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Panashea

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Everything posted by Panashea

  1. didnt even get to rp with u...
  2. How y'all doin?

    1. Show previous comments  2 more
    2. Gemini

      Gemini

      do u want ankle pics

    3. Lord_of_losers

      Lord_of_losers

      yeah good thanks bestie how r u 🥰🥰

    4. ClassyDryad
  3. "Rise great Rex ob Blood, agh usher in a new Age." Ghoraza affirms, praising the Akaal. "May the light bi wielded once more."
  4. "Ghoraza hopes this discourse can be blahed upon without missives. The need to slay dark spawn am far greater then politics between nations. Let uz hope this ends well..."
  5. Ghoraza shifts from the Rex palace, watching the procession of orcs, shamans, Ker, and other onlookers who sought to purge the affliction. "Let Krug's will be done."
  6. A Hobgoblin emerges from the shadows of a forge, covered in soot and wounds from difficult work. "Ghoraza will aid the faith of the cubs of Horen." The loud churning of metallurgy and forging echoes from the jungles of the Horde, and the great work begins.
  7. this is really interesting, pls talk more about the process for making stuff
  8. Artist Credit: Faeorain. Shamanic Wardens of Kor. One Magic Slot World Lore: Teaching Special Clause - Echoes of The Matumdâg Artist Credit: Isis Sangaré Echoes of The Matumdâg: The resource required for Lutaumancers to cast specific spells. During the Lutuamancer’s pact with Kor, The judge and guide into the gates of Stargush’Stroh takes a burning coal from his lantern and imbues it to the soul of the Lutaumancer. They now shall serve as the beacons to the ancestral realm. A testament to Kor's deific power. In return for service to this Immortal Spirit, and guiding that which should be dead to Kor’s domain, these shamans are gifted visitation to Stargush’Stroh and unique power. Echoes may be represented in a variety of aesthetics, so long as they are attributed to Kor, the aspects of death, or some aspect of the Stargush’Stroh itself. These aesthetic effects may change for the Lutauman as they interact with its denizens and explore its areas. Echoes held by a Lutaumancer per tier: T1: 16 T2: 26 T3: 36 T4: 46 T5: 56 Regaining Echoes Artist Credit: TheMinttu A Lutaumancers echoes fully regain over 48 OOC hours once the Lutaumancer has reached below half of their total echo pool. Certain actions can be undertaken by the Lutaumancer to regain these Echoes faster. If a Lutaumancer fully depletes their resource of Echoes, they are unable to cast until their maximum Echoe count is restored to its full extent. Weaknesses: A successful attack with soul-altering effects (Mysticism, Necromancy, Naztherak, etc) or Aengudaemonic magics against a Lutauman will lower their pool of Echoes by one tier for the combat encounter, limiting their overall effectiveness. This effect may only happen twice within combat. Should they not have a Tier to go down to, their Echo amount is halved, always round up. Redlines Failure to comply with the above may result in the magic being removed from the Persona. Lutaumancers are not able to exceed the total of their Echoe cap regardless of actions. Lost Souls guided from Gundar Broshan must be willing Players who are PKing, not random NPCS The Echo Embedded regain echoes in accordance with above, performing the same tasks should they be capable. The 48 Hour window begins when the Lutaumancer has gone below half their total echo count in accordance with their Tier. [T1] Incite/Incitement: Cost : {1} Echo Artist Credit: Paul Hyun Woo Kwon At T1 the Lutauamancer is able to incite the echoes of Matumdâg in their body. This appears in a variety of ways, through smoke like mists erupting from their form. To harmless flames which reflect their aura, in addition to the Lutaumancers veins igniting and burning brightly in their skin. Or the ethereal faces and voices of ancestral spirits in Stargush’Stroh. Or crackling ethereal energy in the color of their aura rumbles around them like lighting in a storm. This is done in tandem with chanting Old Blah, with initial effects beginning after the second emote, and manifesting themselves fully on the third, even if the caster should stop chanting or move. This effect only applies to the Lutaumancers' body during Tiers 1 and 2. At Tier 3 the Lutaumancer may have these effects spread around them within a three block range. Burning veins ignite along the ground they walk. The ethereal form of ancient spirits rises from them and the ground, or mists move up like smoke from a fire, or crackle like lightning across the air. At Tier 4 these can extend five blocks from the Lutaumancer. At Tier 5 these can extend seven blocks from the Lutaumancer. Incitement may be performed indefinitely, so long as the Lutauman has an additional echo to cast after the third emote of performing the spell. Certain abilities require Incite/Incitement to be invoked before they can occur, Incitement of Echoes serves as connection to the Ancestral Plane. For each emote of Incitement required in abilities of Lutaumancy, {1} Echo is spent in addition to the Spell's cost. Redlines: The cosmetic effects from Incitement must be emoted in #rp or greater, clearly visible to all around them, but the extent of them do not have to meet the block range at higher tiers, however a clear sign of connection and casting must be displayed as the Lutamancers casting Tell. The effects of Incitement themselves are never combative nor interact with the world beyond appearance alone. Incitement serves as the Lutaumancers casting ‘tell’ Every spell that requires incitement MUST adhere to incitement costing echoes, you cannot aesthetically channel incitement and then cast spells for free. [T2] [Passive] Spectral Sense {1 Echoes} So long as a Lutauman or Embedded possesses at least 1 Echo, they are capable of sensing non-tethered spectral entities, or stagnant life force within a visible four block range should they channel 1 Echo of incitement for three emotes. At Tier 4 this extends five blocks from the Lutaumancer. At Tier 5 this extends seven blocks from the Lutaumancer. Entities enwreathed in ectoplasm, corrupted life-force, malflame in addition to non-tethered or unbound undead would be seen by the Lutauman or Embedded with a mark of blackened flame. Entities may hide their mark through the use of armor, dampening their spells, enchantments, while a husk or other similar means of disguising the corruption is capable of completely hiding the spurned. In addition, Lutauman are capable of identifying the manipulation of the souls through prolonged touch, and three emotes of Incitement. This may include enchantments or corrupted vessels capable of containing souls. If a Lutauman successfully identifies a corrupted object, they would then lose an Echo, the reaction burning away one of Kor’s Echoes. This does not come with its own caveats. Lutauman and their Embedded are fully visible regardless of condition to Mystics, Wights, ghosts, and other beings with True Sight. The Echoes of Kor would radiate a bright irritating light should they encounter a Lutauman. Redlines A husk, armored disguise, enchantment or other similar forms of “hiding” completely negate Spectral Sense. It only has use when such effects would already be visible, or the target chose to become intangible. A Lutauman or Embedded has no way of hiding Kor’s Echoes without losing them all. A Lutauman's light poses no combative advantage, it merely identifies them toward their enemies. This effect does not work through walls, windows, doors, or solid MC objects that can not be passed through with the Exception of leaves,cobwebs,etc. [T3][Combative] Invoke Echoes: Costs {X Tier} Echoes Artist Credit: TheMinttu At T3 the Lutaumancer has the ability to strike targets with a manifestation of their echoes, casting a projectile capable of striking from [x tier] blocks away. This is done by invoking incitement for one emote, then the wrath of an ancestral spirit in Old Blah for two emotes, then striking the target on the fourth. During this, the shaman has a limited range of movement, three blocks per emote. Can be disrupted as any other magic user is with the breaking of concentration via effects like Hound’s Howl, being shoved over, or extreme pain. EFFECTS The range that the Lutuamancer can throw these echoes depends upon tier. T3: 3 Echoes - 4 blocks from self. T4: 4 Echoes - 6 blocks from self. T5: 5 Echoes - 10 blocks from self. Regardless of appearance, Invoke Echoes will always travel at the same speed and effective range. The attack itself has no concussive force, washing a target in Kor's wrath rather then throwing them back. A target is always capable of dodging the attack regardless of its aesthetic, so long as they are able to freely move half the distance or more away from the attack. Redlines Lutaumancers must remain within block range of their target depending on tier by their third emote or the invokement fails and travels nowhere. If Invoke Echoes strikes while a Persona is casting, this will fully interrupt their casting. Ergo, after the effect is over, they can begin casting anew. A Lutauman is not immune to Invoke Echoes of other Lutauman, or their own when choosing to "heal" themselves. A Lutaumancer may only use Incitement for Invoke Echoes with the intent to cast Invoke Echoes. Invoke Echoes requires Incitement before hand, and will never allow a Lutaumancer to ‘Sit’ on a casting. An Individual can only be struck with Invoke Echoes Thrice per CRP. In the case of ET events. The Redline above may be bent with the approval of the presiding ET. Lutaumancers must maintain line of sight on the target for the duration of incitement, and two emotes of chanting Old Blah. Lutaumancers are not able to cast other Magical Abilities or make use of Active Enchantments or other Magical Items while casting Invoke Echoes. Lutaumancers may not access their full movement while invoking echoes, limited to three blocks per emote. Moving beyond this speed breaks the Lutaumancer’s concentration. Lutaumancers are able to decide what tier they will cast Invoke Echoes at by indicating at the start of the spell. This allows them to freely choose the range and cost of Invoke Echoes, so long as they correctly emote such. Echoes travel to their target on the [4]th Emote. If able to put a solid object between themselves and the manifested echo on the [4]th emote, such as a door, a window, stone, iron bars, a tree. The Echoes will collide with such instead of them. This will pass through objects like leaves, cobwebs etc. [T3] [Non-Combative]Spirit Walk Artist Credit: Ice Pick Lodge :Pathologic 2 Cover Art: Spirit Walk At Tier Three the Lutaumancer is able to invoke passage to the Ancestral Realm of Stargush’Stroh. This is done through meditation for {2} emotes, invoking Old Blah for {3}, and tethering souls with {1} emote. Invokement of this passage will cost the Lutaumancer {1} Echo. Each OOC hour spent roleplaying in Stargush’Stroh costs the Lutaumancer {1} Echo. To directly manifest within a specific realm in Stargush’Stroh the Lutaumancer must burn an additional {2} Echoes to directly manifest their, and a religious fetish representing the area. If no direct manifestation is attempted, the Lutaumancer and those walking end up within the domain of Gundâr Broshan. A Lutauman may bring additional members along the Spirit Walk, increasing the number of people with tier. It costs {2} additional echoes per member they wish to bring. Disconnection from Stargush’Stroh costs the Lutaumancer {1} Echo. During each spirit walk Echoes may be invoked by a Lutaumancer to gain certain privileges in Stargush’Stroh. Such as freeing souls stuck in Gundâr Broshan, held captive by lessers of Kor vying for power in the outer regions of Kors Immortal Realm. Or given to Ancestral spirits as a form of favor for knowledge, or guidance in Stargush. Should those spirit walking, ‘die’ within the Ancestral Realm, they remain trapped there, either to become a Lingering Ancestral Spirit, or ushered in early by Kor should they be honorable and deserving entry. Or a price is paid- all Echoes for 1 OOC week. Kor bails the mortals out. When attempting to find specific ancestral spirits, a Lutaumancer must have a ‘relic’ of said ancestral spirit depending on how well known, or unknown the ancestor is. Lack of a relic will have the Lutaumancer wandering aimlessly through Stargush with no real indication where the spirit they seek is. Though it does not require the use of ritualistic herbs or narcotics, the shaman may implore these to ease those new to the experience. When used, it will allow the Lutaumancer to burn half an Echo for