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Panashea

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  1. A scarred orc stirs within the burned remains of the jungle, stoking the flame. The land needed his fiery blessing.
  2. Panashea

    hi guys

    yes. https://www.youtube.com/watch?v=c5vBkGLIvro https://www.youtube.com/watch?v=otpyeTD5o4A
  3. Amendment This piece serves to clarify and amend the Deity Lore for The Spirits, as many of the concepts and sections are outdated and inconsistent with current lore. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Background Explanation Praise Tenants Spirit Sigils Lesser Spirits Disconnection Greater Spirits Spirit Ascension ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Definitions Spirit Realm: A deific plane where all Spirits reside. This plane is divided further into different realms, separating the different kinds of Spirits. This realm is attached to the Soulstream, allowing for willing souls to enter it upon death, or most commonly through Spirit Walks in the subtypes of Shamanism. Greater Spirit: A Greater Spirit is the most powerful Spirit of the aspects and concepts it rules over. A host of Lesser Spirits sit beneath it as proxies, envoys, and workers. Greater Spirits own their own domains within Spirit Realms, from which Lesser spirits carve up their own territories. Lesser Spirit: The most common kind of Spirit and the Spirits shamans pact with to utilize the different subtypes. Lesser Spirits exist under Greater Spirits, and so their aspect reflects the Greater Spirit they exist under. Elemental Spirit: The first and most powerful Spirits, the Elemental Spirits are volatile and impossibly temperamental. Elemental Spirits commonly represent the most fundamental aspects of nature- Fire, Water, Earth, Air, and so on. Immortal Spirit: Immortal Spirits represent concepts, emotions, and the material aspects of the Mortal Realm like Swamps and Cities. Ancestral Spirit: Mortal Souls who die and are honorable may pass onto the Ancestral Realm to become Ancestral Spirits. Spirit Sigils: Spirit Sigils are magical signs that detail a specific Spirit from which Shamans can call upon in ritual. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Background The Spiritual Realm is a chaotic nexus of aspects, a dominion flooded by beings of immense power. Having claimed a realm for themselves, Spirits commonly exist outside the Mortal Realm within different Spiritual planes. Elemental Spirits are the most powerful, sectioned off to their own Elemental Plane, then Immortal Spirits within the Immortal Plane, and finally the Ancestral Spirits, in the Stargush’Stroh. While Elemental and Immortal Spirits are primordial and timeless, Ancestral Spirits are mortal souls drawn to the Ancestral Plane after passing. The power of the Spirits is constantly in flux, different aspects vying for power. Typically, all Spirits are divided based on their power, dubbed Lesser and Greater. Greater Spirits typically hold claim to a section of their Spiritual Plane(Immortal, Ancestral, Elemental), while Lesser Spirits serve under them. As a Spirit’s essence is spread throughout the world, so too does their power and influence grow. Even reverence and naming the spirit offers it strength and ability that it can expand on the material world as well as shifting the balance within the Spirit Realms. Lesser Spirits often seek power to usurp their Greater Spirits and are more prone to meddle in the day-to-day affairs of the Mortal Realm for more power. Greater Spirits hold dominion over Lesser Spirits as a king would his subjects, but as Lesser Spirits grow stronger that balance begins to tip in the other direction. Lessers may refuse to keep the balance, striking out or waging war against their Greater Spirit masters. Shamans and followers of the spirits may influence this balance through praise and worship, as well as scattering their essence within the material realm. BACKGROUND REDLINES: -Shamans form pacts with Lesser Spirits from which they cast Shamanism to spread Spiritual Influence. -Greater Spirits rule over Lesser Spirits, and possess total control over their domain. -Lesser Spirits live in sectioned off spaces within the domains of Greater Spirits. -Different kinds of Spirits live within entirely different realms- Immortal,Ancestral, Elemental, and require different kinds of Shamanism to reach the separate planes. -While Lesser Spirits are typically subservient to Greater Spirits, this does not mean that they hold favor with or support them. -Lesser Spirits may seek war against a Greater Spirit or vice-versa at ST discretion for events. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Praise Lesser and Greater Spirits gain strength through the spreading of their aspects and mortal reverence. This is to say a wildfire empowers a Spirit of Flame, in addition to the prayers a shaman may make to respect this Spirit. Physical action is the most significant way to empower the Spirits, though prayer and metaphorical action is taken up by Spiritualists (Non-MA) and shamans (magic-users) alike. This metaphorical action still empowers the Spirits, and although a Spirit’s name and appearance may change to appease Spiritualists, it still receives power from its worship nonetheless. The Spirits are ravenous, transmuting the mortal resources offered to them into more power. To receive recognition on the Mortal Plane, and to indoctrinate more adherents, the Spirits choose to manifest under a variety of names and appearances, capable of assuming any form. While Orcs and Dark elves typically worship the Spirits, and have venerated some of their oldest appearances, the Spirits have manifested as other culture’s patrons, and even the Aengudaemons themselves. This sort of pseudo-manifestation is only possible through ST Events and cannot be utilized by players. PRAISE REDLINES: -Spirits may consume any kind of symbolic sacrifice, offering, material good, or magical resource to empower themselves. -Any kind of offering, verbal uttering, dance, and other gestures empower the Spirits in a minor regard. -Living offerings, physical action like terraforming, or creating shrines empower the Spirits in a more potent way, often allowing them to influence the Mortal Realm. -Shamans should strive to provide interesting sacrifices and ritual RP, and in the case of potential victims- treat them with the utmost respect. -Not all Spirits enjoy the same offerings, and so repeated and incessant player hunting is frowned upon. