Redlines as Totem Lore, as they are functionally the same. Tier 2 Shrines may only purge and remove effects upon the soul or other magics described within shamanic lore. If the person is brought to the shrine and does not consent, the fear and intense disturbance brought on by the Spirits is an intense mental effect and at the discretion of the afflicted. Tier 2 mundane blessings serve no combative purpose. A boon of courage is at the recipient's discretion to how it is roleplayed, but it will not affect mental or emotional magic effects at T3 or greater.
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