entry, each OOC hour spent, specific realm landing, and disconnection. In addition to lowering the amount of Echoes required per person to {1} instead of {2}. Echoes that are spent round up at the end of the Walk to the nearest whole number. The Curse of Kor: Aengudaemonic Magic users(Including Druids), Necromancers, Inferi, Naztherak, Mystics, Heralds, Azdrazi, Voidal Magi, Ghosts, Liches, Darkstalkers, Palelords, Paleknights, Poltergeist, Wights, Revenents, Silit, Frost Witches, other dark creatures that subvert death, or subvert the soul are unable to embark on a spirit walk, but may be brought to the Spirit Realm with OOC consent as a means of execution. Execution requires at least Three Lutaumancers of T5 or higher, or Five T3 or higher. If these creatures are unknowingly brought to the Spirit Realm, or do not consent with execution, Kor manifests to purge them from the realm, bestowing a curse upon them. Redlines of the Curse of Kor The curse of Kor is merely an alternative and lasting punishment for subdued enemies of the Spirits rather than a PK, with its mental effects at the discretion of the afflicted. Repeatedly applying the curse as a form of harassment will be seen as an abuse of the magic and a blacklist. The Curse of Kor can be identified as magical in nature by any magical or alchemical means, but requires soul-purifying or corrupting magic to remove. Magic means of identification can recognize it as a shamanic hex, though one bestowed by a Greater Spirit. The curse removal can be a reform ritual of any kind, so long as the magic users are equal or greater to the number of shamans present who gave the curse. The Curse of Kor will not function upon such creatures as Atronachs or other semi-souled constructs incapable of Spirit Walking. Redlines of Spirit Walks A Lutaumancer may only spirit walk to The Ancestral Realm. A Spirit Walk is merely a travel of the souls to another plane, and so weapons, items, and other physical objects do not travel to the Spirit Realm while Spirit Walking. Items and objects may not be brought back for the same reason. The Soul Tether acts as consent to the spirit walk. It spreads from the shaman to the souls they wish to bring to Stargush. If the persona fears the Tether. It will not connect to them, unless the target is being dragged to Stargush to purge their affliction or punish them. Information gained from PK characters, or Kor must be approved from Staff first, unless it pertains directly to areas of Stargush’stroh. Like renditions past, Lutaumancy may be used to learn other shamanic types through OOC oversight with a consenting PKed character in the Stargush’Stroh. Requires RP consent to use when bringing other individuals, as the shaman is bringing a target’s soul into the Spirit Realm. When in the Spirit Realm, the nature of the soul blueprint is entirely visible. This may result in revealing disguises, the true identity of a tawkin klone, or one’s voidal/undead nature and so the target may choose to flee or refuse the tether through traditional means. Shamans are still capable of taking a subdued target’s soul or similar alternatives ( targets capable of being affected by curses/blessings,etc) for execution or punishment should one not consent to a PK. The Lutauman is capable of ejecting those brought along their journey at any time through touch or chanting for three emotes asking Kor/Krug to usher them back to the Mortal Realm. This is to prevent trolls, or people from abusing the PK clause within the Spirit Realm. A Lutauman abusing the tenants of a Spirit Walk and killing someone within the Spirit Realm will have Kor intervene, locking the shaman away (PK), and returning the victim. At Tier 3, a Lutauamancer can bring additional 1 person, at Tier 4, a Lutauamancer can bring additional 3 people, at Tier 5, a Lutauamancer can bring additional 5 people. If used in an ET scenario, this number can be bent with approval of the presiding ET. Cannot be used in Combat. Any player character that exists in Stargush requires that person's permission to roleplay them or have them be roleplayed by said player. To visit a specific ancestral spirit, a lone Lutaumancer must have a relic of this ancestor or have made this ancestor a shrine and left offerings over the course of {1} OOC week. Three or more Lutaumancers will be able to make contact with a specific ancestral spirit if said spirit has a shrine. This must be done for each visit to a direct Ancestral Spirit. In the event the player is no longer on LoTC, lore holder of personas family or permission from ST is required. [T4] [Non-Combative] Embedding Echoes Artist Credit: Nele-Diel The Lutaumancer, through ritual, can embed their echoes into anyone capable of learning or currently possessing Shamanism, allowing them to activate the latent effects of items from Kors forge, as well as the aesthetic effects of being a Lutauman (Incitement and Spectral Sense). This is a ritual done by the Lutaumancer through the use of a shrine and marking. The embedding of echoes must occur at a shrine of Kor or an Ancestral Spirit Shrine made by the recipient. Prospective students or acolytes of a Lutaumancer may receive this ritual as a reward for their devotion to Kor and the Spirits, or to trial them. A lutauman may only create 1 Embedded Shrine per week, and have a maximum of 5 Embedded. These Embedded Shrines are ST signed, or if more convenient marked on the Pacting subsection of the forums, with the LUTAUMAN'S RESPONSIBILITY to update who is, and is not Embedded. Embedded Echoes serve to fill the niche of former Feat lutauman, as the more complex parts of Lutaumancy are not required for every Ancestral Spiritualist, and with the new caveats and complexities of the magic, may not be for everyone who seeks Ancestral Roleplay. Requirements Redlines: Embedding Echoes only allows those embedded the ability to use items from Kors Forge, Incitement, and Spectral Sense. They cannot use Invoke Echoes or participate in Banishment. For each {1} Echo embedded, PERMANENTLY takes from the Lutaumancers total Echo pool, but gives the Embedded {2} echoes for each {1} Echo the Lutuamancer sacrifices. Those with embedded Echoes may invoke these echoes in the Ancestral Spirit Realm but cannot perform Spirit Walks on their own. The Echoe Embedded may not have a deity based magic that does not pertain to spirits, {Seers may bypass this ruling}, nor practice {Have an MA} dark magics such as Necromancy, Mysticism, Naztherak, or Voidal Magic. Those with embedded Echoes must follow all Redlines for Regaining Echoes. The Lutaumancer may return to the shrine to revoke the echoes given to a target and must wait a week before Embedding someone else Should the embedded shrine have more than half of its body destroyed, the echoes embedded fade away. In the case of a Embedded PKing the character, the Echoes return to the Lutaumancer. A Lutaumancer is able to repair the embedded echoes with five emotes of incitement once the body of the shrine is restored, an Echo Embedded may never repair any object related to Embedding Echoes The Echo Embedded must follow Regaining Echoes and all its redlines to regain their own Echoes, though certain paths of Regaining Echoes are locked to the Embedded. The Echo Embedded may use Incitement, and will cast this effect as if they were T2. The Echo Embedded may only use, not create, Crafts of Kor. The Echo Emedded may use Specteral Sense, and must follow all its redlines. The Echo Emedded may not invoke the following Spells of Lutaumancy, Spirit Walk, Invoke Echoes, Banishment, Nor can they use their echoes to aid with any effect of Banishment. [T4] [Non-Combative] Crafts of Kor Artist Credit: Hamsterfly Lutauman are able to permanently sacrifice their Echoes to create weapons wielded by Lutauman and those with Embedded Echoes. {This will be done via sub-forum as proof of what the Lutaumancer has spent Echoes on. Screenshotting weapons, creation RP, or expanding the submission into a narrative is encouraged.} These tools can be forged at any conventional forge, though a Lutauman’s Echoes are traded in turn for access to these Ancestral Tools. The creation of these tools can be done at a forge that has all the equipment required for the Lutaumancer to craft these objects. Tools permanently reserve the Echoes of a lutauman to create, unable to be refilled through natural means. Weapons of Kor (ST Signed) Artist Credit: Saeed Farhangian Weapons of Kor bound to a spiritualist with Echoes embedded in them will be documented on the Lutaumancers MA. These weapons PERMANENTLY take 4 Lutauman’s Echoes to forge, lest the weapon is broken. Weapons pose a means of contacting Ancestors within the Turu Dobu Ziimarum (The Many Fields of Tranquility), with greater weapons (MArts), capable of dragging forth the attention of Greater Ancestral Spirits. Melee Melee Ancestral weapons and tools are forged with the deific powers of Kor, granting them minor abilities of a Lutauman to the user. Only Lutauman or embedded spiritualists are able to invoke these weapon’s abilities. This allows prospective adherents and the spiritually devoted to be given a tool in which they can defend themselves against the darkness. These weapons are any weapon which is held by hand. {Spears, Swords, Hammers, maces, Halberds, Shields, etc} Active Invokement: The Echo embedded or Lutaumancer are required over the course of {2} emotes to feed Echoes into the weapon. This will drain {4}Echoes. This applies both of the following effects. An ancestral weapon coated in echoes will be able to harm and wound ghosts/undead as if they were aurum , in addition to retaining the durability of the material they are crafted with. This effect will occur with the next {4} successful strikes from this weapon. To invoke these effects again, more {4} Echoes must be fed into the weapon, requiring a single emote. Ranged Ranged Ancestral weapons and tools are forged with the deific powers of Kor, granting them minor abilities of a Lutauman to the user. Only Lutauman or embedded spiritualists are able to invoke these weapons ability. This allows prospective adherents and the spiritually devoted to be given a tool in which they can defend themselves against the darkness. These weapons are any weapon which is held by hand. {Staffs, Lanterns, Torches, Bows, Crossbows, javelins} Active Invokement: Ranged Ancestral weapons are capable of manifesting a single and fully covering ward of Echoes, shielding the caster or the caster’s target from a single-target ranged magic attack no greater than t3, blunting greater effects respectively. This will drain {4}Echoes upon use, and must be recast to shield from another attack. This effect must be channeled over the course of {2} emotes. If the protective effects are not used within {8} emotes after channeling, the effect must be re-channeled. This has a range of {10} blocks from the wielder. Redlines Melee Ancestral Weapons may not be Lanterns, Torches, Bows, Crossbows, or thrown items Ranged Ancestral Weapons follow all rules for ranged throwing items. Ranged Ancestral Weapons may not be Spears, Swords, Hammers, maces, Halberds, etc Nor can they be thrown blades, or bottles. Ancestral Weapons must follow the ruling of the material they are composed of. Ancestral weapons may be made only with the following ST MATERIALS (At this time). Lunarite, Azhl, and Boomsteel. These metallic constructions follow all redlines of the metals base lore, and REQUIRE ST SIGNING FOR APPROVAL( Before and after enchantment). Ancestral Weapons do not possess infinite durability. If greatly damaged, the item requires repairs at the active cost of {8} echoes over the course of {10} emotes at a forge or respective repair station OUT OF COMBAT. Ancestral Weapons cost a PERMANENT {4} Echoes, reserved as long as the weapon exists, to create. Ancestral Weapons cannot be activated in conjunction with other enchantments nor spells of any magic regardless if it is of shamanism or not, and limited to 1 equipped type of Ancestral Weapon per combat encounter. No other magical enchantments can be applied to an Ancestral Weapon. Auric Oil will destroy the item. Flame salve works upon these objects so long as they follow the material's own Redlines. In the case of A ranged Weapon protecting against a T4 spell, half of the spell's effect travels through, making it half effective. T5 Spells, 3/4s of the effect go through, offering minimal protection from the spell's effects. If the weapons are broken, these Echoes will return to the Lutaumancers Echo pool that had created them. If the weapons are stolen, to avoid players from attempting to withhold a casting resource from the Lutaumancer in bad taste, the Lutaumancer may simply revoke the item after two OOC Day and have the effects nulified. Mundane Items (Player Signed) Artist Credit: Dani Diez The Lutaumancer is able to craft mundane items from Kors forge. These items do not cost permanent echoes to create but their activation will require the Lutaumancer using Incitement. These items may be found below. The Lutaumancer is able to craft three mundane items every OOC day. Censers of Kor: Artist Credit: Tony Sart The Lutaumancer is able to imbue a crafted Censer with the Mark of Kor. With invoking Incitement for two emotes, these Censers begin to produce a deep vapor in the color of the wielders aura. For each block the Lutaumancer passes over, the Censer spreads this vapor 1x1x1 blocks from the Censer. Censers after incitement may produce these effects for ten emotes, unless combat is initiated before. In such cases, the vapor from the censer recedes rapidly into it over the course of an emote. The Lutaumancer may begin to shape and weave the vapor to their liking and even invoke visages of Ancestors within it, old battlefields, great hunts. {Additionally, Haruspice may use their divine ink to add other senses to the experience by adding it to the censers during creation.