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Panashea

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  1. My issue is more that something described as benign is capable of giving more genus, yet no other curse functions this way. Why is this the exception when all genus serves to do is give Blood Mages and alchemists a resource? How is that not a tangible advantage? A necromancer's curse is far worse physical effects and is the perversion of someone's life-force, yet doesn't affect their genus in anyway. Naz: Tentoa: Taken from the current Naztherak lore and the submission from Tentoa for Al'tarhn-Durngo. I understand these submissions are old, and in fact contradict each other, but that's part of the problem I have. Why move past what needs fixing? That's what I mean by an opportunity to fix and mend lore that doesn't fit together. That's partly what I meant by the vague forces of light and dark. I suggested Blood Magic,Alchemy, Shamanism, and Necromancy, but other deific magics should have some interaction with beings marked by Ixris beyond a pat on the shoulder and turning the other way. Even Corcitura face worse persecution and their mark is even more mundane. Current Naz lore describes it as being based in a dialect, not something so vastly different like the difference between English and Norse, or Latin. Something closer would be Blah and Old Blah, or Common and Blah since these are all derivatives of each other. If we go by its submission, Ilzakarn, Al'tahm-Durngo, and Old Blah are all spiritual languages (3). I know your piece adds Blessed Children to the list of Ilzakarn's potential speakers, but to be a Blessed Child you would have already had to interact with the community. Princejose is the exception, not the norm, and letting a few stragglers who make kids irp to bump up their genus count just seems super insular. Finding someone to romance shouldn't be the valid way to pursue RP in any submission. I'm not really the biggest proponent of the current lore either, as what it suggests about the nature of aengudaemons/spirits and their intimate relationships on the mortal realm leaves a bad taste in my mouth from past mistakes. I would much rather the natural means avoid that all together and just have an inherent ritual everyone knows to turn their kids. Necromancers, Shamans, Blood Mages, Alchemists,s all have crucial parts attached to Moz Strimoza lore, from Iblees himself, to spiritual involvement with Ixli and Ikuras, the Figuga'Uzg, Dark Shamanism, Blood Magic's use of summoning inferi and blood naz, Alchemists and their intersection with infernal alchemy(though that partially got scrapped once people outside of the naz community started using it), etc. If you want to expand upon Ilzakarn and make it more noteworthy, then you can't ignore the need of connecting a lot of these pieces together, which is my problem with this initial submission, and Moz/Naz submissions before it. It seems there's a divide between how people want this Naz lore to be addressed, with a separate rewrite, and how there are conflicting representations of Ixli,Ikuras, and Ixris' involvement. I am unsure how to address it, as I'm doing the same with shamanism and it partly feels like I've barred from the discussion from the inception of the Moz all together. I don't mean to try and put you specifically on blast, but this is an issue I've tried talking about with multiple people and have been stonewalled about it.
  2. While I think giving characters unique origins can prove to carve interesting stories, I don't think this is a good way to go about it. Parts of it feel written without acknowledging the clauses of lore pieces set before it, and it doesn't really add up. Ixris is an impossibly evil and powerful creature yet his mark can't be seen by other Aengudaemons, Spirits, Aspects, or even other manipulators of lifeforce and the soulstream like necromancers. In the case of the first group, the tenants of afterlives revoke access for more mundane reasons, and require the user to either drop practices entirely, or have themselves permanently barred from experiencing that kind of roleplay when they become CAs and the like. The Stargush'Stroh is the easiest example, as dishonorable people are barred from it. Those marked by Ixris should not remain in the afterlives of deities, when other players suffer for more for less. Very little of this submission has anything to do with ST-locked creatures, as something like winged devils has been feasible before this. I'm very confused on the explanation of why this is reserved to mystics and seers when you want other people to experience Naz lore and Ilzakarn. Plenty of other magics, creatures, and deities would able to uncover the mark when you describe it as easily suppressed and diminutive. You describe it as being criminally underused, but you've reserved it to the same community. There's no reason to speak it between each other. If you want to create an esoteric language then I think there should be some effort in providing other communities the possibility to interact with it beyond committing themselves to damnation in Super-Hell. All Descendants were made of magical origin, and while I understand high elves have extra genus for posterity's sake, I don't really understand it here. Every race was cursed by Iblees to become what they are and yet Ixris is supposedly more powerful to give them more genus? Krug was bathed in what was essentially Malflame to turn him into an orc, and has the same amount of Genus as everyone else. I don't like how this lore dances between describing the mark of Ixris, a diminutive blemish and something that permanently claims someone for all eternity to be consumed by the founder of super-hell. If this mark is only suppressed and not removed, then why would any of these deities want Ixris's meal ticket in their realm? How is this mark invisible if its something marked on the soul(it persists in other planes)? What happens when someone becomes a CA? Being this vague doesn't expand the interaction beyond the people who are already committed to this archetype or who are already part of the Naz community. I think The Material Alphabet Lore is one of the best submissions you've written in recent time because it connects a lot of the sloppiness of earlier enchanting magics and archetypes into something easily digestible. I think like that submission, you would better reach your goals if more time was spent making it interactable beyond people within those cliques. This submission could fix the way the forces of light and dark interact with the Moz Strimoza on a mortal level. Al'tahrn-Durngo, Ilzakarn, Blackspeech, and Old Blah are all essentially the same thing, yet we have at least 4 spooky languages, 3 of which were made by Spirits. Why limit Ilzakarn to only Blessed Children, when Al'tahrn-Durngo already exists for all dark magics and was made by Ikuras. It would service you better if there were just more magics/groups already outside of these communities that could interact with this lore. (Blood Magic, Shamanism, Alchemy, other deific magics, etc). Giving them some way to learn Ilzakarn or simply just unifying the languages would make more sense then creating a new creature that's immune to deific clauses and has extra genus.
  3. Changelog 11/7 -Changed Reagents and Blood of Two to be Player signed+ dated and both expire in 1 month. -Clarified that Fruum is, "A representation of the chaotic power and harm the Elemental Spirits bestow when an Animist establishes a magical connection" -Changed Prayer to Four Emotes -Clarified in General Boons that Animists cannot Spirit Walk. -Clarified what spells Animists can and cannot use. -Clarified that Reagents still invoke the negative effects associated with spending Fruum -Clarified Absolution removes fruum from all users and fixed some text -Made Absolution execution more clear -Removed Limitation on Absolution and gave it a resource cost. -Clarified Blood of Two's aesthetic effects were purely for ritual. -Clarified that Blood of Two was necessary for the rituals Creation, Evoke, Sacred Flame, and Dominion. -Removed Multi-pacting penalty. -Removed ST involvement from Dominion and increased recharge time. -Increased Dominion usage. -Changed Air Animism Tenants -Made vent sus and clarified it cannot extinguish fire/oxygen. -Hot Hands can be used indefinitely but will not keep the user protected from the cold. -Reduced Purify emote count to 3. -Removed descendants from Preserve. -Removed ST involvement from Preserve. -Made Precipitate 5x5 -Removed Emote count from Creation. -Made Iron Hand, Iron Arm and changed the duration to as long as the user keeps their arm in the same position. -Double clarified about ST materials and metal-stitching. -Made Pilgrimage and Evoke understandable. -Added Redlines to Transmute -Changed Evoke's cooldown. -Generally removed ST signature and involvement from spells and item interaction.
  4. Changelog 11/6: Edited how Maladies worked and how they were applied, edited and clarified information about envoys, and clauses on effects for MAs/CAs.