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Explanation The Spirits are not Aengudaemons, and yet different from other higher powers of the Mortal Realm and other planes. Spirits are in an endless war between each other for power within their respective planes, unable to leave lest they abdicate their position to another Spirit and be drawn out through supernatural[ST Manager] means. Instead, Spirits employ their shamans, forming deals and pacts to shift the pawns within the Mortal Realm. Lesser Spirits form pacts with Shamans in hopes of rising within the ranks of the Spirit Realm, while Greater Spirits hold dominion over their aspect, and are used in more powerful rituals when Shamans Spirit Walk to travel to them. In forming pacts with Shamans and fighting over the Mortal Realm, the Spirits have insight into the affairs of the Mortal Realm. They take part and interfere with the Mortal Realm, though they lack sight like a normal descendant. Like the aspects they embody, the relationship between the Spirits and the Mortal Realm is opaque. The Spirits see the world within a black and white sort of totality, and so all their enemies must be put through unimaginable pain, and all their allies must constantly strive to earn their respect. Spirits hoard whatever power they possess, and so a word like “trust” means little for timeless creatures. EXPLANATION REDLINES -Pacting with a Spirit allows them to have a vague understanding of your actions and peers. A pacted Spirit may not know the names or identities of whom you interact with, but may glean enough to disconnect you from the magic or chastise you upon speaking with the pacted Spirit. -Spirit Manifestation is rare, nearly impossible, and requires ST Manager approval. -Spirits understand concepts of the Mortal Realm, though are not omniscient and cannot be used to Metagame for shamans. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Tenants In spreading the Spiritual influence within the Mortal Realm- pacting with Spirits, creating totems, cursing and blessing individuals with their power, the Spirits gain insight on the workings of the Mortal Realm. This sort of supernatural awareness allows them to manage the pacts they have with their Shamans and adherents, ensuring they do not betray their arrangements. Should a Shaman break one of these tenants, the Spirit would immediately recognize such. In forming a pact with a Shaman this awareness allows for the Spirit to loosely see actions of the Shaman. Spirits do not perceive the world in the same way descendants do, instead they witness a kaleidoscope of aspects, emotions, and elements that describes the Mortal Realm akin to Alchemy or the Mortal Alphabet. While a Spirit may recognize an entity as an enemy or evil, they are all painted with the same broad idea and the nuance of who that enemy is, or what they may be is lost to them. Spirits abhor things that threaten their control over the Mortal Realm. Other Aengudaemons, the corruption and stagnation of lifeforce like Necromancy and Mysticism prevent the Spirits from governing and collecting more power within their realm. Other transformative creatures and constructs incompatible with Shamanism like Frost Witches or Inferi gain the same ire from the Spirits. TENANTS REDLINES -Shamans cannot use the magic or feats of Aengudaemons, Voidal Magic, Necromancy, and Mysticism. Other magics or CAs which corrupt the soul are also incompatible with Shamanism. Seer and other future magics like it are an exception. -Magics that rely on personal mana or alternate resource systems are compatible with Shamanism so long as they do not corrupt the soul. -Shamans are not capable of using voidal, deific, unholy enchantments. While shamans may keep and physically use the trophies of their enemies, they are incapable of casting or using their own enchantments when these items are in their inventory. Should the enchantment require a magical catalyst or reagent (i.e lifeforce), a shaman would be completely unable to utilize its effects. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Disconnection Should someone abuse their Shamanic powers, pledge themselves to another deity or higher power(unholy/deific MA/FA), a shaman would find a horrible pain about them as the soul mark that ties them to their Spirit is removed from them. Practicing incompatible magics and feats would result in Shamanism being dropped. Should a shaman betray their Spirit and the terms of their pact, malign other Spirits, or cohort with the enemies of the Spirits, 2 T5 shamans may perform a ritual in which they subdue and go on a Spirit walk with the offending shaman to a Greater Spirit to put them on trial. Should valid rationale be given with evidence[ST Oversight], the Greater Spirit is capable of taking away the ability to use Shamanism of the offender for a single week. With OOC consent, this can be extended indefinitely. DISCONNECTION REDLINES -Breaking tenants will lead to shaman losing their magic immediately, a disconnection done by ST. -Temporary disconnection only serves as a narrative means of punishing morally maligned shamans. It should not be used to harass players or be threatened to prospective students. -Temporary disconnection is just that- temporary. Shamans may use this as a means of temporarily punishing a shaman for abusing their magic, but this only serves as a means of serving punitive action through narrative means. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Lesser Spirits Lesser Spirits are the most common Spirit and who Shamans typically interact with. Desperate for power, they form pacts between Shamans of the Mortal Realm, allowing for Shamanism to be used. Often proxies for Greater Spirits, a Lesser Spirit lives within and acts as a proxy for a portion of the domain a Greater Spirit rules over. A Lesser Spirit under the Greater Spirit of Nature might be one of Frogs or Mushrooms. A Lesser Spirit under the Greater Spirit of Fortune may be a Lesser Spirit of Travel or Luck. A Lesser Spirit can speak a variety of languages but typically will mirror the esoteric languages of whom they speak with. Lesser Spirits are capable of a variety of feats, often taken advantage of by Shamans and those who follow them. Pacting with a Lesser Spirit allows for the Shaman to utilize the domain of the Greater Spirit, from which the power manifests. Most commonly seen through elves and orcish people, Lesser Spirits allow for minor soul alterations, permanently changing skin color, eye color, hair color so long as someone pledges themselves to the Spirits through any cultural ritual. This ritual requires at least ONE of the following: 2 T2 Shaman 1 T4 Shaman A Tier 2 Shrine or place of Shamanic significance (MArt structures, ST events, etc). Once the ritual (at least 5 emotes) takes place, the person would feel their body change to reflect the minor alteration to the soul done by the Spirits. These changes would be consistent with the natural skin tones, hues, and colors of the aforementioned race and Spirit, with Luara and her relationship with dark elves being a unique pairing- allowing any elf to undertake her blessing. Lesser Spirits make pacts with shamans, giving credence to the various kinds of Shamanism, in addition to making empowered Shrines through Spirit Pacting lore. LESSER SPIRIT REDLINES -Spirits can change minor cosmetic effects of any devotee’s appearance depending on their race and Spirit. This is to say Laklul could change an orc’s skin blue, but would be unable to do the same for a human or dwarf. -Minor cosmetic effects have no effect in combat. -Lesser Spirits pacted under the same Greater Spirits have all the same abilities, the only difference is the aesthetic by which the effects appear with (I.e Laklul and Zagbal are both Lessers under Freygoth). ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Greater Spirits Greater Spirits are impossibly powerful and maligned beings, seeking only to empower themselves or spread their influence upon the Mortal Realm. Embarking to meet with a Greater Spirit is a difficult feat that requires multiple shamans, and often great risk to those who travel there. Greater Spirits almost always talk in Old Blah, though may shift to other languages and tongues when masquerading as another entity. Any disrespect or challenge met to them is met with immediate violence or banishment. Greater Spirits hold no favor over individual shamans, nor do the shamans truly speak for them. Holding total power over their aspects, Greater Spirits are forces of nature and react similarly, made volatile by the eternal war for power within the realm. Greater Spirits are NOT capable of being interacted with without ST oversight and management. However, Shamans are capable of sparingly using their power and invoking them in group ritual. These rituals require at least: 3 T3 Shamans 2 T4 Shamans A T5 Shaman pacted with a respective Lesser Spirit. TRANSFIGURATION Adept in weaving and transmuting souls, A Greater Spirit is capable of altering an adherent’s body far greater than Lesser Spirits. Shamans may choose ONE of these features as a permanent blessing. -A single part of the body (head, hands,legs, torso may be altered to include animalistic parts like horns, tusks, hooves, claws and mandibles. -Skin color may be altered to unnatural means for all races to reflect a Spirit, in addition to its texture and feeling. These features may be, but are not limited to corals and barnacles that appear upon the surface of the skin, a crystalline texture, or ashen and charcoal-like skin. These features serve no combative purpose, as they are a means of transmuting the body in the Spirit’s image. SOUL SCOURING The deific power of the Spirits is capable of purging unholy and maligned corruptions of the soul. This specific ritual is capable of removing curable soul corruption, curses and effects placed on the soul by other magics. Should a lore piece provide a means of curing an affliction or effect through shamanism or deific purging, this ritual would serve to function in remedying the curse. This ritual cannot be used to undo CAs, MAs, or feats, nor PK a character. In the case of creatures where their souls are bound to the Mortal Realm or other planes, this ritual would prove useless and fail. SHAMANIC WISDOM Spirits are capable of acting as prophetic teachers and founders of prophecy and legend. This ritual is capable of acting as a catalyst for teaching shamanic rituals and self-teaching other shamanic subtypes should the shaman travel to the respective Spirits. Should a Spirit be capable of teaching a subtype, it would be linked in their respective lore. In the case of inactivity or absences in teachers, this ritual can also be used to learn shamanic rituals and feats not taught by their teacher, or added within previous lore submissions(i.e haruspexy). Traveling to a Greater Spirit’s realm allows a T4 or greater Shaman to learn their Spirit Sigil when they travel to their realm and use this ability. Shamans may also use this ritual to draft prophecy and conflict between Lesser Spirits within the Spiritual realm, carving up the identity of the LESSER Spirits and the conflict they might face. These prophetic visions may affect shamans, but also within the minds of adherents of a particular Spirit. A vision from Laklul might affect all members within the Lak clan, while a vision from Luara could affect all dark elves who still believe in her words. GREATER SPIRIT REDLINES -A player may only have one Greater Spirit Blessing at a time. -Transfiguration poses no effects in combat. -Transfiguration can be removed through any magic capable of removing or adding curses of T3 or greater. -Transfiguration effects pose no additional aesthetic features beyond their appearance (fiery skin would not burn or glow). -Should a transfigured part be broken off from the body, it would return to its normal descendant state, regressing back to skin, teeth, hair, etc. -Soul Scouring only works on compatible corruptions that can be cured through Shamanism. This does not include feats like Voidstalking where the knowledge and practice is something innate, or a Mystic Wight, in which their phylactery would keep them bound to the Mortal Realm, and incapable of Spirit Walking. -Targets incapable of Spirit Walking cannot have their soul cleansed through Soul Scouring. -Shamanic Wisdom cannot be used on a target that does not already know a specific type of Shamanism. It can only be used to continue lessons of a current student, or open them to another subtype. -Shamanic wisdom visions are simply forum posts or localized events that Spiritualists may access and cannot be forced onto players, or proven to be true. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Sigils [Non-Combative] Spirit Sigils are a way of identifying a Spirit for ritual and aesthetic purposes. Spirit Sigils are often mechanical or non-verbal ways of expressing a Spirit’s influence, and can be done in a variety of ways. A player need not be pacted to a specific Spirit to use their Sigil, merely be a Shaman or devotee. A Lesser Spirit Sigil can be made at Tier 3, while Greater Spirit Sigils can be made at T4. A Shaman may learn to make a Sigil of any Spirit if they have Spirit Walked or performed an equivalent spell(ex: an Animist's Commune) to witness the Spirit. A Sigil’s true shape is constantly changing, and a shaman may choose to write a Sigil in a variety of styles or shapes, though will always be unrecognizable to the unfamiliar eye. Shamans unfamiliar with a specific Greater Spirit's Sigil are incapable of identifying it, though may recognize the magic as shamanic through touch or aesthetic ritual. Sigils can be destroyed merely by destroying the marking with mundane physical means or magic. Sigils cannot be paired with other magics incompatible with Shamanism. LESSER SIGILS Lesser Spirits give their sigils to Shamans, using it as a means of spreading faith. Shamans may use Lesser Spirit Sigils once they reach Tier 3. Lesser Spirit Sigils serve Shamans as a means of creating casting implements. A Shaman of any kind (with an MA) is capable of creating an implement so long as they can carry it within at least one hand, and it has the sigil marked upon the object. It may be engraved, burned, gilded to permanently brand the item with shamanic influence. Shamans may also write the Lesser Spirit Sigil on any object with blood, ink, oil, etc and have it respond temporarily(4 emote duration). This casting implement can perform three different functions, activated when the shaman chooses to. Lesser Spirit Sigils can break or be destroyed by any mundane or magical means, and where a Shaman would be unable to contact their Spirit, they would be unable to cast the cantrip. -A shamanic casting implement can affect the area around it in a 1 block range, This is to say a staff of Kinul could form mushrooms when the shaman taps upon the