} {Effects on Spiritual Enemies(Undead, Inferi, Mystics,Frost Witches, etc) or the Dying} If not in combat, an extreme sense of calm washes over them, only fading if their ire is invoked. The longer someone remains in the vapor, the deeper this ethereal calm fills them. Over time, they begin to hear the soft whispers of Kor lulling them to the soul stream. The censors can be used to temporarily abate the common negative mental effects of dark magic or undead existence. A lutauman with consent may issue final rites with the censer, and bring the soul to the Stargush’Stroh immediately through the rising vapors of the censer. Kor graciously accepts these willing beings into his promised paradise. Redlines: Censers of Kor can not be used in combat. Roleplay of creation of a Censer must be done for the item to be used. Activation of the Censer costs {2} echoes as it takes two emotes of Incitement. Vapor from a Censer lasts for three emotes for each emote the vapor is poured out. (Example. A Censer is invoked for three emotes. The vapor lasts for nine) Censers of Kor with Divine Ink added during creation are able to invoke small amounts of sounds, smells and colors during the active manipulation of the vapor. Said effect must be noted in the item description. Or state it was made with Divine Ink Effects on Undead/Specters do not apply to Pale Knights, Pale Lords, nor Mystics. Effects on Undead/Specters do not work in combat. Nor do these effects make the Undead/Specter fully docile. It will however, make them calmer, and harder to upset. This does not mean that a Lutaumancer will not be able to make the Undead/Specter angry and provoke ire, it simply requires more to do so. Should combat start within the Vapor, or an Undead/Specter grows angry enough to try and attack the Lutaumancer, the vapor recedes instantly into the Censer once more. Undead {Silit, Frost Witches, Wrights, Darkstalkers, etc} that are willingly banished by a Censer of Kor are instantly accepted into Stargush’Stroh. They appear within Olû Tiil Frautal- The Walk to Final rest and become an Ancestral Spirit during their journey with the ferryman Matum’Lur {OOC Notice: These Censers are designed to help Lutaumancers setup areas of banishment if they are smart enough, or meet with the Undead/Specter of even ground to try and convince them to accept Banishment, barter with the Undead/Specter, or just talk in general.} Ancestral Masks: Artist Credit: JunuArt The Lutaumancer is able to imbue a crafted mask with an Ancestral Mark. With invoking Incitement for one emote, these masks are able to invoke the visage and voices of the Ancestor they are linked to for so long as Echoes are fed into it. The visage and voice of the Ancestral is an ethereal thing, wrapping around the Lutauman or Embedded while words are spoken through their mouth. The way in which they may manifest reflects the nature within their past life. Every {1} Echo fed into it causes the effects of Ancestral Masks to last for {5} emotes. These items may serve as an Ancestral Relic. {Additionally, Haruspex may use their divine ink to add other senses to the experience by adding it to the mask during creation of the mask} Redlines: Ancestral Masks do not give any combative or magical effects, protection, or advantages. Ancestral Masks require Incitement to be activated. The visage of the Ancestral spirit called upon appears as a faint ethereal form over the Wearer. The voice of the Ancestral Spirit called upon echoes before and after the Wearer in both common and Old Blah. The Wearer's voice is still heard beneath these overlapping voices. Masks with divine ink added from A Haruspex during creation are able to alter the physical form of the wearer of the mask to minor degrees. From tattoos appearing on the body, to wounds that wear bared. To more bizarre attributes such as horns, spikes along bones. These effects will disappear once the masks' effects cease to function. Said effect must be described in the item description, or state it was made with Divine Ink. Masks with Divine ink will never fully alter the body, change skin hue, or the wearer’s race. They may, to those unaware of the wearer, be a thinly veiled disguise. Ancestral Mirrors Artist Credit: Not found, will update when found. The Lutaumancer is able to create two way mirrors which grant communion with an Ancestral Spirit. This can be used to temporarily communicate with Ancestral Spirits. Respectively, a Mirror is tied to a certain area in Stargush’Stroh. This will allow any who witnesses the mirror to speak to ancestors on the other-side upon its activation. This is done by a mirror being created within the Mortal Realm, and a mark of Kor being etched on the back of the surface. To connect a Mirror to Stargush’Stroh, the Lutaumancer must go into Stargush’Stroh, find the location of where they wish to connect a Mirror, and manifest {4} echoes, which will manifest as a crystallization and form the mirror within the Spirit Realm. :Active: The Lutaumancer or Echoe Embedded is able to channel {4} Echoes into the mirror to check upon the location of an Ancestral Spirit. This will not give the Lutaumancer or Echoe Embedded a direct location, but will tell the Lutaumancer or Echoe Embedded, the realm the Ancestral Spirit is within. The Lutaumancer or Echoe Embedded is able to channel {4} Echoes into the Mirror to try and establish Contact with any Ancestral Spirit not of Notice in Stargush for upwards of {10} emotes. Redlines Ancestral Mirrors do not act as alarms, warnings, or the sort. They will never be able to give personas information of what has happened in the world around the location of the Mirror. No information of the world may be meta gamed through an Ancestral Mirror. Ancestral Mirrors are not capable of tracking Greater Ancestral Spirits without a MArt or Ancestral relic. Ancestral Mirrors may be as large as 3x5, requiring a MArt to be larger. Ancestral Mirrors, when not used with Active Activations, will never let anyone passing by interact with a specific Ancestral Spirit regardless of the Ancestral Spirits stature. This is Roleplayed by interacting with Random Ancestral Spirits that pass by the Mirror. Should a target not be in the Ancestral Realm, or have the means to remain hidden, the Mirror would either reveal a random place in the realm, or no image at all. Ancestral Mirrors are only capable of being created in the Mortal Realm or Ancestral Realm without a MArt. A Mirror must be anchored to a Counterpart in the Stargush’Stroh. No mirror can be connected to more than one mirror in Stargush, or vice versa. Lutauman must make multiple mirrors to peer within other sections of the realm.Ex: (A Mirror placed in The Forest of the Grand Hunt will never be able to display any other realm but that section of the Stargush). Communication is bound to Ancestral Spirits that frequent that Realm and no others. Mirrors may still be able to be used to locate a realm an Ancestral Spirit is within should the ritual be conducted twice, or the shamans create a relic in roleplay to sway the Ancestral’s favor. Ancestral Mirrors will be documented upon the Lutaumancers MA, each Lutaumancer can only make Ten Mirrors in total. Ancestrals Mirrors are broken if their reflective surface is fully damaged or half of the total construct is broken in the Mortal Realm. [T5] Banishment Artist Credit: Ian McQue At the fifth Tier the Lutaumancer is able to banish ghosts, specters, and undead from this realm and into the Gundâr Broshan directly. Banishment is done through the creation of a Site of Banishment, which requires a ritual to produce. Depending on how many Lutaumancers are around, the ritual of Banishment itself can be shortened. These souls are sent to Gundâr Broshan to await judgment from Kor in the Ashlandic Purgatory of Stargush. Within this land, they either earn their right for passage into Stargush, aided by a Lutuamancer to gain approval from Kor to enter. For any ritual of Banishment to send a soul to a direct realm costs each of the Lutaumancers involved with the ritual an additional {5} Echoes. Some poor souls, if not aided, or not seeking entry to Stargush will remain in the Gundâr Broshan for the rest of eternity. Necromancers, Blood Mages, Mystics, and other realm-transporting magics are able to, through their own rituals, release Undead/Specters trapped in Gundâr Broshan if said Undead/Specter has not been guided to Kors Gate by a Lutaumancer and accepted by Kor. Inferi inflicted by Banishment are able to be re-summoned by their False prince in accordance to Naz lore. This requires a Lutaumancer to travel into the Nurzum, and gain the approval of the Uluamirzgai. {This will be documented on the Lutaumancers MA and requires Screenshots for proof} Should the shamans possess a Wight’s phylactery or other means of anchoring a soul and that object has a PK clause, shamans are capable of PKing that target by sending them to the Gundâr Broshan or another part of the Stargush’Stroh reserved for its wicked. ST creatures, special event characters, and large/unnatural creations through MArts that contain a soul or some derivative may be ushered to Kor for purging through banishment so long as the shamans receive ST Approval for playing/interacting with the character in question or a Mart is created. Shamans may not use banishment within events without explicit permission before the event. Targets are free to resist at the discretion of ST. General Redlines: Soul-bound or Soul-anchored creatures by necromancy, mysticism, or similar future magics cannot be purged from them unless the respective magic user gives OOC consent. Physical means of destroying the sites of banishments suffice in allowing the evil to escape it, mundane tools or magic capable of undoing the seal. This may serve as a PK if the player in question so desires it to be so. This is done by either the player deciding to PK, or having the Lutaumancer guide the spirit in Gundâr Broshan to Kor’s Gate for judgment. This should serve as further RP and Gundâr Broshan shall act as the proving grounds if the persona will be accepted by Kor or not. Pale Knights and Pale Lords may only be banished if their Throne is broken beforehand. Otherwise Banishment will have no effect on them. By default, a banished undead or player not wanting to PK will only be bound in Gundâr Broshan for one week. If the player wishes to have the character remain longer until freed by a Mystic or Necromancer, this is perfectly fine. Ghosts bound to an Anchor are temporarily trapped within Gundâr Broshan for three OOC days, but are capable of being freed sooner. They then return to their anchor. Wights are temporarily trapped within Gundâr Broshan for a single OOC day, but are free to wait longer. They then return to their phylactery. Mystics and Necromancers, through their own ritual seance ritual, can free targets from banishment in the Spirit Realm. Though not required, it is heavily encouraged that a Mystic or Necromancer lets the Lutuamancer know OOC. Lutaumancers IRP are not aware of a Mystic or Necromancer freeing an undead from Gundâr Broshan. And will be punished if they are caught meta-gaming this information. Vice Versa, Mystics or Necromancers by default are not aware of Banishment. Mystics or Necromancers may interact with a Ghosts Anchor or their haunting grounds to find out that Banishment has been invoked upon them. Or they may stumble across the place Banishment occurred and be made aware. Necromancers with Undead bound to them will be made aware that