  5. Witch Doctor The Shamans of Spiritual Wrath Definitions: Witch Doctor: A practitioner of shamanism who pacts with Spirits to wield their ire and wrath. 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 beneath 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, Zar'ei, Void Mages, Wights, Frost Witches, and Vargr. Effigy: An effigy is a device that allows a shaman to channel the powers of the Spirits. Often a representation of the Spirit themselves, an Effigy allows the powerful effects of a malady to be cast onto a target. It is a Witch Doctor’s casting implement. Note: This submission follows Spirit Pacting Lore found here: Each Spirit pacted costs one Spell slot. Witch Doctors without any pacts may still cast Incitement so long as they have traveled to the Spirit’s realm. Pact-less Witch Doctor's may also use any effigy so long as they know the incantation, and participate in Bewitchments so long as someone pacted to the appropriate leads the ritual. Following this submission, Farseer and Witch Doctor 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 In order to contextualize the abilities of Spirits, they will be broken up by these classes to indicate similar spells. This does not affect their relationships or IRP context. 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 Spirits of the Mind Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk Occupational Spirits Ghorza, Vulka, Rolfizh, Trokorl, Velkumest, Gentharuz, Votar TIERS T1: A Witch Doctor 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. T2 (2 weeks after acceptance): A Witch Doctor may begin to use Incitement and Bewitchment as well as Spirit Walk. While Spirit walking they may only travel by themselves. T3 (5 weeks after acceptance): A Witch Doctor may begin to use Influences and Maladies and Spirit walk with two additional people. T4 (10 weeks after acceptance): A Witch Doctor may begin to Spirit walk with four additional people. T5 (16 weeks after acceptance): A Witch Doctor reaches the peak of their ability. 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 Witch Doctors, this is generally an obeisance, a means of showing one’s strength and devotion to the Spirits. SPELLS [T2] INCITEMENT (Non-Combative) Witch Doctors 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 2 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 Tier 5. A Witch Doctor of Zagbal may have the sounds of the jungle echo out with his chanting, or a Kinul Witch Doctor may have boils grow upon their skin as they cast. Redlines - Casting aesthetic affects cannot affect other people, it may only affect the caster and the surrounding environment. - Do not use inappropriate effects. - These effects only last for 2 emotes, and the environment will return to normal afterward. [T2+]Curses The art of cursing is an old and ancient art as old as the first shamans, dating back to the days of Krug. Cursing affects an object or that with a soul with the power of the spirits. There are three kinds of Cursing, Bewitchments, Influences, and Maladies, separated by usage. [T2] BEWITCHMENTS (Non-Combative) Description: Bewitchments are the most common form of witchdoctory. Conducted upon a living target, the bewitchment latches onto the soul through the invocation of a Spirit, Old Blah, and ritual circles or ingredients that represent the Spirit while casting. Bewitchments are fickle, often failing, or invoking greater calamities upon the shaman for seeking power beyond their scope. Bewitchments can be overridden by magics that affect the Soul, both negatively and positively so long as they are equivalent or a greater tier then the initial caster. Magics that can override bewitchments include but are not limited to: other shamans, naztherak, necromancy, and paladinism. Casting: The Casting of Bewitchments is a process that requires 4 emotes. Two of which commutes a ritual of some kind (this can be drawing symbols, burning incense, and other ritual-like processes and two of which to cast the spell incitement. Afterwards the one casting the bewitchment must make a roll to be successful. After the roll, another emote must be set forward to emote the effects. Witchdoctors are encouraged to explore the depths of ritual RP- celtic ritual circles, potion-crafting of old, or their own aesthetic charm of applying the wrath of the spirits upon a target. For a Bewitchment to be successful, a Witch Doctor below T4 must roll a 10+ on a D20. For a bewitchment to linger beyond death, they must take place at a Tier 1 Pacted Shrine, or have at least 3 Shamans present. Bewitchments cannot fail at a Tier 2 Pacted shrine or greater. Example: Effects: Bewitchments can affect 1 major sense, as well as up to three physical or mental features in coordination with the spirit. Effects differ from Spirit to Spirit, and range depending on their type. A bewitchment of Zagbal may cause the target to grow pus filled boils and be extremely fearful of the jungle. A bewitchment of Akezo may cause someone to grow weak and fearful of all those who could help them. Bewitchments are limited to the strength of supernatural diseases, ensorcelled flesh, and greater necromantic diseases. This is to say that a Bewitchment is capable of transmuting flesh, but incapable of growing new appendages entirely. New protrusions or growths may form that match the aspects of the Spirits. However, the target will still remain entirely descendant, and still be recognized as such. Example: A crooked spine twisted by Kinul, it festers with an unknown fungus that urges the user toward apathy and failure. Example: Feathers laced by Freygoth, the victim’s entire form is lined with painful and itchy feathers, the sight of carnivores terrifies the target. Failed bewitchments will affect the shaman for as long as the bewitchment was intended for. These failures could be something as intense as an explosion, the effects being applied onto the Witch Doctor, or a Spiritual misfortune like the Remnant Hexes. A shaman is capable of removing their own Bewitchments with 3 emotes of concentrated prayer towards the Spirit who bestowed it. Failed curses cannot be undone by the shaman that made them. T2: One person can be cursed per day. A Witch Doctor must roll a 10+ of a d20. T3: Two people can be cursed per day. T4: Three people can be cursed per day. A Witch Doctor must only roll a 5+ of a d20. T5: Five people can be cursed per day. Bewitchment Redlines - Aesthetic features caused by Bewitchments cannot affect combat. - Bewitchments can only last 48 OOC hours maximum if OOC consent is not given for longer. - Bewitchments cannot be cast in combat. If combat begins mid-casting, the bewitchment fails. - A failed bewitchment will lead to the effect casting onto the shaman, or some kind of misfortune. - Strength drained correlates to 1 level down of a person’s racial strength (Olog > Orc > Average Descendant > Void Mage > Child). - Bewitchments cannot inflict death or lethality. - Bewitchments cannot evoke the elements - Bewitchments cannot be cast in combat. - A bewitchment may be permanent if a victim desires it. - A target may have a maximum of two Bewitchments on them. - Greater Bewitchment Rituals may be made with a MArt - Removing a bewitchment requires the same number of magic users capable of removing magical curses or overpowering magic curses with ones of their own(ex: Paladinism, Necromancy, other shamans). - The mental effects of a Bewitchment are at the discretion of the affected. [T3]INFLUENCES(Non-Combative) Description: Influences are permanent curses which are able to curse the flora,fauna, and landscape of an affected area. These curses are generally the longest lasting of the curses, able to self-sustain unless cleansed by other magical means. To curse a land, the Witch Doctor usually has to go through an elaborate ritual to produce the effects. The size affected by this spell depends on the tier of Witch Doctor and how many other Witch Doctors are assisting with the ritual. 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 influences is an elaborate process, requiring a large scale ritual. The process requires one person to do 6 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. Once an Influence 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 an Influence curse 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 an Influence exists on a Tier Two Pacted Shrine, the Shrine must be destroyed before the Influence can be purged. ELEMENTAL SPIRIT INFLUENCES - Fire: Influences of Fire may turn the land volcanic or ashen, small geysers of magma and fissures in the earth, or an unusual sand lined with the presence of the spirits are all capable with these influences. Influences of fire are especially potent against flora, wilting most plant life and requiring it to be restored by magical means. - Water: Influences of Water are capable of freezing the land or adding an extreme amount of moisture and stagnant water to the area. While not capable of directly causing blizzards or violent storms, the cursed water in the area is incapable of being dried out by natural means and must be solved through magical ones. The cold and downtrodden will never find comfort in damp and uncomfortable clothes. The water will drain them of their heat, and leave them prone to sickness. This curse is associated with swamps, cold wastes, and rot. - Earth: Influences of Earth are capable of desertifying or transmuting common land into other stones and similar materials. It may form small fissures in the land or holes in the earth. Cursed earth becomes strange and plentiful like water. Cursed sand may blow in the area incessantly, and stone may not be destroyed without magical means. If someone struck cursed stone with a pickaxe, more stone would simply reform like it was never touched. - Air: Influences of wind affects the air, stagnating it or drawing it up into a frenzy. A curse of air may cause the air to be thick with fog, or scatter it into a frenzy of lashing winds. - Storm: Influences of storm are capable of making an area prone to stormy weather, causing lightning storms or blizzards to occur almost constantly over the area. These storms are harmless, but extended stays could lead to injury. - Metal: Influences of metal are capable of making plants and earth in the area appear to be made of metal, almost freezing in place. All attempts to break the earth mundanely, such as using a pickaxe, will find resistance in doing so as if it was actually solid metal. IMMORTAL SPIRIT INFLUENCES: Influences transform the flora and fauna related to the Spirit in question. Animals may grow or shrink in size, gain features of other creatures, or gain mutations relating to the spirit domain. These affects cannot be used in normal combat, but may utilized in events with PRO permission. Natural Spirits Natural Spirit Influences are capable of imbedding the aspects of the respective Spirit. An influence of Kinul may grow pustules, horrific fungi, or mutate the life to allow them to possess the same virulent disease. An influence of Kor may wilt crops, or inspire fear and the sense of death within those who travel within the lands. These Spiritual markings have a profound impact on that which lives within the land applying aesthetic affects like Incite. Effects are limited to aesthetic within the world of mutation or unnatural evolution. This is to say that an Influence of Kor could create bone trees and other similar structures, or make unnatural plants carnivorous, but would not allow a flower to grow in the shape of a Grim Reaper. Natural Influences Redlines - Effects are limited within the realm of mutation or unnatural mutation. Spirits of Emotion Spirits of the Mind Emotional and Mental Spirit Influences evoke feelings similar to religious fervor or emotional manipulation by magical entities. While these effects do not have a profound effect on the environment in the same way Natural Influences do, the way they influence those trapped within its clutches are far stronger. Here, shared collective hallucinations are possible, opening the possibility to false manifestations of the divine, or illusions subverting the landscape by their hands. An Influence of Ogrol may subject its users to an illusion of a landscape in which the sun does not set and they are forced to endlessly walk the desert. An Influence of Kezt may bestow the foolish visions of Krug himself, only to have them insulted or for their patron to speak lies. Emotional and Mental Influences Redlines - Emotional Effects are at the discretion of the affected in any circumstance.