ground. -The Shaman’s body may be used as a canvas for the Spirit through the Spiritual implement, that same staff forming mushrooms upon their body when the staff is brought upon the Shaman’s skin, disappearing after three emotes. -An implement may speak or whisper for its Lesser Spirit should it be imbibed in its aspect(i.e a Skathach sword dipped in flame) . Lesser Spirit Sigils can be taught to other shamans by any T5 Shaman. LESSER SIGILS REDLINES: -The effects of a casting implement are always non combative and can cause no harm. -The effects of the casting implement disappear three emotes after leaving contact with the skin. -The Spirit may only speak in Old Blah, broken Common, or a cacophony of noises. Any and all sounds pose no threat and are limited to #rp. -A lesser sigil has no effects on the durability, powers, or magical ability of the item it is inscribed upon. -Temporary inscription only lasts for four emotes. Lesser Spirit Sigils cannot be inscribed on anything with a conflicting magical presence. -ST Materials save for Thanium can be marked with a Lesser Spirit Sigil. -Already signed event items can be resigned with ST consent. GREATER SIGILS Greater Spirit Sigils are far more powerful, accessed only through T4 Shamans. The symbols are an esoteric call to the Greater Spirits, invoking their divine power. Greater Spirit Sigils are capable of two different abilities, refilled with a T4 Shaman's mana once a month. Items labeled with a Greater Spirit Sigil must be player signed, or in the case of builds, labeled with a Player signature and [Greater Spirit Sigil [EFFECT TYPE] [DATE CHARGED] as if it was signed by ST. These sigils may provide an area with one of these effects. Greater Spirit Sigils of the same type may be combined to increase the size of a build, but are incompatible with other sigils. Should the build exceed 10x10, it will require an ST signature, and if larger than 25x25, a MArt. Greater Sigils must be exposed, and cannot be hidden beneath blocks. Greater Spirit Sigils cannot be taught, only accessible through interacting with the Greater Spirit. The Sigil must be visible to the air, and will not function in the presence of incompatible magic. Once a Greater Spirit Sigil is placed, anyone can utilize it, though it must be recharged by a Shaman once a month. COMMUNE Commune allows for a Greater Spirit or any of its Lessers to be communicated with so long as the symbol is placed on a T1 Shrine or Greater. These manifestations may appear as a cloudy or hazy representation of the Spirit, but bear no effects on the surrounding land. To use Commune, a T2 Shaman or greater must call out for two emotes, as these can be created by more powerful shamans, and presented to their students. Shaman Tip: The Lesser Manifestation lasts for 7 emotes, or two narrative hours. Typically the Spirit will demand worship and praise, discuss conflicts within the Spirit Realm, or task those present with a quest. COMMUNE REDLINES -Cannot be done in combat -The Spirit cannot give specific information unless ST consent is obtained. -Spirits do not manifest, their icon/symbols are merely shown through the elements and viewers hallucinations. ANIMATION The Animation Runes of Greater Spirits allow for shamans to implement their magic in architecture and simple machines. Greater Spirit Sigils are most commonly employed in buildings, infrastructure and religious areas. For a Greater Spirit Sigil to be activated this way, it must be permanently marked on an object capable of fully being engulfed by its aspect. For example, a Greater Spirit Sigil of Water must be wet for it to manipulate the water around it. A waterwheel could be inscribed with a sigil of water to allow it to move for an extended period of time once a praise or a sacrifice was offered. For conceptual Spirits that lack a physical aspect to soak the Sigil in (honor, sadness, rebellion, etc), a Shaman may construct the Sigil into a T1 Shrine to empower the object. For example, a horrific wooden idol could be constructed to Ikuras, and when worshiped, allowed for a stone door to be moved to gain access to a deeper shrine. The activation point must be within a five block radius. Shamans on sight and magics capable of identifying would be able to identify its origin (Spiritual), though would be unable to tell which Spirit it belonged to without Spirit Walking and encountering the Spirit themselves. These Spiritual contraptions are limited to mundane and domestic work within cities and nations. While having a larger area of effect, a Greater Spirit Sigil does not possess the strength or ability to create constructs or be used within battle. Greater Spirit Sigils function like simple redstone, though cannot be paired with electricity, redstone, or other magics. ANIMATION REDLINES -Animation Greater Sigils may be used to power and function like a simple machine, limited to a pulley, lever, wheel, wedge, or gate. -Animation Greater Sigils may only be used to activate basic contraptions, functioning as an ON/OFF Switch. -Animation Greater Sigils will not work in combat, or if trying to escape from it. -Animation Greater Sigils function in the stead of signs, basic redstone, gates, and lifts. -Animation can only move a maximum of three blocks with a single Spirit Sigil, requiring the Shaman to place more for larger builds. -Animation cannot be used to create constructs or domestic creatures, though inanimate machines that move in accordance with a Greater Sigil are allowed(i.e a farm plow(wedge) that moves back and forth. -Animation Greater Sigils follow all the same basic redlines as redstone and similar magics that allow for machines within tech-lock. -Animation Greater Sigils will never be able to create robots, contraptions or other similarly mechanical or clockwork complex machines and automatons. Anything powered by an Animation Greater Sigil will be inanimate and unable to speak. GREATER SIGILS REDLINES: -Buildings or contraptions larger than 10x10 blocks require ST signature. -Only one type of sigil per object. -Buildings or contraptions larger than 25x25 blocks require a Mart. -The magical inscription of the Greater Sigil Spirits must be visible to the air. -Greater Animation Sigils cannot be placed on hand-held objects, tools, or weapons due to their effective range. -Greater Sigils may be used to construct shamanic buildings and architecture with aesthetic flourishes, with multiple sigils of the same type being used to affect a larger area. -Greater sigils can only be used on buildings, structures, and infrastructure. -Only Two Greater Sigils can be made per day. -Greater Sigils cannot be used with other magics incompatible with Shamanism. -Greater Sigils provide no effect on the durability, aesthetics, or appearance of the object. -Greater Sigils can be destroyed simply by destroying the material they’re inscribed upon, or using magic of any kind to disrupt the symbol. -Greater Sigils do not provide electricity or mana to empower other objects. -Greater Sigils cannot function in a place where Shamanism would not be accessible. -Greater Sigils cannot be used in combat. -Greater Sigil Spirits belonging to other Spirits are not compatible with one another. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Spirit Ascension As Spirits engage in their eternal conflict, the means of ascending to greater power opens to them when the proper conditions are met. These conflicts are recorded in the Pacting section of the forums to document the conflict between Spirits and record the progress Lesser Spirits make. Spirits fight constantly between each other, leading to things in the Mortal Realm like natural disasters, shamanic avatars, and other localized events with ST permission or use of lore like The Remnant Hexes. Player-run shamanic conflicts are free to feature shamanic Avatars(from the Remnant Hexes), and NPC Tier 1 and 2 Shrines in accordance with Spirit lore, but without ST Manager permission, Spirits will never manifest within the Mortal Realm- their avatars acting and fighting in their stead. Should a Spirit with player pacts be defeated by another Spirit, the defeated Spirit would give up their player pacts to the victorious Spirit, and be consumed. This consumption allows the victorious Spirit to take on more aspects and gain more power within the Spirit Realm. Consumed Spirits are not dead, but merely trapped until conflict or external powers rip them apart. Players may run their own Lesser Spirit conflicts akin to the Remnant Hexes so long as they make up a Spirit not pacted with any player Shamans. Should Shamans want to war Spirits pacted to players, they must require consent and a document detailing how they wish to go about a war and “tally” their progress. Not every conflict has to be direct violence, the end goals determined by its participants. These Player-run Spirit conflicts are completely player-managed and should require no ST, although their involvement is permitted should they be gracious enough to help. Once a Spirit conflict ends, the Lesser Spirit in question is barred from participating in other Spirit conflicts for an OOC month. Should a Lesser Spirit conquer other three Lesser Spirits [managed by the shamanic community] - then a Farseer may conduct a farsight ritual in which a prophecy forms and the Lesser Spirit attempts to overthrow the Greater Spirit. Overthrowing a Greater Spirit is never something guaranteed, and an eventline that would need to be discussed with the Shamanic community and ST before attempting. AVATAR SUMMONING Spirit Avatars may be summoned by Shamans to do physical battle on the Mortal plane to decide a victor between conflicting Spirits. Spiritual Avatars outside of the Remnant Hexes and similar pieces may ONLY be summoned with 5+ T5 Shamans of any kind at any Tier 3 Shrine(MArt or ST Manager Approved Event). These avatars serve to do battle on the Mortal Plane in a Spirit's stead. While Lesser Spirits devote themselves totally to manifest a singular avatar, A Greater Spirit may have a cadre of Avatars to represent the different aspects they embody. Avatars possess the same strength and caveats as an Animist’s Evoke or Blood Mage’s Call Calamity. They are localized areas where the Spirit may manifest, and capable of being utilized as event actors played by ST only. Avatars possess no greater abilities beyond empowered version of abilities within current submissions of Shamanism. They still bear all the same redlines of the Remnant Hexes, and only serve to destroy an area, or do battle with another Event Spirit Avatar, before demanifesting. In the case of unwilling participants, the Avatar would be unable to harm them, and in the case of direct interference, combating a Spirit would require a similar cadre of deific, unholy, or voidal mages equivalent to the amount of Shamans who summoned it. Spells like Call Calamity, an Animist’s Dissipate and Evoke, and other ritual spells that pollute or affect the region would be especially potent to the Avatar. Avatars are weak to magics and materials that tamper with or purify the Soul, though damage should be at the ST’s discretion. Should the Avatar receive too much damage from outside forces, the Spirit would demanifest. Avatars cannot be summoned purely for discussion or interaction, and only exist as a means to resolve conflict. Due to the volatile and often confusing nature of Spirit Ascension, Spirit conflicts with Greater Spirits require ST manager approval or a MArt describing the conflict and prepared resources they wish to use to run the events. This MArt submission details the Spirits and intended outcome, although is not guaranteed for the shamans who undertake it. The MArt may even be modified before its acceptance or during the conflict at the discretion of ST. SPIRIT ASCENSION REDLINES -Spirit conflict between two pacted Spirits must require OOC consent from both parties. -Shamans are free to create their own Lesser Spirits for player-run events. -Lesser Spirits overtaking Greater Spirits require ST Manager approval or a MArt after consuming at least 3 other Lesser Spirits. -Lesser Spirit conflicts do not need builds or ST involvement as the conflict does not always need to be physical. -Should Shamans choose to run a localized event through Lesser Spirit conflict with a build and effects, they would need PRO or RO permission. -Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be tamed or kept as a pet. -Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be used to attack other nations. -Lesser Spirit avatars, natural disasters, and The Remnant Hexes may not be used as defense for yourself or other nations. -Player-signed Items and trophies cannot have any extra-special abilities or be exceptional in nature and must follow any rules listed in the lore. Crafted tools or weapons may not surpass their steel counterparts. Items will not warrant an ST signature, unless they have some spiritual influence or minor ability. Minor abilities are limited to the scope of current shamanic lore (I.e,) a rock that gives a farseer blessing. -Abuse of spiritual conflict will lead to a blacklist of Shamanism. -Repeated spiritual conflict in the same area requires ST Approval or 1 OOC month cooldown per invocation. -Lesser Spirit avatars, natural disasters, and The Remnant Hexes possess the same strength as localized storms, or other similar forces like an Animist’s Evoke, or a Blood Mage’s Call Calamity. -Player made event items are not able to grant full shamanic blessings and only serve a purely aesthetic purpose, unless specifically approved by ST. -In order for player made event items to be approved by ST, the player would need to provide proof of creation RP. -Avatars cannnot harm players who don't wish to take part in the events, and their effects will harmlessly pass around them, the same as an Evoke or Call Calamity. This does not mean however someone will be immune to jumping into flames, or remaining within the presence of something harmful. -Avatars cannot be controlled by shamans, and have no allegiance to them. Credits:
  4. i hope we have roads connecting all these really pretty places, and the places with quirked up elevation remain somewhere saved for rare events so we dont have to hike up hills or watch people get punched off.
  5. anyone wanna hang out