their construct has had Banishment if they attempt to call upon them, or Two OOC days have passed since Banishment was invoked. Or they may stumble across the place Banishment occurred and be made aware. If an Inferi CA is banished, it will be unplayable for an IRL week, unless the Naztherak who bound it uses the appropriate ritual to reconstitute them manually. They will follow all redlines outlined in their CA lore. Their False Prince, will be made aware of the Banishment 1 OOC day after it occurs if they do not learn from other means or attempt to command the Inferi, as it would be unresponsive. During the ritual of Banishment, if more than one Lutaumancer is performing it, and one of said Lutaumancers gets interrupted, the ritual's emote counter reverts to the tier below it. Sites of Banishment can not be used as Meta-Detectors. Should someone try to bring an unknown or non undead/mystic, etc within the sites of banishment as a means of identifying them, they will be afflicted with the Curse of Kor themselves, and no answer will be given. Repeated infractions will lead to a blacklist. Banishment of an Undead with an active Curse of Kor removes {30} additional Echoes from the Lutaumancer or Lutaumancers as punishment. (To prevent harassment) Those with Embedded Echoes may not help any ritual of Banishment in any way beyond flavor and will provide no lower cost of Echoes. If the Lutaumancers do not expend extra echoes outlined above to banish a being to a specific realm, they by default, end up in Gundâr Broshan. Banishment may only send beings to two different realms besides Gundâr Broshan. These are The Nurzum and Bûrgulumokh. Regardless of the realm sent to, any being is able to gain freedom through any of the methods mentioned above should it apply to them. Both Ritual and Site Banishment Sites adhere to the above in addition to their own Redlines. Once a target is banished, they may not be banished again for another two weeks without OOC consent. Ritual Banishment Artist Credit: Solfour Each site of Ritual Banishment requires certain ingredients to create. A Lutaumancer must gather five representative symbols of the Stargush’Stroh, whether alchemical or symbolic. The skull of any fallen creature is taken to the spot where the Banishment Site will be created. The icons are placed around the skull. Lines are drawn around the site in the form of cobalt dust. The Lutaumancer will ignite the dust aflame. The icons will burn, and as the Lutaumancer channels, their powers seep into the skull, charring the bone midnight black. This will take a Lutaumancer {10} Emotes of Incitement to create the ritual site. Each Lutaumancer above T4 that helps in creation lowers the emote count by {1}. Can not be lowered past {5}. The chosen target must be presently within range of the ritual site and bound or restrained for the duration of Incitement for Banishment. Below is displayed a table showing how many emotes are required for Banishment to Occur on a target. Through effort and planning a single T5 Lutaumancer is able to create a ritual site of Banishment. The site created reaches a 5x5x5 area of effect, showcasing Spiritual binding, an aspect of the Stargush’Stroh, or the Lutauman’s Echoes and requires a minimum of twenty emotes of Incitement for Banishment to occur.. This site of Banishment will last for 1 IRL day before it fades. {Costs Twenty Echoes} Led by a T5 Lutaumancer, With One additional Lutaumancer of at least T3 or higher, the ritual site of Banishment may increase by 1x1x1, and lowers the total emote count of the ritual to Fifteen emotes of Incitement for Banishment to occur. These sites of Banishment will last for 2 IRL days before it fades. {Cost each Fifteen Echoes} Led by a T5 Lutaumancer, With Two additional Lutaumancers of at least T3 or higher the ritual site of Banishment may increase by 1x1x1, and lowers the total emote count of the ritual to Ten emotes of Incitement for Banishment to occur. These sites of banishment will last for 3 IRL days before it fades. {Costs each Lutaumancer Ten Echoes} Led by a T5 Lutaumancer, With Three additional Lutaumancers of at least T3 or higher, the ritual site of Banishment may increase by 1x1x1, and lowers the total emote count of the ritual to Five emotes of Incitement for Banishment to occur. These sites of banishment will last for 4 IRL days before it fades. {Cost each Lutaumancer Five Echoes} Led by a T5 Lutaumancer, With Four additional Lutaumancers of at least T3 or higher, the ritual site of Banishment may increase by 1x1x1, and lowers the total emote count of the ritual to Three emotes of Incitement for Banishment to occur. These sites of banishment will last for 5 IRL days before it fades. {Cost each Lutaumancer Three Echoes} Creation of Banishment Sites Artist Credit: Tony Tsao Led by a T5 Lutaumancer, with at least two Lutaumancers of T4 or higher, the creation of a Permanent Banishment Site may be created through the same effects of a Ritual site with slight changes. Each site of Banishment requires four great pillars wider than one block and taller than six blocks to be made around the ritual site. Ten Echoes are PERMANENTLY embedded into each pillar. Each site of Banishment requires certain ingredients to create. They must gather fifteen symbols of the Stargush’Stroh, whether alchemical or representative. The skull of any fallen creature is taken to the spot where the Banishment Site will be created. The icons are placed around the skull. Lines are drawn around the site in the form of cobalt dust. The Lutaumancer will ignite the dust aflame. The icons will burn, and as the Lutaumancer channels, the power of the icons seep into the skull, charring the bone midnight black. The site created reaches a 20x10x10 area of effect, showcasing Spiritual binding, an aspect of the Stargush’Stroh, or the Lutauman’s Echoes. A target may be brought to a site of permanent banishment after the ritual is finished, subjecting them to to ritual below should they be subdued and present for the entire banishment. One Lutuamancer at T5 using the Permanent Banishment site requires Ten emotes of Incitement for Banishment to occur. {Cost the Lutaumancer 10 Echoes} Led by a T5 Lutaumancer, With One additional Lutaumancer of at least T3 or higher, using the Permanent Banishment site, requires Five emotes of Incitement for Banishment to occur. {Cost each Lutaumancer 5 Echoes} Led by a T5 Lutaumancer, With Two additional Lutaumancers of at least T3 or higher using the Permanent Banishment site, requires Three emotes of Incitement for Banishment to occur. {Cost each Lutaumancer 3 Echoes} Beyond this threshold the emote count can not be lowered. Redlines Banishment Sites require documentation and ST signature to be created and used. Should one of the four pillars or more be fully destroyed the Banishment Site requires at least three Lutaumancers with the same amount of Echoes needed to repair the damages. Banishment Sites follow the rules of Banishment itself, it simply exists as a constant site for Banishment that does not need a ritual of creation for it to be used every time. Banishment Sites are capable of keeping a single target imprisoned in Gundâr Broshan, unable to fully cross over or unable to fully return without intervention. Banishment Sites require an ST sign stating it is active and approved. A Banishment Site can be used twice needing a cooldown of 1 OOC week before it can be used again. Tier Progression Tier 1 Tier 1, is reached upon acceptance of the MA. Has access to the following - Old Blah - Incitement of Echoes Tier 2 Tier 2, is reached Two weeks after T1. Has access to the following - Old Blah - Incitement of Echoes Tier 3 Tier 3, is reached three weeks after T2. Has Access to the following - Old Blah - Incitement of Echoes - Invoke Echoes - Spirit Walk Tier 4 Tier 4, is reached four weeks after T3. Has access to the following - Old Blah - Incitement of Echoes - Invoke Echoes - Spirit Walk - Embedding Echoes - Kors Forge Tier 5 Tier 5 is reached Five weeks after T4. Has access to the following - Old Blah - Incitement of Echoes - Invoke Echoes - Spirit Walk - Embedding Echoes - Kors Forge - Banishment Writers Credit: ColonelSoberFunk, Panashea. Reviewer: Divinity_Of_Gaea, ColonelKuehl1,TheAmazingSewer, Evonpire, Mannamannaa.
  9. Artist Credit: Ice Pick Lodge :Pathologic 2 Cover Art: The Ancestral Realm is a plane within the Spiritual Realms bordering the Soulstream. These planes are often the final resting place for honourable orcs and Spiritualists, a true afterlife made to spurn Aeriel, as well as to provide Krug with an eternal and ever growing kingdom. When Lutauman Spirit Walk, they utilise the power of Kor, Krug, and other Greater Ancestrals to pull souls up into the Stargush’Stroh temporarily. This contract allows the Lutauman to fulfil the will of the Ancestors, as well as enlighten the realm of the Spirits. Breaches upon this realm by other means are met with violence, Kor utilising his Lessers, the Matumdâg upon assailants. They too are capable of wielding Kor’s soulfire, obliterating undead and the like, or imprisoning mortal targets within the Gundâr Broshan or Nurzum for the rest of eternity(PK). Redlines Gundâr Broshan: The Sea of Ashlandic Purgatory Artist Credit: Nihilumbra It is within this desolate landscape that Apohet’s Ancestral Plane connects to the soul stream. Endless dunes of ash, riddles with ruins of aeons past. Small shelters, shallow caves, salt flats, and dead trees act as the only refuge. The air is thick, and hard to breathe. It is lined by an endless sea, from which none who enter have returned. Wayward Spirits appear in fragments where they either fall back into Soulstream or materialize and walk the path to the Gate of Kor. However, this place is not without harm or risk. Those deemed unworthy of Stargush’Stroh, yet not wicked enough for the Nurzum, Moz’Strimoza, or Bûrgulumokh, remain in Gundâr Broshan for aeons, sometimes thousands of years pass before Kor deems them fit to pass his gate. Many will remain in this land of ash until reality itself ceases to exist. These lost souls rarely will be seen by Kor in a timely manner unless aided by a Lutaumancer. Lutaumancers are capable of sending the wicked or wayward to this realm, a means of allowing the wicked and maligned to repent, even if it takes all of eternity. With its proximity to the Soulstream, dark forces are able to break this rite, plucking wicked souls back through their own dark rituals. Doraz agh Kor - Kor’s Gateway Artist Credit: Alex Goetling High above the ashen lands of Gundâr Broshan stands the bridge to the Stargush’Stroh: Kor’s Gateway. From here the Greater Spirit of the Dead himself stands as a warden of his lands. Enacting judgement on each that comes before his gaze. An infinite procession of souls slowly make their way through the Doraz agh Kor, a slow weighing of moral scales that only Kor himself adjudicates. Those that he deems worthy can live in the Stargush’Stroh. At his side, Daemurz, The Honalob Matûrz. A lesser of Kor, skeletal in appearance, who marks down which souls go beyond, are imprisoned, or left to fester in Gundâr Broshan. Those unlucky enough to warrant Kors malice are placed into the Nurzum or Bûrgulumokh by the great spirit himself. Those deemed worthy of entry are granted passage into their final walk. Passing through Kor’s door is an extremely powerful process. As Kor judges the qualities of the person, their soul is transformed into an Ancestral Spirit. The merits, as well as the feats and renown of the person merits their strength and pantheon within the Stargush’Stroh. As such Lesser and Greater Ancestral Spirits exist within the realm, though new Greater Ancestral Spirits have not been made in centuries. The most powerful Greater Ancestral is Krug, while Greater Ancestral Spirits beneath him are capable of wielding Kor’s power. Krug’s power is immeasurable, not only in indomitable strength, but in his connection with the Spirits. Krug is adored, not only by his children, but by the countless Spirits who bestowed him power thousands of years ago, and the many who would seek a pact with the greatest orc to ever live. Olû Tiil Frautal - River to Final Rest Artist Credit: Yohann Schepacz From Kor’s Gate, the spirits venture forth into the boundaries of the Stargush’Stroh. Narrow paths beset on all sides by stone canyon walls, along a roaring river. Birds fly in droves, the air is crisp and clean. At the head of this river rests a large long boat with no sail, only a single spirit and his oar. Matûm'Lur - Ferryman of the Dead, a joyous spirit that gives embarking Ancestral spirits and Lutaumancers a quick ride down the Olû Tiil Frautal. Before making his way back upstream once