(No making people fall in love). You can only affect their vision. - Isuz can only be represented as non-romantic love or material and worldly desires. Things someone may be passionate or care about, but exclude any romance. Occupational Spirits Occupational Influences are similar to Natural Influences but affect the Flora and Fauna in different ways. These influences affect the mechanical aspects of already preexisting animals. This may increase these possible feats, or modify their behavior. An Influence of Velkumest would could cause ants forge great colonies normally impossible, or allow a shaman to create an archerfish the size of of a dog capable of shooting larger water projectiles. An Occupational Influence would NOT allow animals to learn any new abilities or allow them to grow impossible aspects attributed to their Spirit. This is to say a wolf could be made venomous through Rolfizh, but it would not grow a catapult through an Influence of Vulka. Descendants who enter these are areas are only vulnerable to mental affects and will not change the same way Flora and Fauna will due to their Greater soul. Occupational Influences Redlines - Effects are limited to natural aspects and mechanical behavior of Flora and Fauna. ------------------------------------------------------------------------------------- Influences General Redlines - Mental Effects are at the discretion of the affected. - Influence curses can only reach a maximum size of 75 x 75 blocks. - Influences cannot affect the elements or anything outside of Flora or Fauna. - Influences are incompatible with other non-shamanic magics, even if they are of similar aesthetics (i.e A Frost Witch and an elemental Witch Doctor). - Influence curses would require RO permission to be cast upon the land, with a sign stating the effects. - Influences are capable of being purged by MAs which can cleanse land. - Influences cannot make wild animals or fauna subservient to one’s control without a MArt. - Animals cannot be overly mutated– they must keep a semblance to their original form. - Storm influences cannot be commanded to strike people with lighting bolts unless another magic is at play. - 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. - Cursed animals are not tamable without a MART. - You cannot weaponize Flora and Fauna within an influence during CRP. - At the discretion of ST or PRO, animals may be used for events, following all the redlines of the Hunter’s Grimoire ENVOYS Once an Influence reaches T4, three shamans are able to create a spiritual envoy within this incited area. The envoy may only stay within the corrupted area, and must be created through pieces of the original animal, or an alchemical representation of such. The shamans must gather around and perform another ritual like the initial Influence. This entails 6 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. The representation possesses a few powers. These creatures are played by the person(s) who placed the influence. An envoy may represent any Spirit so long as one person within the ritual is pacted to the respective spirit. - It is able to cast Incitement in the entire space of the influenced area for shamanic flourish. - Shamans may utilize this envoy for Bewitchments three times per day, acting as if they were a pacted shaman with the aforementioned Spirit. The envoy must roll a 10+ on a d20 for the curse to be successful. - The envoy is capable of reforming so long as the land remains hexed for 3 IRL days. - These constructed spirit envoys may only speak in Old Blah, a wrathful and mortal representation of deific beings. - The envoy may speak for the Spirit it represents akin to a Spirit Walk. An Envoy is capable of casting the Bewitchment, so long as it follows all rules and preparation of Bewitchment, and the type of Bewitchment is appropriate for the envoy. Should the envoy be struck by any harmful or anti-shamanic magic, it would immediately demanifest. After 1 IRL day, the envoy would remanifest should the land remain intact. If the land was to be purged, the envoy would demanifest alongside it. Envoy Redlines - Envoys possess no combative ability and would de-manifest once struck by anything. - Envoys are only capable of casting Bewitchment with other shamans three times per day. - Envoys must roll each time to perform a Bewitchment. - Envoys are only capable of the abilities described, and cannot interact with anything outside of the influenced area. - Abuse of envoys, or their powergaming will result in a temporary loss of one’s Spirit pact. - Envoys require a MArt to have additional features. - Destroying the influenced land would permanently destroy the envoy. - The same envoy may be remade if the land re-influenced, or the influence is moved elsewhere. [T3] MALADIES (Combative) Maladies are perhaps the most volatile, yet destructive curse in their toolkit because of their short duration and combative power. Because of their volatile nature, Maladies do not persist after death. Maladies are an adaptation of the practices of Witch Doctor’s of ages past. Like voodoo dolls, or farseer’s farsight, a Witch Doctor is able to curse a target at close range by keeping them in close proximity and tethered to an effigy. Effigy Creation: To create an Effigy, a Witch Doctor 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 Witch Doctor must first commit 2 emotes of preparing a ritual similar to bewitchment. Following this, the Witch Doctor 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 Effigy will adopt aesthetic features resembling that Spirit and obtain the ability to curse targets. Example: Effigy Redlines: - Effigies must be ST signed. - An Effigy 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 [Effigy of ________ ]. - The item description of an Effigy must describe its latent and aesthetic effects. - Both abilities, aesthetic and curse, must fit the maladies' redlines. - Effigy’s may have any aesthetic features akin to other casting implements and aura abilities when incited, or as a passive effect. - Effigies do not grant any other bonuses or benefits to the objects outside of the abilities included in its creation. - Effigies cannot be heavier than 50 pounds or have more volume than a cubic meter. - Effigies that are badly damaged or broken will become unusable. - Only Witch Doctors can utilize an Effigy. - A Witch Doctor may only have a maximum of 3 effigies with them at a time. - Witch Doctors may use the Effigies of other shamans so long as they know the incantation. - Effigies need to have direct contact with the user to be cast with. Casting: After channeling, the Witch Doctor is able to inflict the aspect of their spirit upon a target. This process takes five emotes, two emotes of the spell Incitement to channel the spirit, two emotes calling to the spirit in old blah, and one emote casting the malady onto a target and its effect. The target must be within the range of the effigy (10 blocks) throughout the entire channel and the Witch Doctor must have line of sight of the target. Note that while casting Maladies, the Witch Doctor is limited to 3 blocks movement per emote. Once the Malady is cast, the target is affected for the respective duration, and the 10 block leash is no longer required. The varying effects depend on the class of Spirit, A Kinul Witch Doctor’s malady may have flies burst from an appendage, or a Skathach malady causing a target to be more susceptible to flame. These effects strike the soul, affecting descendants and those who have had theirs altered. A Witch Doctor without any pact may still use an effigy so long as they know the Old blah to the incantation. Such can be told by the crafter, or by the respective Spirit on a spirit walk. Example: Effects: Malady can be cast once at Tier 3, Twice at Tier 4, and Three times at Tier 5 per combat encounter. Supernatural Clause: A Malady is a soul curse. For targets of Spiritual Affliction, similar CAs, and MAs with a soul or its substitutes will be affected the same as their descendant counterparts. Creatures and magics which would previously be unaffected by the domain of a spirit will now be affected (e.g. A frost witch will find themselves prone to frostbite from a water curse, a ghost made tangible through a curse of Kor, Siliti poisonable through a curse of Rolfizh, etc). These supernatural effects would last for 5 emotes. Elemental: Elemental Maladies bewitch a single appendage to be more susceptible to the element they are cast with. These effects would last for 5 emotes, before passing from the target. - Fire: Water and snuffing would no longer be sufficient in putting fires out, the total damage causing no greater than second degree burns. - Water: Water no longer evaporates, ice freezes in one emote faster, and targets would experience the effects of frostbite one emote faster. - Storm: Storm maladies inflict the target to feel the extreme wrath of weather, and be more sensitive to it. Mundane wind would cause the skin to rip and tear, and rain would burn and scald the skin till second degree burns. - Earth: Earth maladies cause the limb to be susceptible to blunt damage, desiccating the limb. Susceptible is defined as removing the natural strength bones have to endure strikes, causing fractures from direct strikes, or in recoil from orc-strength or greater attacks. - Metal: Metal Maladies are capable of affecting armor, corroding their strength for 3 emotes. This would allow mundane materials to strike as effectively as their steel counterparts. - Air: Targets are capable of being thrown an additional block and targets orc and olog sized no longer gain advantage against being knocked down. Natural: Natural Maladies affect the target by imbuing one limb with an aspect of the Spirits. These may be a perceptive curse or a physical one, but the effect will always be the same. Once the shaman has finished casting, the curse strikes at a limb or sense and amplifies the aspect of the Spirit. These may be visceral features like Kinul’s flies bursting from a limb, or giving someone hypersensitivity. This disables the limb for three emotes, while other mental and aesthetic effects are at the discretion of the affected. Emotion and Mind: Emotional and Mental Maladies affect the target by imbuing the target’s emotional state with the aspects of the Spirits. These may be a perceptive curse, or a physical one, but the effect will always be the same. Once the shaman has