    1. ColonelKuehl1

      ColonelKuehl1

      I would love too

  6. public announcement, the creature wasn't us, we swear

  7. While I like the attempt of trying to outline Spirit conflict , I think it has a lot of the problems of the old submission without addressing or trying to fix current issues with shamanism. I don't think every piece should be a bandaid, but I think conceptually Greater Spirits and Lesser Spirits need more fleshing out before a system for them doing battle exists. I'm really not a fan of the old Spirit War system because it insanely rewards the few people who want to participate, and anyone who doesn't is kind of just forced along for the ride. Having health systems for Spirits is very clunky, especially when what effects them is so variable. Why should a small group of shamans have a larger impact then something like a natural disaster or Aengudaemon/Inferi interference? I do want to note that Phase 1 is really good way to outline the different kinds of Spiritual conflicts, I am mostly just in disagreement with how that combat is mechanized and harms the canon/nature of the Spirits. While I think Spirit Wars are something that should be something established and clearly defined in lore, I think it also needs more work on the nature of that conflict and how shamans go about it in roleplay rather then just tallying numbers. I also think this lore could be better integrated with core shamanism as to give reason to pursue these wars and conflicts. I personally want to write a piece on how Lessers and Greater Spirits, I'm just a little swamped. If you ever want to work on shaman stuff lmk.
  8. 1-2. Resource collection in LOTC should either be used to promote merchant/craftsmen roleplay, or make it convenient for people to build new structures. I've never understood the "fun" or rationale in making people wait or grind for things impossibly mundane, or to remove the resource pits that have worked consistently with no issues throughout the server's history with having to run around the map. Did they expect us to play CivCraft while they waited for stuff to respawn? This was supposed to be a map with no pasting, yet I don't think any of the nations in the last year of builds, (lairs especially), ever did anything by hand because of how obnoxious it would be. I think that resource collection in the past(whether through vaq mcmmo, nexus, the llama merchants), encouraged a lot of people to stay on the server (both in persona time and activity, purely because there was something to do even when people weren't around 100% of the time. Even relatively inconsequential things like the llama merchants kept the roads and usually inactive parts of the map filled with people. We should utilize the mechanics of minecraft to make roleplay easier and less obnoxious, yet we've forced people to run around the map away from the RP Hubs we've demanded they stay on. @VonAulusCurio currently broken but playing with the features is dope. I can't describe or leak its full features due to its scope and privacy, but I genuinely think a fully developed Curio with a focus on roleplay would push LOTC into the spotlight of being a really unique and powerful storytelling medium. At the moment its still contingent on having semi-capable or skilled builders to set-up an area for it. (TBH i just need time scraping assets together and desperately need help, I love running dungeons n the like for people) 3-4 (nerf bows in whatever version of PVP we have, kiting is so lame). I think if we're going to stay with 1.9 PVP we should scrap all the weapons and keep clicking consistent (keep dismounting and horse damage) armor should be way more fragile, with different kinds being more resistant to different kinds of attacks and slowness penalties comparable with their protection. I think the problem with Surge pvp is that at the moment it feels obtuse to anyone not accustomed to it. Someone who knows the warhammer swingtimers vs someone who doesn't is night and day. I would rather something more simple like movement and damage taken be the deciding factors of pvp. 5. I've made posts about activity checks and countless people have in the past have as well. It's really disheartening to see that this + Hayhollow's leadership leaving post right on the front page of LOTC as if this isn't a years long issue. I'm definitely #blessed as an orc who hasn't felt the full brunt of activity checks, but there are a large number of people who have left the server from the stress and pressure. What's weirder is the OOC mentality around it and the toxicity that comes from it. WE'RE ALL part of the LOTC Community regardless of what section of the map we choose to rp on. Why bully people off the server or ruin roleplay for it? 6. I'm iffy on SS pillars and the nature of warping around the map- in the past it made it more noob-friendly for starter races and characters to find their Hubs, but I worry if everyone can just warp around that it may invalidate the point of roads and other forms of transportation all together. 7. Freebuild would be great, but I think there should also be easily accessible resources to help people build in a variety of styles. This could be something as mechanical as spawnable house kits(that disappear over time or something), or just more building guides like the old Messy Medieval posts. We can see build quality over the years as Maps go on. While certain people complain about freebuild causing ugly cities or ghosts towns, both of those things continue to exist without freebuild. Landscars, ugly builds, and ghost towns are a reflection of our community and rather then booting them off the server and limiting every build to a paste, we might want to reflect as a community why certain builds or communities may struggle. 8-9. You'd think with the amount of LOTC Tiktoks, map trailer videos, and PVP montages there'd be a concise video explaining greater world lore for noobs. It's crazy to me how much media is spent lying to new players about the LOTC experience, and how little the application process actually prepares them for logging onto the server. I get trying to vet people for roleplay skill but if we're removing the more thought-provoking and internal questions, what is the actual point of the application? Why are we even whitelisted if it takes no more then 10 minutes to complete? Just have them log in and solve the questions and have a CT file it. I think a good application is one that ensures people they will be comfortable when they're on the server, and they have some awareness of how to "play". Having to explain four brothers or that they can't found a nation like it says on the front page hurts me. 10. Most rules are waived when a mod inevitably has to come to do verdict. I really wish LOTC was more unified as a community because things like conflict mediation and learning to lose wouldn't be impossible. 11. I feel like region owner rules were mostly made to prevent a group from bullying a community, but like many LOTC problems its just adding more confusion/red tape rather then just punishing the people who would abuse it. The same is true about lore and rules in general. 12. I think thats just the nature of the map being so large and the really awful hypixel hub we have. I miss King's road and roadside taverns. Hub RP kills a lot of my older motivation and intrigue I had for the server.
  9. The CT video for orcs was made months after this, since Orlanth vanishing around and tping was done in November, and the racial videos for everyone didnt get start being made till January. Most of the video takes place in Un'Satum anyway.