more to begin the cycle again. From here, the bounty of Stargush’Stroh is beheld. Within the river one would be able to see the reflection of the Soulstream and the countless caught within it. Matûm'Lur, resolute upon his ferry. Artist Credit; Dae-K Ruzob Ukûzrii - The Hall of Eternal Joy Artist Credit: Unknown, will update if located. Welcoming all to Stargush’Stroh stands The Hall of Eternal Joy, surrounded by tents and constant celebration. A mighty tower just beyond the Olû Tiil Frautal. Host to many a party,and feast. It is said that Krug himself built these halls upon arriving in the realm, as a testimony to his greatness. Most spirits new to Stargush are stopped here to be welcomed. Those that achieved greatness in their life are summoned to the top, to dine with Krug, if even for a day. The halls are a special place, temporarily calming and suppressing mental affliction or damage to the soul. This cannot cure these afflictions, but often may be a place to abate them temporarily. . Turu Dobu Ziimarum - The Many Fields of Tranquility Artist Credit: skraaw The endless fields act both as gathering grounds for many festivals outside and around Krugs grand tower of celebration, and farmland for the Ancestral realm. Touched by Arwa, these fields are home to copious amounts of fauna and flora both mundane and mystical. Giving the spirits that call this realm home a unique remembrance of their old life. From the great beasts of the Uruk to the strange caverns of the Ker. Everything grows and flourishes here. Trees gather and bloom, their wood composed of the undead who trespass the entered Stargush’Stroh. It is theorised the roots dig beneath the Gundâr Broshan, though no tools are granted to Lutauman or their guests. Familial Ancestral Spirits tend to linger here, memories of craft and husbandry stirring many to these nostalgic fields. Countless nameless Ancestrals to whom young orcs or Spiritualists derive their lineage from could be found here. Should someone have a relic of the past, whether physical or representative - a sword, a song, a secret, these forces would be capable of grabbing the attention of Lesser Ancestrals who have not moved on to other parts of the Ancestral Realm. This plane is the most common for young Lutauman to practise and utilise their skills. As Ancestral Wardens, they bridge the gap between the Mortal and Ancestral planes - restoring ancient familial bonds or renewing ones broken by the touch of Kor. Skoiug Goiz - The Soaring Cities A realm filled with towns and larger settlements that are located close to one another. In this realm, there are three larger cities where the many blargs (homes) of those that wish to settle in their eternal rest are placed. Many are described here: Tauob Bûbhosh Hoital - Forest of the Great Hunt Arist Credit: Jung Yeoll A large forest that seemingly goes on forever, comprised of massive trees that tickle the sky of the Stargush’Stroh. In the middle of the forest, there is a large clearing in which stands several large halls, filled with trophies of the Stargush’Strohs greatest hunts. It is here that many Ancestral spirits will bequeath quests on mortal travelers, or the ancients will ask these mortals to prove themselves. For the Tauob Bûbhosh Hoital holds horrors that no longer walk the mortal realm, and worst. Many mortals are left stranded here, and must hope for a wandering Lutaumancer to free them or strike a costly bargain for an Ancestral Spirit to guide them to Kor's Gate. From ancient drakes, to towering lesser spirits of Votar and Freygoth that invade the realm to prove their might to ancestral spirits and mortals. Danger is ever present. Ruzob Ukûnûrlug - Halls of Endless Study Artist Credit: jbrown67 A realm that contains a multitude of different biomes filled with their respective flora and fauna diversity to be studied till the end of time. Bordering between Tauob Bûbhosh Hoital and Turu Dobu Ziimarum, the middle of this lands resides a large library, filled with every book in existence. Their knowledge is to grand, mere mortals can not comprehend the extent of this knowledge. This library, though not in direct physical harm, is arguably one of the most dangerous places for a mortal to be. As its design is not for them, many lesser spirits of Theruz and Ixli roam these halls. Punishing those who are greedy and trying to steal books, or tempting them into harmful pacts. This domain is ruled by lessers of Theruz, which hold the library with a firm fist. Cause enough ruckus, and mortals find themselves dealing with these custodians of knowledge who are able swiftly boot them, and their Lutaumancer guide out of Stargush. Redlines Any knowledge learned in Ruzob Ukûnûrlug is forgotten upon leaving Stargush’Stroh, unless a member of ST directly approve the Information gained. Dâlzob Hûrûrz Mazauk - The Planes of Fearless War Artist Credit: Abandoned An enormous battlefield where the ancestral spirits partake in endless battle. Arrows rain across the land, great cannons constantly fill the air. Wagons of war are driven across with zealot rage. Shamanic spells blanket the sky. Volleys of trebuche bring reckoning upon these blood soaked fields. Death comes swiftly here. Upon being slain in combat they are revived at its entrance. Forced to regain their footing in the lands. Great keeps riddle a volcanic landscape. Warcamps litter the fiery fields. At the centre of Dâlzob Hûrûrz Mazauk stands a fortress of obsidian. Narrow stairs make way into its hall. It is around this keep that lessers of Leyd, Vulka, Enhrok, Dazkur, and more join the fray to bolster or bane the advancement of mortals to this central keep. It is said that the commander who holds this keep for an extended period will earn a permanent spot at the feasting table of Krug himself. None have been able to hold it yet. Redlines Mortal Souls that die within this direct realm of Stargush’Stroh are thrown out of their spirit walk. This includes Lutaumancers and other shamans The Nurzum Artist Credit: Unknown, will be updated if located With the rejection of Ixli and Ikuras from the Spiritual planes and the devouring of the Figuga’Uzg, a new sort of Spiritual pain surged through the Spiritual Planes. The wound reverberated to the Greater Immortal Spirits, beings who only spent time quarrelling between each other. The birth of the Moz’Strimoza, a new corrupted realm beyond their grasp, a horrific wound that encroached upon their birthright. Leyd recognized the potential of his acolytes. The Ulua’mirzgai rejected Ixli and served to recover their lost progenitors through force. With so many Ancestral souls trapped within the Moz’Strimoza, the Uluamirzgai took to pleading with their patron Spirit. Leyd was offered the Bastard of Smoke, and with it, the chains of the Ismuth Anchors and the Greater Spirit’s machinations were latched upon the beast, and removed from the Dark Shamans. The Bastard of Smoke was the failure of the shamans, kept by the Ulua’mirzgai. A device sealing a monstrosity. An Inferi that had grown so powerful it had been made to consume Spirits alongside the Ish’urkal. Leyd peered into the occult orb with horrid fascination. What had his Immortal kin wrought? Inferi invaders, and the Spiritual Realm split apart by unseen hands. If Leyd was capable of creating the Ulua’mirzgai and Ismuth Anchors, then he would plunge his hands into malicious artificery once more. Leyd would be aided, Kor, Ogrol, and the Uluamirzgai creating a new foundation, each profiting from the act of bodily transmutation. Kor sought vengeance against the Moz’Strimoza, for the Inferi were originally imprisoned in his domain. Ogrol could see the malice painted on Leyd’s face, and immediately the darkened Spirit sought the same things all Spirits desire. Power. Spared the grace of being transmuted into Inferi, the Uluamirzgai were merely mortal and Ancestral scions who could serve the greater forces coalescing. They bent the flesh of the Bastard of Smoke, flaying the skin to form a ritual circle. Its bones would form the bricks of their prison, and at its heart, an Ismuth Anchor to suspend it for all eternity. The creature would exist in undeath, made into a physical plane for the Ulua’mirzgai to become jailers within the Spiritual Plane. As the Dark Shamanism of Leyd left the Mortal Realm, their practitioners found themselves bound to this plane. Kor would never again take dark shamans or malicious creatures into the deeper part of his realm again. Much like the device’s original purpose, the Nurzum is a prison capable of containing Inferi. It would sit in the Ancestral Plane, a hidden rift of the Gundâr Broshan. Should Lutauman attempt to understand this dread place, they shall require a lantern, in which they feed Five Echoes {For every OOC Hour spent here} to light their way in this dark realm, and secure approval from the Uluamirzgai. Should they share in a similar goal, and willing to join the twisted cabal, they will be able to banish Inferi to this dark place the same as they would any other. If the light from the lantern fades, the Nurzum will drain the Lutaumancer of all but one Echo. Redlines No persona may be locked in The Nurzum without first being Banished by a Lutaumancers Banishment Ability. This follows all Banishment Redlines described in Lutaumancy lore. The Realm of Shadow: Bûrgulumokh Artist Credit: Divine Graves After the fall of Magara’lin. The Ker shamans in their ire sought their own means, away from the prisons of dark shamans to punish azulites. A putrid land where the Azulites that betrayed them find torment never ends. They invoked a deal with Kor, and the souls of these Luara-touched Azulites were syphoned into their realm. Dark shamans of Azul, slavers of the Spirits, servants to the ancient Primarch still reside in The Nurzum or the Moz’Strimoza. The rest, along with Azul himself, remain in Bûrgulumokh. A true Azulite born and bred is extremely rare in the modern era. Such that the realm has naught seen visitation in some time. The great Maehr shamans made a seal, locking these dark ancestral spirits from becoming inferi, and entrapping them instead. To be hunted until reality itself ceases to function. Upon death they are reborn. The carnage begins once more. The rare Mali’ker, that earns enough scorn in the eyes of Kor, partakes in defience of the Gods as the ancient Azulite once did. Finds their soul trapped within Bûrgulumokh. This Gateway rests along the endless shore of Gundâr Broshan. Between two obsidian towers, a stone bridge leads to this stagnant gate. Guarded by a band of Ancestral Spirits of the Vindicators of Magara’lin. Which periodically roam the Gundâr Broshan, scouring it for any soul they might have missed or escaped theBûrgulumokh. Unknown to many but Greater Ancestral Spirits, Kor and his lesser, until the removal the Moz’Strimoza shifted the entire realm, ashen sand has revealed a path to the ancient gate once more. Those brave enough to enter are subject to the endless torment that waits within. The landscape is comprised of still rivers, rocky terrain, petrified trees. Thick mud flats, heat geysers, large brambles, and the visage of a constant solar eclipse shines from above. Few creatures and fauna exist here, and those that do reflect the harsh environment. Fly traps able to swallow elephants. Fungi that release nauseous spores. Brambles which seek to strangle all who pass by. Insectoid beasts, all various shapes and sizes fight over food, or more often than not, stray souls in the realm. Camps line the outer rings, and forts of stone house the Maehr shamans and ancient vindicators. At the center, is Azul's keep. A dark onyx tower, designed over the ages to help keep the vengeful vindicators and shamans at bay best it can. Where the Dread Primarch sits, watching the endless hunt. Where his feud with his father, Uradas wages on, eons after both passed from the Mortal Realm. This realm is not dark, rather devoid of most colour. Only greys, blacks, and whites exist here. Lutaumancers that wish to enter the realm must burn three echoes for the seals to accept passage, but only one to exit. Redlines :Ancestral Uruk of Notice: These Ancestral Spirits are Classified as Greater Ancestral Spirits :Ancestral Ker of Notice: These ancestral spirits are considered Greater Ancestral Spirits Writers: Sewer_Rat, ColonelSoberFunk, Panashea. Reviewer: Divinity_Of_Gaea, ColonelKuehl1, Evonpire, Mannamannaa.
  10. Who is the strongest shaman? Who is your favorite? What do you want to do on lotc this year and irl?
  11. anyone wanna roleplay or do cool things with me(writing or in game), i have lots of cool magics and nice things to share with friends, cool bored ppl or ppl looking for new characters/arcs preferred