finished casting, the curse strikes at the mind and amplifies the aspect of the Spirit. These may be visceral features like the chains of Ogrol, or the blackened flesh of Leyd. The target is overwhelmed, overwhelming their sensations, emotions, or even sense of morality. These effects last for five emotes and may do two of the following: - Cause one to question their own morality - Experience specific hallucinations regarding the Spirit’s aspect - Become overwhelmed with a specific emotion - Can numb an individual of a specific emotion Occupational: Occupational maladies affect the target by disabling fine motor skills, making them unable to land ranged attacks for 5 emotes. Ranged magic, bows, and thrown items will miss their mark. General Malady Redlines - A Natural Malady can only paralyze one limb for three emotes. -- A target may only be affected by a maximum of two maladies per combat encounter. - A Witch Doctor may only have two effigies on them at a time. - Effigies must be visible while casting. - Emotional and Mental Maladies cannot restrict movement, they are only mental effects the target sees and feels. - Occupational maladies do not affect skill in melee weaponry. - A shaman may only move 3 blocks while casting Malady, and must remain in the line of sight for the entire duration for the effects to take place. - If a target escapes a 10 block range of a shaman, the shaman must cast again. -The effects of a Malady cannot directly kill a target. - A Malady cannot enable a PK on a CA/MA. - A shaman can be interrupted from casting Malady from tissue-level injuries, magical forms of disrupting mages and stopping their spells. General Curse Redlines: - Duration of effects can be extended indefinitely with OOC consent on individuals. -The effects of a curse cannot directly kill a target. - Effigy Creation, Fleshsmithing, and Influences require a pact with their respective Spirit according to Spirit Pact lore. - Curses can only take one sense at maximum. - Curses cannot give beneficial effects. - Emotional and mind curses are at the discretion of the affected, they cannot control others. - Curses cannot force a person to kill themselves. - Strength counts as a major sense in Bewitchment effects. You cannot remove one of someone’s senses and drain their strength. [T5] FLESHSMITHING (Non-Combative) Witch Doctors are able to utilize their abilities similar to an Alchemist. Adept in the art of imbuing magic and science, Witch Doctors can create limbs or reattach limbs. This is not a true healing, but rather a way of attaching or integrating incompatible materials with descendant form. Flesh Smithing is always a noxious and invasive process, making mistakes happens often. Fleshsmithed Limbs: Flesh Smithing is a volatile and complex process, requiring mismatched materials of varying qualities and quantities. These materials can be as simple as wood to complex like deceased matter. However, regardless of material the limb will hold the same durability as descendant skin and bone. The process of making limbs is messy and prone to mistakes. Because of this, fleshsmithed limbs often carry a curse with them which attaches to the soul unless forcefully removed. The steps of creating a limb has no exact pattern and often varies from Witch Doctor to Witch Doctor. Depending on the limb in question, the time of making limbs varies. Digits, Facial Features (Eyes, lips, mouth, etc) - 2 Narrative Hours Limbs (Arms, Legs, Organ-less Torso) - 6 Narrative Hours Non-Essential Organs (1 Kidney, gallbladder, pancreas) - 4 Narrative Hours Essential Organs (Heart, Lungs, Brain, etc) - 8 Narrative Hours The process of activating a limb on a person must include the following steps: - Three emotes of physically attaching the limb. - Two emotes of the spell Incitement. - One emote describing the curse and activation. Example: Effects: Once complete, the limb is able to hold a minor aesthetic effect depending on the pacted spirit and must have a curse with it. Curses can vary from limb to limb, however they usually detriment the aforementioned limb in some way. An example of a curse for an arm could be painful purple dots, numbness in the fingers, slow movement, twitching, and other similar effects. Fleshsmithed Limbs Redlines: - Fleshsmithed limbs cannot be healed by mundane healing or resurrection. - Fleshsmithed limbs are able to be used for effects for the spell Incitement. - Fleshsmithing Materials cannot be ST signed or ST materials like Boomsteel, Azhl, etc; and must be completely mundane, save for a MArt - Fleshsmithed limbs possess the strength and durability of their mundane counterparts, regardless of material. - All Fleshsmithed limbs come with a curse associated with the limb, lasting as long as the limb is attached. - Fleshsmithed limbs require ST signature. - Fleshsmith limbs possess all the pain associated with a normal descendant limb. Reattached Limbs: Reattaching limbs is a skill much less volatile and complex than the creation of limbs, requiring only the lost limb which has been freshly removed. These limbs do not carry the curses which come with fleshsmith limbs. The steps of reattaching a limb is the same as activating a fleshsmithed limb. Reattached Limbs Redlines: - Reattached limbs are not identifiable if grafted from another player. - Reattached Limbs may not be attached after 24 IRL Hours. General Fleshsmithing Redlines - Those marked with Spiritual Affliction would find Reattached and Fleshsmithed limbs to be extremely painful, due to it being an incompatible growth marked upon their soul. The grafting done would leave permanent pain. - A Witch Doctor must roleplay trial and error due to the complexity of the process. - These processes cannot be used on the dying or to save the dying. CREDITS Writing Credits Panashea, Sewer_Rat, Astrophysical Image Credits Topi Pajunen Faith Su Deiv Calviz Midjourney AI Princess Mononoke Hearthstone Oliver Muehlen
  6. I remember you coming to the goi with your brother not knowing who Krug was despite being on the server for so long. I'm glad you've grown and stuck around as an orc. What do you think orcs can do to make more people stick around? Favorite event on the server?
  7. What happens with shamanic hexes and similar? Inferic magic is derived from Shamanism (Ixli and Ikuras). Hexes and blessings also plague the soul in the same way malflame does. Does this mean they would cause a similar corruption? Would hexing a drakeshrine have a similar effect on the Azdrazi bound to it? I can already expect an answer, but how does this affect Corcs or other magical diseases that cause permanent alterations? Farseer and Witchdoctor or Lutauman? I would either just call it double strength or olog strength. It implies that ologs are only as strong as two people, or that a halfling with this spell could win an arm wrestle against an olog.
  8. If it can't be separated, then how wouldn't it be seen? It's described as being boiled down Spirit essence. The method you've described is a mix of generation 2(eating spirits) and generation 3 dark shamanism ( entrapping and enslaving spirits), both of which had ways shamans and Spirits could detect and see this transgression. It'd also be impossible for a Seer not to notice something with magical/physical influence, especially if its just made of Spirits. The bestial form doesn't really make sense in attempts to make something more witchcraft themed, as it has silit abilities, and a freeform construct creation ability with no drawbacks. None of this submission really talks about drawbacks or weaknesses, and especially being Spirit centric, there's a good basis to work with in how to balance abilities and what magics affect Hags. A chunk of these abilities are already shamanic abilities: Witch's Brew, Scorned Home, Visions, Evil Eye, and in the case of Bottled Emotion its a hex that can't be removed and lasts even longer then the one's currently in shamanism. I really like a lot of the abilities conceptually, but its a little unnerving to see another submission borrow from shamanism but do much to try and skirt around it. I think this submission would be better if it chose to ground itself in shamanism, and trimmed a lot of ability bloat that it shares with Witch Doctor, Farseer, and Siliti/Blood Magic. I.e Whats the point of subtypes if you can switch between them and Moulded Beasts have access to both.
  9. A burned haruspex looks over the missive with mixed curiosity. "Barbog am gone, agh yet seeks to foster Spiritualism ihn shara lands. Bring forth t' Spirits, Barbog."
  10. The ways of the urukim change like the sands of our past. May a new Rex come!
  11. A burned haruspex acknowledges the paper within a library of ancient books and tomes. "Mi did nub expect to flat within a world where t' other descendants regarded the Spirits. May her kin be given light."
  12. I agree! If you want to tackle subtypes and discuss my general ideas for shamanism I'm more then interested. It's why I submitted the amendment to fix farseer and clarified Spirit pacting to begin the process of hammering out some of the looser parts of shamanism. I don't mean to make every submission an addition to a shaman's power or "new stuff" (why its completely non-combative). I've tried asking, or least beating my head against a wall in terms of constantly submitting shamanic stuff, but there's no real answer on what that "heavy work" is. The closest to understanding what that work is has been talking with Kalehart, because it feels like most of the ST don't like and/or don't understand shamanism. I think Witchdoctor is currently the most stable, followed by Farseer, and then lutauman(my poor boy). In writing this, I want to encourage a lot of the old shamanic community to return, as well as make Farseers and Witchdoctors more stable/address some of the heavy work that needs to be done. I think this submission would at least give a majority of players who feel like shamanism is "dead" a means of preserving what makes the magic good without devolving it into disabling characters or reckless powergaming. Currently Elemental Spirits have no use or real functionality for any of the subtypes, despite being the most common place in the past and arguably one of the most popular and introductory aspects of shamanism as a whole. Since I've already submitted most of what I plan to engage with (so many lutaumancy denies), I plan on reframing my orcish/shamanic compendium so that I'll have some submissions to address the holes currently in shamanism. Any kind of feedback or discussion, especially on this submission is always appreciated. In a previous rendition of this magic, I actually had different subtypes and magic groups have an impact and effect on rituals and how much Fruum an individual possessed. Someone who was formerly an elementalist would have more Fruum because they had already pacted with the Spirits in the past and utilized many of these spells and rituals. The same would be true for dark shamans, witchdoctors, farseers, blood mages, and alchemists but I think it muddied the waters and made the magic too much of a numbers game as well as grossly inflating some older characters into ridiculous territory with how much Fruum they had. I think it would also be cool to look through all the old MAs for elementalism and reward/inform people on such but its too messy and too complicated. For simplicity's sake, everyone is just going to start from scratch, since Elemental Spirits haven't really been used in centuries.