    https://imgur.com/gallery/bJiVgNQ

    to anyone saying they weren't aware, or that I was saving this:

    I've been waiting on an answer since November, and I messaged rockstar 3 days ago for an answer. Now he mysteriously responds as soon as there's a forum post.  Zacho also told Hogo and said he'd deal with it back then as well, and the screenshots SHOW ME TELLING MALTAMOSS ABOUT THE EXPLOIT IN GAME. How can you say people aren't aware of it?

    aLNfhQG.png
     

    The bug is still very clearly in the game and works for pvp, the imgur shows that and I just tested it again lmao

    Things are dated with Omni, stop capping.

    1. Show previous comments  4 more
    2. Laeonathan

      Laeonathan

      No it doesn't work. Stop capping, I literally just tried it. You are showing a ******* VORTEX ITEM that doesn't use VORTEX durability anymore because VORTEX doesn't exist anymore.

      Just have the actual durability shown next time...

      -

      Wrong personas? There are no wrong personas. It's literally any random person who then takes an orc skin. Why they were so evil to tp people around? Because they were doing staff work. They got their homies to play the orcs. They were likely just vibing in VC for the video.

       

      Like, you're going around speculating so much... when will you bring evidence that they bandited? I too always tp people for staff things. To get them out of holes, or to ensure they quickly get X so I can properly do a paste...

       

      There's so many things you're doing, but you could have just asked them.

       

    3. Laeonathan

      Laeonathan

      @JihnynyThe recording of the racial videos started in mid October. When exactly Orlanth was working on the details, I do not know. It could easily be solved by looking at the archived channel - which only admins can do.

       

      The general media chat only shows Orlanth agreing to work on it... ooohhhh who wonders: 31.10.2022...

    4. HogoBojo

      HogoBojo

      Howdy. This situation in question regarding pex usage was brought up to me during the time by Zacho, and I can indeed confirm that it was used for the correct intended Media purposes after an investigation alongside Zacho was conducted and talks with Orlanth at the time to confirm this fact. In the future, feel free to contact me with concerns about my team members. 

  10. There’s no such thing as a painless lesson. Sacrifices are necessary. . . Although if you can endure that pain and forge something from it, you may surmount any obstacle. It is the long history of Krug’s descendants, the Iron Horde, that those who learned to collaborate and improvise the most effectively have prevailed. We also offer our wisdom, our crafts, and our skills, to aid the downtrodden or in need. All who work to help further achieve our goal of uniting the Descendants will have a warm relationship with our order. The members of the Crucible are a diverse band- alchemists, metallurgists, shamans, priests, and soothsayers, simply keen on making the world a better place. For thousands of years, Descendants lived in a constant state of war, amidst one another for resources, religion, and pride. After the defeat of Iblees, we were blessed to be better than our ancestors, yet continue to make the same mistakes in pointless conflict. We, members of the Crucible hereby open our ranks to those willing to join us, to craft, to talk, to learn and to drink with other races, other beliefs and other mentalities. If you are capable.
  11. A perfect ally for the Crucible. Ghoraza will find lat amidst the good folk ob the realm.
  12. Panashea