    1. Greehn

      Greehn

      i love roleplay.

    2. Jentos

      Jentos

      yeah ill rp with u 

    3. hemomancy

      hemomancy

      i have 0 clue if this is serious or a meme but yea

  12. Ghoraza finally sets his eyes on the missive, grinning at the improvements. "Ghoraza will see to this moot agh to the growing process of the Iron'Uzg. Tiks change, agh the seasons with it."
  13. Greatly increase the amount from one to five or ten. Basic materials like wood,stonebrick, etc, all have expensive crafting recipes. If you want to incentivize trade then people should be able to make complex recipes without feeling like losing the ability to quickly farm materials. It will be a nightmare to do anything with stairs or slabs. Make as many nodes as possible without crowding them on the map, use warps if you have to. The orc tile is covered in old nodes that don't work, and few that do. Abstracting the process of collecting resources doesn't make anyone want to trade anymore unless there's something to put money towards something lasting (LC,pastes, more resource nodes, nexus, etc). Its inevitable that people will eventually begin to paste things in as the map goes on, and eventually nations and settlement builds will be pasted in on 9.0. It would be cool if harvesting was something more roleplay involved, I.e something like the ST nodes but player-run, establishing mines, forges, and other kinds of businesses that depend on resources but gain some tangible benefit from interacting with the resource nodes. Rn beyond ST resources no one has a pressing need for money or materials, and most profession roleplay (what little is left from nexus), completely ignores these issues. If you want people to have trade, resource, rp, and economy, then making resources scarce will just lead to people pasting resources or mining them from the various tiles themselves. Niche blocks should be something with RP purpose, i.e a block that lets you spawn more resources, or a block that allows you to craft things more easily. I don't think limiting the color pallets and build styles of what normally is a creative and fun experience makes anyone want to get these resources more or encourage roleplay. It just means everything will be made out of wood and stone. Definitely the right approach. I think that giving players the means to get more resources easily should always be the goal. When people have a surplus, or when there are means to showcase your wealth in engaging ways, people will be encouraged to engage with these systems. The biggest takeaway from what I have to say is: Make resource gathering extremely easy to do for all resources, but engage the players to get more resources faster. (More things like the llama potion selling could easily restore roadside roleplay, as people have a reason to now use them). Shape of the tile doesn't really mean anything as different builds and groups depend on different amounts of workable space and certain biomes to fufill their niche. Humans will always do okay regardless of size, they just need a chunk of plains to put a few buildings and houses. It would be weird if orcs and dwarves, or any nomadic group had to work in the same space. I think tiles are pretty much fine in the current state beyond how nations have been able to purchase and route each other off from hubs (something the admins promised they wouldn't do). Resources and suggestion ideas are already given above - allow players to collect resources even faster, through blocks and physical means that can be interacted with (add mines that require resources or money to maintain, more llama traders and similar services, without hamstringing everyone else who simply want to build areas for more roleplay. Building should be a means of creating places for roleplay, rather then draining people's time through pointless mechanics.
  14. Ghoraza scrambles to grab multiple copies of the paper, seeking to spread the good word with the land, and those who seek to save it.
  15. I need help.  School and work crunch kills. I haven't really been able to touch events, lore, or magic in the last few weeks.

     

    If you've ever interacted with my events, magic submissions, or characters and want to help with future projects pls reach out!

  16. THAT DREAD DAY CAME WITH THE FIRES OF ABSOLUTION. THE BLOOD-FLAME SHAMAN, ONCE BURNED. Fire set upon the haruspex, the scorn of his patron expunging the little light within the old Uruk’s heart. Like a star, his flesh danced with lights of the future, of red-orange prophecy yet to come. He had held so much faith in a world that had none, and so the darkness of the Mortal Realm swallowed him whole. Skaatchnak’Akaal had died.
  17. RIP Skaatchnak. 2017-2022