  13. ANIMISM The might of the elemental spirits has existed for centuries. Through the workings of past Elementalists, the perversions of dark shamanism, and the invocation of the elemental spirits of the mortal realm, these natural embodiments of mortal elements have forever shaped the world through their wrath and might. It is then that the shamanic descendants, those who have peered into the arts of their ancestors- and the arts of the future, wield the shamanic rituals of the Elemental Spirits. Introduction My thoughts on Elementalism: Any Farseer or Witchdoctor would have access to these spells should they form an elemental pact(Requiring 1 magic slot per element) with the corresponding Elemental spirit. Animism is primarily ritual magic. Utilizing these spells are efforts of the Elemental spirits- something Farseers and Witchdoctors both have access to, and thus they may act as teachers for the magic inherently. To teach a prospective student, the Witchdoctor or Farseer would bring their student on a spirit walk to the elemental spirits, where they are able to begin a pact with a lesser elemental spirit. The pacting process would involve a quest or goal bestowed from the teacher to the student, with the teacher roleplaying as the lesser elemental spirit in question. The Farseer or Witchdoctor would also have to be pacted with the Elemental Spirit in order to teach a specific type. To cast specific spells, one must be pacted with the corresponding spirit. Once an Animist reaches Tier 5, they are able to teach Animism to other students. Note that Animism does not have the ability to spirit walk, but animists are still able to teach the magic, and allow other students to pact to other subtypes through a specific Pacting Ritual. Teaching: Through a Witch Doctor or Farseer, a spiritualist or mortal without any soul afflictions that would impare their ability of communion to an Elemental Spirit is able to undertake the path of Animism alone. This is done with the Farseer or Witch Doctor taking them into the Elemental Realm they seek to pact in, and help guide them to an Lesser Elemental spirit willing to pact. Once the spirit accepts, they are considered T1 This will not cost a teaching slot from the Witch Doctor or Farseer. This path requires a Self Teach MA to be documented and approved on the forums, with posts of Roleplay in the MA. During this, the Animist must learn themselves, but are able to seek shamans for guidance. Animists may learn new spells from shamans directly on Spirit Walks, or through the spells Commune, and Prayer. However the responsibility of the magic, using it correctly, and not abusing it falls directly upon them. Should they take up a non-compatible magic or CA, they would lose their Animist abilities. They must follow all redlines of Animism. General Mechanics Animist: The chosen person pacted with specific elemental spirits. Elemental Spirit: Distinguished by their greater power from Immortal Spirits, they control the natural elements and order of the world. Adherent: Someone engaging with the spells the Animist casts, but does not possess the magic. They are spirit worshipers, and generally not shamans themselves. Fruum: The cost of casting spells. Every spell adds a certain amount of Fruum. Once a character accrues too much Fruum, they are rendered unconscious, or forced to PK in extreme situations. This resource is a representation of the chaotic power and harm the Elemental Spirits bestow when an Animist establishes a magical connection Bane: Negative effects from pacting with the spirits. Boon: The way in which Fruum damage is undone from the user. Lesser and Greater: Lesser Spirits are the spirits shamans are pacted to. Greater Spirits are Spirits that rule over all of one “dominion” with a host of lessers beneath them. Animism is only compatible with other shamanic-compabitible feats and magics. Tier Progression Tier 1 - 2 weeks. Tier 2 - 3 weeks. Tier 3 - 3 weeks. Tier 4 - 4 weeks. Tier 5 - 12 weeks (3 months in total). Element Specific Mechanics The art of Animism physically and magically wounds the body as a resource for spells. This is measured through Fruum, which increases every time an Animist casts a spell. Fruum is essentially how much tolerance one has to channel the raw, primal powers of the Elemental Spirits. Using any spell that relates to Animism will cause the user to suffer both mental and physical conditions. Time and training are required to endure the physical and mental demands of the magic, increasing the Fruum tolerance of the Animist. The effects of gaining Fruum can range in many ways, but is always painful and reflective of the spirit. For example, a fire animist that casts a spell will receive painful burns across their body as they cast. Another example, a water animist may receive scald burns upon completion of a spell. The more Fruum one gains, the more serious the effects until rendering the Animist unconscious from the pain. If Fruum is not healed after the encounter, the mental effects worsens over the course of an OOC week; obsession with the chosen element, hallucinations, and finally madness. This damage cannot be healed through physical or mundane means, and will continue to last and reappear until the user performs the correct Boons to undo or mitigate the damage. If the animist has gained too much Fruum and is close to death, they may be stabilized by mundane means, however this will leave the Animist still in great pain and trauma until the Boons are applied. Fruum cannot be healed by other magics, and doing so would cause further pain to the user. T1: 2 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T2: 3 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T3: 5 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T4: 6 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). T5: 10 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold). The Elemental Cycle To understand the elemental spirits, one must look upon the mortal realm’s laws. Each element has an opposing one, and that one element also has an opposing element. This pattern of distaste continues until the Elemental Cycle is formed, a circle of endless war. This cycle affects the mental state and power of all Animists who walk a path. The elemental cycle is as follows: Fire is displeased by Water for extinguishing. Water is displeased by Fire for evaporating. Earth is displeased by Storm for eroding. Storm is displeased by Metal for enduring. Metal is displeased by Air for rusting. Air is displeased by Earth for not moving. Earth is displeased by Fire for burning. MENTAL EFFECTS The creation of an Animist is a painful and life-altering process. To be entrenched in the eternal battle of the Elemental Spirits scars the psyche of the individual. A single path is laid before them, servitude. They are wracked with the eternal will of beings beyond the perception of their creation. They are scions, they are terrorists, they are fury. While each Elemental Spirit causes their own specific effects; all suffer from the same general maladies. These mental effects extend to: GENERAL BOONS Animists gain all the abilities a normal shaman would except the ability to Spirit Walk. These abilities include: Purify Void Spiritual Sense Old Blah This excludes the ability: Spirit Walk Animists can use any of the general spells listed below, provided they have the resources and Animists required. Animists can lead any of the specific Elemental rituals so long as they have a pact to a respective Spirit. Note that Animists of different subtypes can work together on Element specific rituals so long as the proper subtype leads the ritual. GENERAL BANES Being covered in opposing elements would greatly wound the Animist, preventing them from casting and would cause physical harm to their body. (Air would require strong winds or similar evoked aspects of air(smog/deadbreath, air evocation, etc). GENERAL SPELLS AIR ANIMISM FIRE ANIMISM METAL ANIMISM EARTH ANIMISM WATER ANIMISM STORM ANIMISM MULTIPACTING Though the spirits are always within constraint strife and conflict, they understand one thing. Power is what allowed the Spirits to surmount Apohet, the belief in their power halts their endless conflict, and allows some of the elemental spirits to work together- albeit sparingly. When multi-pacting, every two pacts will take a magic slot. They no longer can use the ability Pilgrimage, and still are subjected to normal casting rules (cannot cast two different spells at the same time). CREDITS: CloakedSphere, Krunos10, Areontrade, YourCorvus, Astrophysical
  14. "For zomeazh who cares a lot about a clan hall, iht am strange an entire band of people lat revile was able to enter latz homes, burn them down, agh spent the tik to leave messages. If they were sacred why was nubazh guarding them?" The haruspex had witnessed the Ireheart's poor attempt, leaving the missive amidst the many burned lies of the past.
  15. When I was Rex, and far less wise, I had urged those who abandoned the way of Krug to return to the Iron’Uzg in hopes of returning them to the Path. I was wrong. My mercy gave way to countless whitewash who mar the name of Krug by attacking women, children, and the Lesser Descendants. We uruk are the only ones who stood before Iblees and remained loyal to honor and strength. We were not tempted by evil, and yet his wild descendants seem rife with it. Enough. To the nations of Malin, Horen, and Urguan, I ask for clemency and respect during these difficult times. Being bombarded by creatures no greater then the Undead, those masked in orcish skin has tainted your view of my people into something little more then savage beasts. Those who would abandon honor and attack women and children, those who would steal the name of Mog and wear it under false pretenses, and those who have abandoned the Iron’Uzg out of greed and self-interest. Your blood will be made into wine, and your bones into dust. You will be hunted like the craven dogs you are, and your evil extinguished from this realm. I implore you leaders of the good nations in this world, aid us on this hunt of reformation and cleansing, and I promise we will restore this realm to what it once was. We are honor bound, we are noble, we are Uruk. Our world will change for the better, and the hunt for whitewashes will begin anew.