    A Pact of Flame

    The burned creature emerged within the realm of the Spirits, a darkened cave surrounded by flame and magma. As he traveled through the scorched land, he encountered that which he desired, a creature of immense power and malevolent intent. It was a being of flames and smoke, with glowing eyes that held no mercy. There, within the painful heat, he was burned alive, and a mark was formed upon his very soul. A third branding, to herald in the progress he so desired. This Spirit was tempered flame much like he and the forge. In imbibing this power, the Elemental Spirits would return to the Mortal Realm, and with it, a newfound strength.
  13. A trail of smoke follows the Hobgoblin as he makes his way to Nor'Asath, for there was a fiery work to be done- correcting the actions of his kin.
  14. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Ghoraza has witnessed the coming age. In his time, Descendants have squandered the gifts of their ancestors to wage war and exploit one another. Krug, Horen, Malin, and Urguan were brothers, blessed after surmounting the wrath of Iblees. Why then, do we waste that resource, our strength on one another? What good is there in unending mortal wars? Our strongest weapons are not our magic, nor blade, but goodwill and almsgiving. A forge may make kin-slayers, but is better served warming and protecting the cold and downtrodden. This is true of all good and evil within this world. In wielding the strength of the Spirits, the Elements, Alchemy, and further practices in my own blind pursuit to make the world a better place I recognize my arrogance. What good is there in hoarding strength when it is best served with my friends? Ghoraza will share the secrets and strengths of this world to any capable should they pledge themselves to protecting and serving others. Ghoraza is no leader, and instead seeks those willing to make the same sacrifice Krug did long ago. The Crucible is a formation of all descendants and their allies, the honorable and true who seek a greater path beyond wanton bloodshed. I call upon the blacksmiths, the merchants, the soothsayers and diviners to impart on us the blessings of their trade. Ghoraza will travel between all nations in hopes of finding those willing to bolster descendant-kind. If you are interested in exchanging wisdom, resources, and kinship- then receive this missive and find Ghoraza within the Mortal Realm. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ There is no greater strength than Mortality, and no greater weapon than Peace.
  15. Gonna make a post requesting merchants, guilds people and crafters soon, if interested dm. any race/persona/morality accepted.

    1. Mannamannaa

      Mannamannaa

      CRUCIBLE MOMENT.

  16. Ghoraza is reminded of the strength of his kin through the good words of his friends. Hopefully he will get a chance to play his part in the weekly.
  17. Official Aengul Tier List

    F: All of them. they all suck. 

     

    Brought to you by xionist and shaman gang

    1. 𝙻𝚞𝚟 XO

      𝙻𝚞𝚟 XO

      i really like ibees

    2. ClassyDryad

      ClassyDryad

      Praise the spirits

  18. Slightly after lore games to kill a problematic shaman the age limit was firmly to 400, but m'glimmerpoints and old-heads canonically living longer means it doesn't really matter unless you're making a new orc or being obnoxious.
  19. Also @Lhindir_ @Smaw @Catarrh @Travista @Samoblivion @2samspan @𝕾𝖙𝖆𝖗𝖌𝖚𝖘𝖍 @Burkester @Dragonslayerelf @Boomzerang @VonAulus
  20. Kulgarok - Originally the first Rex of Axios, Kulgarok was forced to kill another orc to receive Earth Elementalism. After this percieved betrayal, and losing the Rexdom to Drokon'Ugluk, he became a dark shaman who only sought vengeance against the lesser earth spirit Gardholog, and the many Spirits who had slain uruk after Orgon's proliferation. As a dark shaman, he only wielded this one Spirit, still holding respect and reverence for others, and carving the path toward orcish Xionism alongside the other Ish'urkal. He loathed their greed and obsession with power, and so while many Ish'urkal succame to Ixli and joined the Moz, he and a few other dark shamans became Ulua'mirzgai, Spirit Slavers of Leyd who sought to condense the power of the Spirits and make it mortal, rather then to be absorbed and corrupted by it. Kulgarok, having eaten and later imprisoning Gardholog arguably cements him as the strongest Earth shaman (I see you Ross), having raised a mountain out of the ocean to form Devirad, the home of Xionism alongside Kurag. Gardholog was the primary Earth spirit many elementalists pacted to, and so the strength they poured into this betrayer spirit was given to him. Kulgarok lived for centuries, though inexplicably left the mortal realm to aimlessly seek truth within the Spiritual, his end fate unknown. While his body may be gone, The False Rex, The Truthseeker's legacy still remains. Kulgarok would probably sit somewhere between lesser and greater, having performed great feats like Kharak, but his morality and "honor" is skewed by the Spirits slaughtering countless of his kin. I can always show up when he needs to be RPed, but if you just google, look at the wiki or check the forums more information on him will come up.
  21. if we have to make amendments for every dark CA to not be ERP-able why not just remove FTB and change to stork lore for everyone

    1. Show previous comments  2 more
    2. Mannamannaa

      Mannamannaa

      Agreed, Sexual FTB is unneeded, and I am speaking as someone who was led into a scenario using it in my first week on the server. Even if it doesn't lead to grooming (which it often does) the idea is still uncomfortable and unnecessary.

    3. femurlord

      femurlord

      Why not we go further and extend to Deific/Dark MA holders

    4. Panashea

      Panashea

      ALL PLAYERS

  22. Ghoraza does not understand why or how the Bronze Band who revered this Brazen Bull and housed them within their city is now blaming such upon the Rex who aided in defeating Cloudbreaker- an inferi plaything. If such knowledge was known, why accuse the Rex who has already been to Scorthuz's lessers? Why did the Bronze Band not attack, and instead worship the vile beast in their midst, and why would allowing them to siege a nation of innocents do anything but cause more bloodshed? Are YOU claiming to speak over their word and will? YOU, like us all are Uruk. You claim to be Scorthuz's chosen, yet ally with those who sheltered and protected the Inferi since their city has stood. Ghoraza will NOT spill blood for claims made when the Spirits have already spoken. If you seek reconciliation for our Rex, then do so with the Spirits, not with a dull blade and hypocritical accusation". The disfigured Hobgoblin descends into the depths of the jungle, dredging forth his ire and strength for the times to come.
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