    1. Show previous comments  1 more
    2. Lhindir_
    3. HIGH_FIRE

      HIGH_FIRE

      Tell me you're lying, I cant take him dying

    4. Panashea

      Panashea

      I'm writing the death post rn

  18. Changelog 11/14 -clarified spirit champion, loyalty, and how things are documented (pacting subforum to log everything) -clarified how pacting worked(each pact is a spell slot) -gave area of affect and clarified signing process for T1 shrines -explained Great item -removed Boon of Courage -expanded to 25x25 -reusable champions but not reusable items? Also clarified items in general. -added a clause for Shamans when they make building marts/hex/bless land so that someone cant just permanently destroy everything in a single instance -added some examples -clarified my intent with the rewrite and the purpose of Spirit pacting -added that current MAs,TAs, aren't touched but WD and Farseer are mutually exclusive practices in game to prep for the rewrite -allowed current shaman Marts to be upgraded to Tier 3 Totems so long as they follow the process
  19. Thanks to @Mirvam, I found out about Mine-imator and was able to make this animation. It doesn't actually hold any lore significance, it's just the intro from Blood Omen: Legacy of Kain with some imagery of my MArt and Mordor stuff. Hope you like it.
  20. FARSEER Shamans of Spiritual Balance Definitions: Farseer: A practitioner of shamanism who pacts with Spirits. Greater Spirit: The pinnacle of spiritual strength, represents broader ideas and objects as a domain. A host of Lessers serve and exist beneath them. Lesser Spirit: The Spirits most commonly interacted with by Shamans. They serve as envoys of Greater Spirits and often represent the more specific domains of the respective Greater Spirit they serve. Soul Affliction: Beings who have had their souls altered by unnatural means, gaining the ire of the Spirits. These beings include but are not limited to Necromancers, Azdrazi, Silit, Paladins, Templars, other incompatible Aengudaemonic magics, Zezimar, Void Mages, Wights, Frost Witches, and Vargr. Note: This submission follows Spirit Pacting Lore found here: Each Spirit pacted costs one Spell slot. Following this submission, Farseer and Witchdoctor will both take 1 Magic slot, with the two magics being mutually exclusive. Someone with both TAs will still be able to teach both magics, but no longer utilize both spell trees. SPIRIT CLASSIFICATION Elemental Spirits Akathro, Bregthar, Skathach, Kulthark, Fiarza, Neizdark Natural Spirits Freygoth, Kor, Ankrus, Anyhuluz, Luara, Ramakhet, Kinul, Urin, Scorthuz, Aztran, Eathruz, Akezo, Arwa Spirits of Emotion Ogrol, Leyd, Paxaharu, Kezt, Krathol, Glutros, Isuz, Kesaroth, Betharuz, Etna, Letrothak Spirits of the Mind Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk Occupational Spirits Ghorza, Vulka, Rolfish, Trokorl, Velkumest, Gentharuz, Votar TIERS T1: A Farseer spends the first week of the magic learning the Old Blah to communicate with the Spirits. They must spend time meditating and learning to establish their tether from their mortal body to the Spiritual Realm. They may receive Farsight visions. T2 (2 weeks after acceptance): At this stage a Farseer may use Incitement and Spiritual Markings as well as begin working with cultivation and trinkets. While Spirit walking they may only travel by themselves. T3 (5 weeks after acceptance): At this stage a Farseer may begin to craft Icons. While Spirit walking they may only travel with two additional people. T4 (10 weeks after acceptance): At this stage a Farseer begins to cultivate a better connection to the spirits, being able to create companions and conduct miracles. While Spirit walking they may only travel with four additional people. T5 (16 weeks after acceptance): At this stage a Farseer has reached the peak of their ability. While Spirit walking they may only travel with six additional people. PACTING To utilize the spells of the Spirits, a shaman must Spirit walk to a respective Spirit and establish some kind of contractual obligation. For Farseers, this is generally an obeisance, a means of showing one’s strength and devotion to the Spirits. SPELLS [T1] FARSIGHT (Non-Combative) A Farseer is able to receive visions from the spirit realm and receive messages through other divination methods. The visions and messages can be received through multiple means such as, but are not limited to, events, story team, 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 to describe the relationships of Lesser Spirits. For interaction with Greater Spirits, prophecy and divined information is not necessarily true or come to pass. [T1] INCITEMENT (Non-Combative) Farseers are able to invoke the aspect of their respective Spirit in an aesthetic display of shamanic prowess, or as a shamanic tell as they begin casting. This incitement of the Spirits begins after the second emote of channeling a spell, or as a cantrip (basic spell) after two emotes of Old Blah. The aesthetic effects may only be present in a 2 block radius at tier 1, and provide no use in combat or manipulation. Aesthetic effects brought on by incitement last for up to 7 emotes, before the environment returns to the state before incitement was cast. As a shaman increases in tier, the radius expands by 1 block, to a maximum of a 7 block radius around the shaman at T5. Example: A Farseer lifts his hands, the stone and rocks beginning to shift and twist. “Bregthar! Goth gund-ob agh ghaamp-ob! Khlaar-lat izg!” With a crackle of Old Blah, the shaman continues to call upon the Spirits, “Traum-lat ul naakh-lab!” The rocks shift to form a face akin to the shaman’s, one that booms with the gravely rumble of earth. Incitement Redlines: - Casting aesthetic affects cannot affect other people and animals, it may only affect the caster, flora, and non-living aspects of the environment. - Do not use inappropriate effects. - These effects only last for up to 7 emotes, and the environment will return to normal. [T2]SPIRITUAL MARKINGS (Non-Combative) A Farseer can choose to mark the skin of themselves or others as well as objects with ink, dye, or blood with the help of needles or other tools. Once this marking is complete, and they make a ritual to their pacted spirit, the resulting marking can have aesthetic properties. Spiritual Markings are limited to the strength of ensorcelled flesh and aesthetic aengudaemonic boons. This is to say that a Spiritual Marking is capable of transmuting flesh, but incapable of growing new appendages or granting combative boons. New protrusions or growths may form that match the aspects of the Spirits.The target will still remain entirely descendant, and still be recognized as such. Item Examples: - A halo of bright light marked by a Spiritual marking atop the crown of someone’s head. The symbol is devoted to Scorthuz, Spirit of Purity. - Forge-like breath from a neck tattoo depicting a lesser of Gentharuz. - A brand of Votar that ignites upon the proposition of a good hunt. When Spiritual Markings are granted to an item, they gain similar aesthetic effects, in addition to speech as if they were alive, so long as the markings remain. A walking stick of Ghorza that speaks upon the weather and fortune Spirits. A club of Lethrothak that chastises the user every time they miss an attack. A mirror of Etna, giving the reflection of the user’s intrusive thoughts. Casting: These markings require five emotes to create. One to prepare the skin or object by blessing the chosen area, if this area is skin, it is temporarily numbed and cleaned. For three emotes, the Farseer works on the marking, two of which must include the spell incitement. Once the marking is complete, if the marking is applied on skin, the recipient of the marking will receive a sharp pain in the area that was previously blessed. Example: Effects: The completed markings' effects can range from: - Lights - Sounds - Minor Incitement in a 1 block radius. - Spiritual Aura These effects can be turned off and on at will by the one who has the markings if applied to skin. Objects are active The effects must be related to the Farseer’s pacted spirit in some way. Spiritual Markings Redlines: - Spiritual Markings do not give any additional powers or capabilities as they are purely aesthetic. - If the marking is removed (cut off, burned, scraped) it will not reappear until the marking is redrawn. - Item representation of needles and tools are optional. - Cannot be used to cover up magical wounds, brands, or scars (ex. Herald of Azdromoth Tattoos). - Cannot be used to move or levitate objects. - The Spiritual effects of Tools cannot serve any combative purpose, and are unable to be evoked from in combat. [T2]TRINKETS (Non-Combative) Farseers are able to create physical items that have caveats like a monkey's paw. These trinkets are created the same way as spiritual markings are made. When Active, Trinkets possess the ability of temporarily suppressing curses and magical mental effects. A shaman is capable of making a maximum of two trinkets per day, a free-form ritual requiring the creation of some object, as well as inciting it and chanting over it for at least 3 emotes. Elemental Trinkets: When active, Elemental Trinkets are able to bestow the wielder with the ability to imbue a non-physical aspect of your body with an element. The caveat is an elemental curse, manipulating your emotions toward the respective Spirit. - A jade carving of Kulthark, when you hold it tightly your voice booms like thunder, but you cannot prevent yourself from speaking your thoughts earnestly. Immortal Spirits improve the health of their wielder, though possess the caveat of some form of tithing, sickness, or condition associated with the Spirit. - A trinket of Ghorza, a cane that allows the elderly to walk unimpeded, but they must drop a gold coin every few steps. - A trinket of Kor, a clay mask that hides your old age, but makes you incredibly ugly. A trinkets’ effects last for 7 emotes, and counteract the effect of curses for their duration. A trinket may only suppress curses invoked by a single assailant. Trinkets are made by a shaman casting incitement over themselves, spreading that energy to the object that they wish to enchant. Trinket Redlines: - Trinkets are player signed. - Trinkets cannot undo outerplanar/ST/Ibleesian-esque curses, only ones cast by singular players or objects. - Trinkets cannot improve someone’s health beyond normal means. - Trinkets will not grant extra effects. - A trinket has no effect if someone is cursed by multiple magic users. - Trinkets possess no combative ability, nor can their effects be used in combat. - If trinket tithes are not roleplayed, it is the same as powergaming. - Mass production of trinkets will lead to a removal of the pact with that Spirit. [T2] CULTIVATION (Non-Combative) Farseers are able to bless the land, infusing it with the power of the Spirits. This blesses the flora, fauna, and landscape of an affected area. These blessings are the longest lasting of a Farseer’s arsenal, self-sustainable unless cleansed by other magical means. The size of the land is determined by the tier of Farseer and how many Farseers assist with the rituals. TIER 3: 10 x 10 blocks, + 2 x 2 blocks if assisting. TIER 4: 20 x 20 blocks, + 3 x 3 blocks if assisting. TIER 5: 30 x 30 blocks, + 5 x 5 blocks if assisting. Casting: Casting Cultivation is an elaborate process, requiring a large scale ritual. The process requires one Farseer to do 7 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 emote in old blah, 2 of which casting the spell incitement, and 1 emoting the effects. Once a Cultivation reaches Tier 4, it is capable of removing the magical taint and afflicted regions from otherworldly and non-shamanic influence. If not explicitly outlined in another lore submission, these effects would be permanent, so long as there are enough shamans. The ritual is freeform, though generally follows the same practice as casting an initial influence. It requires 1T5 shaman to lead, capable of removing a 10x10 area on their own. With each additional T3 shaman, the area expands by 5x5. Shamans must fully purge the area for the effects to remain permanent. Should part of an area be tainted after the ritual, the effects will return after 3 OOC days. Example: Effects: Once a Cultivation blessing is in place, the area will be given an aesthetic related to the spirit which has been called and hold an effect related to their spirit group. Magical buildings and constructions, such as Mana Obelisks, will be disabled until the area is cleansed in some way. If a Cultivation exists on a Tier Two Pacted Shrine, the Shrine must be destroyed before the cultivation can be purged. Cultivation Redlines: - Cultivation blessings can only reach a maximum size of 75 x 75 blocks. - Cultivation effects cannot be applied to players, only animals and plants. - Cultivations are incompatible with other non-shamanic magics, even if they are of similar aesthetics (i.e A Frost Witch and an elemental Farseer). - Cultivation blessings would require RO permission to be cast upon the land, with a sign stating the effects. - Cultivations are capable of being purged by MAs which can cleanse land. - Cultivations cannot make wild animals subservient to one’s control without a MArt. - Animals cannot be overly mutated– they must keep a semblance to their original form. - Blessed animals can only be increased by one size only (Mouse > Dog > Bear > Elephant) - Elephant and larger sized animals cannot grow any larger, but will still possess aspects of the Spirit in question. - Blessed animals are not tammable without a MArt. - At the discretion of ST or PRO, animals may be used for events, following all the redlines of the Hunter’s Grimoire [T3] ICONS (Combative) Icons are objects which hold a blessing, they are best compared to protective charms. Icons possess two abilities. They may activate when the wielder is harmed at their discretion, or a Farseer chants and incantation to cast it onto another target. A Farseer may use an Icon multiple times as their tier increases. T3- Once Per combat encounter T4 - Three Per combat encounter T5 - Five Per combat encounter Icon Creation: To create an Icon, a Farseer must acquire an object that is symbolic or representative of the pacted Spirit. An example of this can be a metallic orb for Kulthark, or a miniature totem made of hide and bones for Votar. The Farseer must first commit 2 emotes of preparing a ritual. Following this, the Farseer must use Incitement for two emotes mixed with one additional emote of chanting with Old Blah to call the Spirit unto the desired object, the Icon will adopt aesthetic features resembling that Spirit and obtain the ability to bless targets. Example: Icon Creation Redlines: - Icons must be ST signed. - An Icon can only be related to one type of spirit within the classifying groups (Elemental, Nature, Mind, Emotion, or Occupational) and must be listed on the item description at the bottom with a [Icon of ________ ]. - The item description of an Icon must describe its latent and aesthetic effects. - Icons may have any aesthetic features akin to other casting implements and aura abilities when incited, or as a passive effect. - Icons do not grant any other bonuses or benefits to the objects outside of the abilities included in its creation. - Icons cannot be heavier than 50 pounds or have more volume than a cubic meter. - A Farseer may only have a maximum of 2 icons with them at a time. - Farseers may use the Icons of other shamans so long as they know the incantation. Casting: Icons activate when an event strikes the wielder, or the wielder chooses to cast a blessing onto someone else. These events vary depending on the type of spirit. The use of an Icon is rather simple and requires only a single emote to describe the effects. This reaction counts as a major action for the shaman choosing to use their Icon. Supernatural Clause: An Icon is a soul blessing. The Spiritual Afflicted, similar CAs, and MAs with a soul or its substitutes will never be able to receive a blessing. An Icon can also fail if someone has disrespected the Spirits, or at the Shaman's discretion. A farseer is able to bolster the soul to reduce the worldly effects of harmful magics associated with a respective Spirit. For example, an Elemental Icon may reduce the speed at which a frostbite develops from a Frostwitch’s Ice, or the severity of burns from an Azdrazi’s flame. ICON EFFECTS Elemental: Elemental Icons protect a person from the mundane effects of an element, including the natural effects of voidally evocated elements. Fire: Fire is snuffed out when the Icon is activated, however it will not stop physical force such as combustion. Burns from an attack would be reduced by one degree (A second degree burn becomes a first degree burn). Water: Water evaporates once the Icon is activated, however things within water will not be stopped. Ice and frostbite would take 5 additional emotes to develop. Storm: Lightning strikes are no longer lethal for 5 emotes once activated. Does not give control over lightning. Earth/Metal: Once activated, Icons strengthen clothing or armor. They weaken the effectiveness of kinetic attacks for five emotes. (Child < Descendant < Uruk < Olog ). Air: Harmful gasbourne effects will not affect the person’s breath once the icon is activated for 5 emotes. This includes magical and alchemical toxins spread by the air, providing the target with a respirator. Abilities or toxins that react to skin or eyesight would still have their total effect. Natural: Natural Icons protect a person from the Spirit’s respective domain. They are capable of delaying corruption, magical taint, or disease for 5 emotes. These defenses are only effective against magic and soul-damaging afflictions. These would have no effect on voidal corruption, or metals like Azhl and Thanium. In the case of Kor, this would not prevent the target from death, but stall the manipulation of lifeforce or soul-manipulation like through a necromancer’s life drain. Emotion and Mind: Emotional and Mind Icons activate on the shaman when affected by an unwilling mental or emotional effect. It will resist the change for the next five emotes. A Farseer may apply these effects to someone through the correct incantation. It affects conjured illusions, mental or emotional auras and intrusions of the mind. When foreign information is placed in the mind through magical means, the icon does not identify its origin or type. It is more akin to a “danger sense”, where something feels amiss. It has no effect on magic outside of the combat encounter. Occupational: Occupational Icons restore the strength or health of a target struck by magical weakness. It cures poisons and similar sappings of one’s strength through magical means, restoring them to baseline over the course of 5 emotes. This has no effect on self-casted magics or items by the target. General Icon Redlines: - Icons can not be activated post-encounter (e.g. Already has a disease). - A failed Icon cannot be used to identify dark MAs/CAs. It merely tells the shaman the Spirit does not favor them. - An Icon costs a major action to use and cannot be activated reactively when a shaman is doing another major action. - Icons cannot cure effects gained before combat. - A target may only be affected by a maximum of two icons per combat encounter. - Icons must be visible while casting. - An Icon cannot increase someone’s abilities beyond their baseline. - An Icon cannot extend someone’s constitution or stamina. - An Icon cannot undo the effects of an item used by the affected. It only responds to negative attacks. - A Farseer must have line of sight of the target they want to bless. - Icons that are badly damaged or broken will become unusable. - Only Farseers can utilize an Icon. - Farseers use the Icons of other shamans so long as they know the incantation. - Icons need to have direct contact with the user to be cast with. - Icons cannot break or permanently disrupt the magic of another, at their best, they delay effects. - Icons cannot grant users True Sight or the perfect ability to distinguish magics or illusions. - An Icon cannot be used to bless the Soul-Afflicted or similar CAs/MAs (See definitions for examples) [T4] Miracles (Non-Combative) Once a CULTIVATION reaches 20 x 20, three shamans are able to perform a ritual within this incited area. A T4 Shaman must lead this ritual, the assisting shamans can be any tier. This ritual allows for Miracles to be performed through the Spirits. The shamans must gather around and perform another ritual like the initial Influence. Casting: This entails 7 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 of which includes a chant in old blah, 2 of which casting the spell incitement, and 1 emoting the effects. Example: Effects: The use of a miracle requires a FA describing which effect is chosen. A Miracle can only take place once in a Cultivation once per month. Elemental Miracles Elemental Miracles allow for Farseers to create deific trinkets capable of containing an Elemental and Immortal Spirit’s power within it. They have two caveats, one for each Spirit. See trinkets for more information. Natural Miracles Prolong: Extends the lifetime of a target player by a total of 10 narrative years (10 OOC weeks). This can only be used one time per person. Prolong can only be used once per individual, marking them with a Spiritual tattoo, and subjecting their Soul to the realm of the aforementioned Spirit. Resurrect: Revives a target animal that has recently deceased in the past 24 OOC hours. This will not work on animals which have died of old age. Resurrect cannot work on animals larger than a bear. Emotional + Mental Miracles Prophecy: Can make those present in the area to witness a prophecy. Shift: Changes the mental state of a target. Previously prevalent fears may become non-existant or magically caused personality traits can change or be removed. Occupational Miracles Artifact: With one item presented in ritual, the item is blessed with the aspects of the spirits, creating a religious Icon. These icons inspire religious wonder and ire from dark forces. If Shamans wish to create a Miracle that extends beyond the scope of these options, imbue other shamanic compatible magics to a Miracle, or expand the effects of the Cultivation, they may submit a MArt to create new Miracles. MArt miracles must still be documented when used. Miracle Redlines: - The assisting shamans do not have to be T4 farseers, only the ritual leader. - Feat Miracles must indicate what they do and their effect within the Feat Application for tracking purposes. - Mental effects of Miracles are at the discretion of the affected. - Miracles cannot compel someone to do anything. [T4] Companions (Non-Combative) Companions are objects which have been imbued with spiritual energy by a Shaman. Consisting of the complex art of transferring part of one’s own soul into an object, the creation of companions is an advanced ritual. Companions themselves serve as a conduit of spiritual power of the pacted spirit’s domain, having the ability to channel spiritual energy. Companions hold the intelligence not too dissimilar to a dog or cat, and are able to follow commands by their creator. Alongside this, they are extraordinarily weak and will deactivate when struck once. Despite this, they are capable of providing a Trinket’s effects once per narrative encounter, essentially allowing Farseers to have non-combative blessings on the go without needing to make Icons. They follow all the redlines of a Trinket, though a Farseer is able to change their effects so long as it correlates with the respective Spirit. Casting: The creation of companions requires two phases. One phase being the creation of the vessel. This can be freeform in length and complexity, as long as it is made in roleplay.They are then player signed. To activate the companion, one must give four emotes. One preparing the vessel, two incitement emotes, and one effect emote. Example: Effects: The effects of a Companion are the same as a Trinket, and still adhere to some caveat corresponding to the Spirit it was made with. Companions Redlines: - Companions cannot be used in combat. - Companions de-manifest on a single hit. - Scratching or breaking the inscriptions will cause the companion to return to a dormant state and must be repaired with the same ritual as creation. - Companions are incapable of speech and cannot communicate. - Cannot be used to metagame information. (e.g. Being sent into a room to spy on a meeting and returning to its shaman.) - Companions require the presence of their shaman. and cannot be away from them for an extended period (Must be within a 3 block radius of their shaman or turn dormant). - Companions cannot be used by other people other than the creator. - Only one companion per Farseer. CREDITS Writing Credits Panashea, Astrophysical, TheAmazingSewer, Evonpire Art Credits Maksym Harahulin Anato Finnstark Scott Harris A. Shipwright Spencer McKeown Belén Mezzanotte Irina Nordsol Kuzmina Rui-Rou "Rey" Teo Pim Huisman
  21. This is my favorite guide to orcs for its simplicity. Good stuff.
  22. There was no misconception, I linked you the lore citations highlighting the contradicting lore. You describe it as a "net improvement", but this piece only serves to give this playerbase extra genus(a magical resource that only serves mechanical advantage) and forces them to learn a deific magic or give their soul to Ixris. The language aspect forces them to find a Naztherak or Zar'ei, which is the same point I've been reiterating about this submission not being substantial and encouraging clique behavior. Other then the mechanical advantage this submission is boiled down to: join a deific/magic group or join a dark group. Every player already has that choice. If they're exactly like descendants then why do they need extra features beyond the aesthetic? There is no consistent canon visible to the current public of when Ixris was formed, when and who made Al'tahrn-Durngo, how Ixris' involvement or creation affects the Aengudaemonic pantheon and similar entities who would be opposed to their inception or its involvement. This piece makes that more confusing. Adding more confusion to already vague and contradictory backfacing lore is a bad precedent to continually make on Ixris lore. Aforementioned staff doesn't really make me feel any better when this piece exposes more holes. You described screenshots as a strawman. Why would cursed children be able to learn deific magic when they're permanently marked by something beyond the evils that normally restrict magic? What happens to this mark when they become CAs? How does this mark effect extra-planar travel? How is this mark unable to be seen by deities and extra-planar creatures? If this is something so benign that deities and similar creatures willing to accept it, why does it give extra genus? If Ixris has marked these beings for consumption why would deities keep them within their respective realms instead of destroying them? How would something so mundane be unable to be removed in life? What about this submission is more compelling then the choice every other player has about the forces of good an evil? Simply adding "more" to a hastily written submission does not validate that submission's existence. Currently it just feels like a lot of glaring problems are being pushed further down the road.
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