  16. PLANESTREADERS THE UNTETHERED HISTORY In the days before Almaris, and Arcas, and Atlas, and all the realms before them came, in the days when the four Descendant Brothers still walked the world, and the spirits were only beginning to be discovered, the Orcish people were without guidance from their almighty pantheon. It was only after the defeat of the fiend Iblees, and many years had passed that the secrets of the Spiritual planes of existence revealed themselves to Krug, the first uruk. Of course, this knowledge quickly spread from him to his kinsmen, and from them to their children. But Krug was not satisfied with descriptions alone - No, he decided that he must see the spirits’ planes for himself. It took decades to master, but eventually the First Uruk had taught himself to release his own spirit, that he may walk those of the spirits. In this way, he became the first Planestreader. BACKGROUND There is not one particular identity to be matched with the Planestreaders. These are the shamans trained to walk the planes of the spirits, each for their own reasons. For some, Planestreading is but a method of exploration of a world much different from their own. Others learn it to pursue some definition of the ‘truth’ behind the spirits, or to learn the true history of the world, or to meet great figures that have passed long ago. The reasoning matters little; at the end of the day, they all risk their minds to tread the line between material and immaterial, in search of more. Planestreaders are spiritual mediators, having been trained to resist the assault or desires of spirits that might wish to set them off course or torment their minds as they pass between planes and traverse the spiritual world. This leads them to become bridges between realms, whether knowingly or not. This post is to serve as an amendment for the current Farseer lore. All blessings of empowerment and abilities are kept, but many edits are set in place. This is to fulfil the second slot of a Farseer, as in the past it was only a 1 slot magic, and many of its old abilities were removed. The kept items are as follows: Blessings of Empowerment The changed items are as follows: Farseer Spiritwalking with Planeswalking Farsight Inflict Visions Farseer Tattoos with Spiritual Tattoos The new items are as follows: Ritual of Incitement Ritual of Inner Fervour Pacting Mental Exertion MENTAL EXERTION As a Planestreader plunges themselves into the realms of the spirits, their minds are assaulted by innumerable lesser spirits of insanity, which an unprepared walker can quickly succumb to. Even after any one spiritual plane has been entered, the sheer contrast with the real world and the mind’s fruitless attempts to recognise anything therein strain the mind even more. As the Planestreader spends more time in the selected plane, and travels further and further from their starting point, concentration becomes more and more difficult, as they venture closer to the domains of spirits which would sooner do them harm than aid them on their way. This, again, makes it no easier to remain in the spiritual planes for long, and soon, the shaman will likely prefer the opportunity at finding their initial tether, rather than succumbing to their mental exertion and losing their way permanently. These factors lead to an exhausting experience for the shaman, which can be almost overwhelmingly taxing for a beginner. With time, though, the shaman comes to expect these events, some even welcoming them as signs that they have successfully crossed the limit between the two worlds successfully - though, at this point, they have grown so accustomed to these effects that they seldom have any effect at all on them. The exertion that each tier of shaman is capable of withstanding, and the time they will need to rest after each walk, are as follows: TIER 1: 8 EMOTES, 2 IRL DAYS’ REST TIER 2: 12 EMOTES, 2 IRL DAYS’ REST TIER 3: 20 EMOTES, 2 IRL DAYS’ REST TIER 4: 32 EMOTES, 2 IRL DAYS’ REST TIER 5: 50 EMOTES, 2 IRL DAYS’ REST During the earlier tiers of Planestreading, the shaman is unable to interact with the world around them. This is due to the fact that they have not fully transferred their spirits to the spiritual planes, rather their conscience alone. Due to this, they are unable to become inadvertently ‘trapped’ in the spiritual planes if they spend too long within them, and will simply awaken after a short period of unconsciousness. PACTING Beginning at Tier 2, the Planestreader gains the ability not just to walk the spiritual planes, observing its inhabitants, but indeed to dialogue with any of the lesser immortal or elemental spirits that grant them their time. Due to the nature of these spirits, and their desires, the pacts tend to be rather simple. In return for aiding them in expanding their influence, the spirit in question grants the shaman a fraction of their power, to be called upon whenever their domain is nearby. When it comes to pacting, though, the spirits’ natures may betray the shaman. Should the shaman wish to pact with too many spirits at once, these spirits’ powers, and the blessings that come with them, are weakened. Spirits, as jealous beings, will waste little time dealing with those shamans that worship a pantheon too wide for their liking - more spirits to worship means less time for any one individual spirit, in their eyes. Mechanics: As the Planestreader climbs in tier, and gains more experience with speaking to spirits, they learn more of the mannerisms and temperance of spirits. In turn, this allows the shaman to better navigate their conversations, and convince increasing amounts of spirits to lend them their power. The tier progression for spirit pacting is as follows: TIER 1: NO PACTING MAY OCCUR TIER 2: 1 PACT SOFT CAP, 2 PACT HARD CAP. TIER 3: 2 PACT SOFT CAP, 3 PACT HARD CAP. TIER 4: 3 PACT SOFT CAP, 4 PACT HARD CAP. TIER 5: 4 PACT SOFT CAP, 6 PACT HARD CAP. Every time a shaman pacts with a spirit above the soft cap, the connection to the other spirits grows weaker, causing some spells to be more difficult to cast. Every spirit pacted past the soft cap will increase the emote requirement of some spells by two emotes. All pacts must be kept note of through forum posts. These posts can take many forms as long as it is plainly stated that a pact has been formed between a spirit and a planestreader and notes the spirit’s name. These pacts CAN be dropped three OOC weeks minimum after the pacting declaration was posted. A simple message saying the pact has been broken is enough to drop. This is to prevent rapid dropping and pacting of spirits. All pacting posts that occurred before this lore is accepted will be considered pact posts. A Spirit can be played by a Teacher, an ST member, or the shaman once they reach T3. SPELLS FARSIGHT [Non-combat; All tiers] Description: A Planestreader is able to receive visions from the spirit realm and receive messages through other divination methods. Mechanics: The visions and messages can be received through multiple means such as, but are not limited to, events and prophecy. Messages and visions can be of the past, present, or future and are usually vague, containing symbolism and half truths. FARSIGHT - Redlines: Cannot be used to metagame information. This spell can be used outside events and prophecy posts, but happens very rarely and are usually false. Requires ST Supervision/Approval INFLICT VISIONS [Combat; Tier 3+] Description: A planestreader eventually, with time and study, gains the ability to inflict visions upon others. These visions, unlike those in Farsight, are usually about the past experiences or perhaps futures of those inflicted or the planestreader themselves. Mechanics: To inflict visions upon another, one must emote three times calling out to the spirits, with one emote focusing on the target and two of the emotes containing chanting in old blah. Afterwards one must emote the vision to the inflicted, preferably by private means. While receiving the vision, both the planestreader and the inflicted will be stunned for one emote as they both view the resulting effects. SAMPLE EMOTES: Tulgarok clenches his fists as he sets his eyes upon the drunken uruk known as Grogluk, he stares angrily, his eyes are daggers, as he lifts a single finger, pointing at him. He scowls angrily at Grogluk before focusing upon him further. The shaman begins to chant in the guttural tongue of old blah, his voice enraged, “Grogluk, akrûrz ulkum-ob! Duz-darûk bûsh-ishi!” Tulgarok repeatedly points at the laughing Grogluk before he takes both hands into a claw shape, shaking violently as he continues to chant, “Lûp-izg lat-û, baduzg-ta tab mûl!” [Privately Sent] Grogluk would find himself in a blurry environment, the air smells heavily of mead and grog. Before him lies an obese uruk, dead on the floor, his face heavily smeared and beyond recognision. Next to the corpse lies ten tankards which range from empty to nearly empty. A few moments pass before maggots begin to spring from the corpse, eating the body quickly in a horrific display before blacking out into nothingness. Grogluk’s vision returns to the living world. INFLICT VISIONS - Redlines: Cannot be used to metagame information. All faces and identifying information in future visions are blurred. However, identity can be implied. Can only inflict visions to one person at a time. Visions delving into the past of the inflicted requires OOC consent from the inflicted. Although it can be used in combat, both parties will be stunned during the period. Can only be used on descendants or sapient creatures. All emotes must be done within a 10 block range of a person. You must say the emotes in #rp. SPIRITUAL TATTOOS [Non-combat; All tiers] Description: A planestreader can choose to mark the skin of themselves or others with ink, dye, or blood with the help of needles or other tools. Once this marking is complete, the resulting tattoo can have aesthetic properties. Mechanics: These tattoos require five emotes to create. One to prepare the skin by blessing the chosen area, leaving the area cleansed of impurities such as freckles, scars, and other blemishes. The skin is also temporarily numbed. For three emotes, the planestreader works on the tattoo, calling to the spirit of their choosing using old blah (Two of the three emotes must include chanting). During this process, aesthetic effects such as feelings, scents, and sounds can occur. Once the tattoo is complete, the recipient of the tattoo will receive a sharp pain as the area is blessed for one emote. Afterwards the tattoo will react for a second to show its effect. These effects can range from glowing, moving, and humming and must only occur when the person with the tattoo does an action related to the spirit’s domain. For example, a tattoo of Votar will only glow during or after a successful hunt. SAMPLE EMOTES: SPIRITUAL TATTOOS - Redlines: Spiritual Tattoos do not give any additional powers or capabilities as they are purely aesthetic. If the tattoo is cut off, it will not reappear. The tattoo can only react to the spirit’s domain. This spell can be upgraded with the Blessed Needles tool from the Ritual of Incitement. Item representation is optional unless upgraded to Blessed Needles. Cannot be used to cover up magical wounds, brands or scars (ex. Herald of Azdromoth Tattoos) PLANESTREADING [Non-combat; All tiers] Description: The Planestreader is capable of sending their conscience (and, at later tiers, their spirit) or that of others into a spiritual plane of their choosing, in order to explore (and again, in later tiers, interact with) their surroundings. Mechanics: Much like the spirit walking of previous shamanism iterations. The shaman spends a few emotes describing their surroundings and meditation; most importantly, their chant of choice in old blah, but also any instruments nearby used to send them into a trance, the scents in the air, etc. After this, they may emote descending into the plane of their choice, and similarly describe the sights and scents from their initial landing position. Keep in mind, connection to the spiritual planes counts as ONE (1) emote, as does disconnection. This means that in the planes themselves, a Tier 1 Planestreader would have SIX (6) emotes of walking and exploration, etc, before they must disconnect at the same spot that they were connected. At this stage, get creative - the emote beyond the initial connection only begins when the first step is taken into the plane, and the landing position is random, so there is a nigh-endless amount of possibilities for appearance, and an unlimited number of emotes to describe it before you begin walking. SAMPLE TIER 3 EMOTES: PLANESTREADING - Redlines: - The shaman may take one additional player on walks starting at tier 2, plus one more per blessed instrument in use during the initial connection. - If a player dies for any reason while planestreading, they will die IRP since their souls are disconnected from the body. The player may choose to PK after this. - Should the shaman be interrupted during the initial connection, they will not be connected to the spirit plane. After this, their body loses consciousness entirely and may not be reawoken until they complete their spirit walk. - Tier 1 and 2 Planestreaders are unable to interact with the world around them, as their spirits are not fully carried through to the spirit realm. RITUAL OF INNER FERVOUR [Non-combat; 3 emotes; Tier 2+] Description: The planestreader is capable of calling upon a previously-pacted spirit (whose domain is nearby) to bless them personally in some way related to said spirit’s domain. This does not require ST oversight. Mechanics: The shaman beings with an emote collecting or physically touching whatever thing is in their chosen spirit’s domain (eg. rocks or sand for the spirit of earth, coins for the spirit of trade, etc) or by doing a related action. With the item now nearby or preparations made to do a related action, they may begin chanting and taking any other relevant actions for taste (Note: Chanting is not for taste, and is a requirement of casting the spell). The third emote is simply a description of the effects of the spell, after which the blessing will last accordingly for each tier of shaman: TIER 2: 4 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 3: 8 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 4: 12 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE TIER 5: 16 EMOTES SUBTRACTED WITH PACT PENALTY AFTER DESCRIPTION EMOTE CHART OF PENALTIES AT T5 The effects may also be dispelled at any time with a single emote. SAMPLE TIER 3 EMOTES and SPELLS: EXAMPLES OF RITUAL OBJECTS AND ACTIONS Akathro - Water and brine. Bregthar - Rocks and crystals. Fiarza - Wind and whistling. Kulthark - Metal and ore. Votar - Hide and hunting tools. Freygoth - Leaves and seeds. Vulka - Weaponry and bronze. Jevex - One’s own blood and hard labour. Glutros - Gold and food. RITUAL OF INNER FERVOUR - Redlines: - This spell may only bless the caster. - Does not require ST oversight. - The shaman may only use blessings for which they have a pact. - Pact duration is reduced when the shaman exceeds the soft cap number for their particular tier. - This spell cannot be used to gain advantage in combat or be used competitively. RITUAL OF INCITEMENT [Non-combat; Tier 3+] Description: The ritual of incitement goes beyond the realm of aesthetic changes by granting abilities to specific objects. However, the list of possible tools is limited to a select few capable objects. Mechanics: A planestreader shaman must first have an applicable object on hand which is able to receive a blessing. The shaman then must offer chants to the spirit in question, if applicable, while focusing on the object for four emotes. One emote preparing and focusing, two emotes including chants in old blah, and a fourth emote to display effects to the object if applicable. If no physical changes are made to the object, a simple visual queue is acceptable such as a glow. LIST OF TOOLS ABLE TO BE INCITED: The Amplifier Totem: A totem covered in shaman runes employed by Planestreaders to bestow blessings to multiple people within a chosen area. To make use of this ability, at least four totems must be made and placed within a square formation no bigger than 3x3. Once the field is made, those who wished to be blessed may enter the field. A planestreader may then bless the group with a standard blessing of empowerment. A blessing of empowerment may be any aesthetic effect utilised in the Ritual of Inner Fervour, or a blessing from the Farseer list. The Amplifier Totem Redlines: Requires ST signature. ONLY NON-COMBATIVE BLESSINGS CAN OCCUR. Any blessings meant for combat will fizzle out. The area encompassed by the group blessing cannot be bigger than 3x3 blocks. One person can be blessed per block, resulting in a maximum group size of 9 people. No stacking of persons allowed. These totems must be physical blocks such as fences and lie outside the 3x3 space in the corners. Knocking over any totem in the array will disrupt the blessing if it is still occurring. Does not require re-signing since it can simply be put back. Only the complete array of totems must be ST signed. Singular totems cannot. The array can be physically moved, but requires re-signing. The Divining Rod: A tool which allows planestreaders to locate objects in the real world should they discover them while planestreading. Examples of use include travelling to the realm of the lesser of lost artefacts to locate a lost relic, or travelling to the realm of lost ruins to locate a hidden city in the mortal realm. The lesser spirits are always lessers of loss or lessers of Dhukat, spirit of secrets who empower themselves with lost items. This means that they will not be happy that you are shrinking their realm by finding items, and may require a pact or great sacrifice to do so (e.g. lesser of lost ruins demanding to be packed before letting you find an important lost city, lesser of lost artefacts demanding you toss your prized possession into the sea, bury it while blindfolded, or sell it so it is lost forever in exchange for a different artefact.) A Divining Rod is created through a ritual of incitement with the spirit of Travel, Ghorza. Ghorza grants the ability to traverse the immortal and elemental realms and so a Planeswalker may ask for their intercession to craft an item. Within the mortal realm, they imbue a shamanic implement, using the mana of their soul to allow it to travel with them when the planeswalker heads to the spiritual realms. On their initial travel, the blessing of Ghorza can imbue the device to travel between multiple realms. The Divining Rod Redlines: This tool is primarily used for ET events and spirit walks and requires ST/staff approval. Cannot be used to metagame locations or items. Does not require ST signature, but requires ET permission to use in events. This tool can take on many shapes and forms, but cannot be used combatively. The Blessed Needles: A needle which serves as an addition to the Spiritual Tattoo spell. If a planestreader can acquire this tool, further enhancements can be made to spiritual tattoos such as glowing runes upon the skin, harmless flames which rise from the hair, and many other changes. However, the more extreme changes which create visual effects such as flame, water, lightning, smoke, etc requires one emote of old blah chants to the spirit who bestowed the blessing to use. The Blessed Needles Redlines: These tools require ST signing. Blessed Needles cannot polymorph a person. Changes such as skin colour, voice, and hair are off limits. All rules and redlines of spiritual tattoos still apply. Meaning one must do an action related to the spirit to activate the effect. Only those who know old blah can use tattoos with physical visual effects such as flame or lightning and one chant in old blah MUST go to the spirit who bestowed the blessing as well as doing an action related to the spirit’s domain. All physical visual effects cannot harm others. Fire will not burn, lightning will not hit, etc. Scryers: An object which allows multiple people to observe a vision and allows scrying visions from a pacted spirit. These objects vary in shape, but are usually no larger than a handheld object. When used to show a vision to others, it reacts similarly to that of the inflict vision spell, requiring old blah to invoke. When used to scry, the same emotes as the inflict vision are cast upon themself, using the Scryer as a focus. These visions must be done with a previously pacted spirit, showing the past, present, or future without knowing which it is. This information can only show insight upon a Spirit's ambition. It only shows information about the pacted Spirit and their adjacent realms or rivals. It may hint at possible conflict between Spirits, a future conflict in the Spiritual Realm, or a change in power. This spell is similar to Farsight in that regard, but only in service to the Spirit Realm. Farseers are the mediators of the Spirit Realm, and these devices serve as an emotional sense of the Spirit Realm and the machinations of the Spirits. With an additional two emotes during the initial Spirit Walk, a Scyer may be brought into the Spirit Realm where it can be communed with to better understand the Realm, or communicate with the pacted Spirit from afar, and within other Spiritual Realms. This does not allow the Spirit to see through the device, merely a means of vague communication within the Spiritual realm, or imparting wisdom about the Spirit Realm while living within the Mortal one. Visions received while in the Spirit Realm are even more chaotic and violent. They are horrible images rather than any real words or information. What often wracks the shaman and those present are confusing and painful flashes of imagery and intense sensory overload. It is not a conversation, but rather an amalgamation of inhuman and eldritch ideas stitched together with pictures and feeling. Scryers Redlines: Does not require ST signing. Objects cannot be bigger than a handheld object. Cannot be used in combat. This follows all rules and redlines of inflict visions. Still requires the emote requirement for inflict vision to use. All visions given to other players must be OOC consented beforehand. Receiving Spiritual Visions does not require ST consent; what is seen or told to the shaman may only be a glimpse of the past, present, or future never to come. Information received is cryptic, vague and does not hold the same back and forth of a normal conversation. Information received is focused on the Spirit Realm cannot be used to metagame or glean information about the Veil and surrounding realms. Identifying figures within the Spiritual Realm during a vision requires a pact, or extensive interaction with whoever is displayed. “Extensive knowledge” implies knowing the person personally for at least one full IRP year (one IRL week), or being told about them in detail by someone who has known them personally for at least two full IRP years (two IRL weeks). RITUAL OF INCITEMENT - Redlines: Some tools require ST signing, see individual item redlines to see if ST signing is needed. The Planestreader of tier 3+ is required to use these tools. Requires ST oversight of creation if the item requires ST signing. CREDITS Writers: Panashea, Astrophysical, Boomerzang, Dargrind
  17. A horrific vulture, no doubt orcish descends upon you, baring a message. Its eyes are bloodshot, having traveled long to reach you. The paper is singed and splattered with blood. Its ink twists and moves, animated by ancient magics. A living drawing is displayed below the words, an uruk possessing draconic horns, and world of fire surrounding him. I have given life to my people for centuries. As the Gatetender and shepherd of lost souls, I have seen the woes of those misguided, left downtrodden by curses and ignorance. I seek to return the world to its purest state, one of mortal ambition, freedom, and truth. In upholding the path of my first ancestors, alchemy, and blood, I will carve forth this transformation. This noble idea; my tapestry has been marked upon my flesh since my first scar. I am lined with these wounds, messages of the truth, a pain that gnaws me to bring salvation to this world. Mine creations are that which will preserve light in a world of growing darkness. Surely you have seen it too, the repeated ruination of our lands, of Atlas, Arcas, and without my action, Almaris. I am not a priest, nor prideful archmagi. I am mortal, a being of blood and bone. I praise my mortality for it gives me the clarity to create a better world. I hope in sending you this, whether you teach me or not, seek the same world. Make me your peer, rather then your student, and I am certain you will find yourself amidst good company. Let us meet then, before you seek to teach me. There are questions I have upon your own path, and the world you seek to create. You may find me admist the fire, or within the heart of the Iron'Uzg. I am able to travel the lands, though my old age brings me great discomfort in doing so.
  18. A realm of mortal beauties is gifted to the children of Krug, Horen, Malin, and Urguan. In the thousands of years the descendants have tended to this realm, wisdom has been collected and preserved. It too is a precious thing like gold, silver, or blood. As mortals have endured countless attacks against themselves whether it was from enemies of another realm or ones they call brothers, history continued to be written and remembered. Cherished for generations, the knowledge of the world must be shared with those who wield it honorably. This missive calls forth those wise to the ages. Individuals or groups alike that seek to share knowledge and history of the realm and those who wish to uncover such. Soothsayers, alchemists, wisemen, and haruspice who are able to glean the mysteries within their own minds and souls are called to council upon the meanings of the realm. The hands which labor and tire upon crafts and forging are also welcome. Many crafts and artifacts have been made over the years of mortal existence. The histories are tied to these items and the craftsmen that make these objects; Holy or unholy, for good or for evil, for the simple farmer or the noble knight. Mortal work is no different than that of the divine, and in pursuing greater truths, they profess their faith. All mortals welcome. *A drawing is made at the bottom of the missive* OOC:
  19. ORCISH PATHS The children of Krug pride themselves by the marks and scars they endure over their lives. Many seek to position themselves as leaders, shamans, and figureheads within their community, but to do so requires great feats of strength and wisdom. The Orcish people recognize strength as paramount. But what is strength? How does one prove your worth before the infinite might of Krug himself? In centuries past, the Gorkil clan would abandon their children within the desert, demanding that their mettle be tested through the brutality of the sands themselves. Many clans possess such similar coming-of-age trials and tribulations. Figureheads and shamans make themselves known through their devout works dedicated to their kin, and the Spirits. As the blood of Krug resurges within the heart of the Iron’Uzg, the means by which orcs may prove themselves has been shown through the countless ancestors, and feats of the past. CHILDHOOD Childhood is the deciding factor for centuries to come within orcish life. A child may choose to prove themselves worthy of the orcish mantle, or they will perish at an early age. Many clans hold their own rites, but all orcs undergo a ritual to prove their worth within the Horde. Any warchief or elder is capable of giving a newblood such. An initial hunt is marked for them, a means of strengthening themselves and carving forth the flesh of the world, as Krug once did. The final aspects of childhood involve a spiritual path to be carved forth, a divination from haruspex, ilzhonal, or farseer. These religious figures often guide orcs toward their noble path, and help to establish their place within orcish society. CLANHOOD Clanhood is integral to an orc’s place in society. While many pride themselves in being clanless, joining or creating a clan serves to create a community and bloodline within the Iron’Uzg. Many clans trace their blood back to Krug himself, and their histories etched in stone, or passed on through members. While every clan undergoes its own secretive rituals, orcs prepare themselves in doing so through familiar rituals. A moment of realization often hits orcs as they grow out of childhood. They desire some place to forge themselves, or carve their own mantle within the Iron’Uzg. It is always necessary for an orc to understand the roles of different clans within their community. This moment of maturity demonstrates their worth, as well as independence from their parents and peers. They then retreat with the many leaders of and elders of various clans to gauge their interest and abilities. Elders often task initiates with quests to uplift the clan or the member themselves. It is not just the name a clansperson bears, but the weight and history of thousands of Ancestors, who watch over them in the Stargush'Stroh. SHAMAN A shaman holds the power and insight of the Spirits and the Ancestors. A noble pursuit that countless take up in hopes of spreading wisdom and divinity to the Mortal Realm. Every path toward shamanism is an individualized one. Every Spirit, every Ancestor, and every Shaman all seek their own divinity, and do so through religious piety and devotion. Affinity is the process by which a prospective shaman’s intent and path is laid out. Often created by a council of shamans or teachers, a trial of affinity marks whether someone becomes a Lutauman, for the Ancestors, a witchdoctor or farseer for the Immortal and Elemental Spirits, or some mortal shaman like the haruspex and Ilzhonal of old. They must then prove themselves with some shamanic feat, marking the world as a place of the Spirits. Like all orcish faiths, action is tantamount. The work of a shaman is never done, and so the first feat commits them to a world of spiritualism. A final approval of shamanism is given by a council of peers, though many rogue shamans dwell within the world. Shamanic councils form both to protect themselves, and the world from the ire of the Spirits. Too many hold their power as their own, inviting disaster.
  20. I've been around 11 years, sounds like you should show up for orc events and shaman things
  21. With my achilles torn im back on the lore and event grind. 

     

    What do yall think orcs and shamans need?

    1. Show previous comments  1 more
    2. Sorcerio

      Sorcerio

      Feel better :* mi lub u 

    3. NLThomas

      NLThomas

      Get well soon mate

    4. Your Favorite Impure

      Your Favorite Impure

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

  22. ' Darkness looms for those children of Krug, and I fear none will be able to contain it. The horrors that lurk within that wicked jungle have eroded my mind and sanity. I write this in hopes none dare witness what unraveled my mind, and destroyed my spirit. I have given up totally. Even now I feel dread, that primordial fear that holds me captive. I cannot escape, nor will you. If you are reading this, then I plead with you. DO NOT GO INTO THAT BRUTAL NIGHT Your minds will burned and be extinguished at the close of day. Rage, rage against the living dark. Though wiser men have escaped my fate, You have been drawn into this miasma, my corruption Good folk, the last light, crying how bright Their frail deeds might have danced in a black bay, Rage, rage against the living dark.
  23. To reinforce the necessity and impact of Spiritual pacts, officially documenting and citing them is essential to ensure shamans roleplay well and pick and choose their spirits according to their characters and actions. Currently, there are no limits to pacts or any real information on how they function, and so this is to clarify how shamans of all kinds should interact with the Spirits they pledge themselves to. When making a pact with a Spirit, the shaman in question must detail their pact on the forums (this does not mean the interaction is public/known irp), describing their experience and the tribulations. A Spirit will also task the shaman with some starter task or objective in order to prove their worth. Each Pact is documented in the same Subforum to organize the shaman playerbase. When pacting with a Lesser Spirit, the Greater Spirit who domineers above them has knowledge of the pact, as would any Spirit within the realm upon looking at a shaman. A pact is something that can be seen within the Spirit Realm, the same as any soul augmentation or corruption, (voidal magic, aengudaemonic influence, undead, etc). A pact does not augment the soul, there is merely a visual indicator for Spiritual beings. A shaman cannot see another shaman's pacts. Pacts will ONLY be with Lesser Spirits. Greater Spirit interaction is reserved to Spirit Walks and events/wars held by players and staff. This is to ensure the quality and relationships with those characters is maintained fairly, as well as to encourage shamans to form their own Spirits and faiths about the world. Each pact with a Lesser Spirit will cost 1 Magic Slot, and when a pact is made, it will be documented on the Pacting Subforums. It should be titled as followed: [MC Name]'s [#] Spirit Pact: Spirit Type Panashea's [3rd] Spirit Pact: Azog Due to the change in Spirit Pacts, shamans with former TAs, MAs, MARts, and other documented shamanic information will be preserved. Shamans can still teach all of their magics. However, they may not utilize Witchdoctor and Farseer at the same time, and must choose a subtype to permanently document on the Pacting Subforums. Current shamans would keep their tiers. Currently, Totem lore has existed for two years, but no totems have ever been made due to their steep requirement(A Mart), with little reward as common witchdoctor hexes are capable of achieving the same effects with far less effort. Rather than tearing down what currently exists, a tiered system based on shamanic pacts will encourage shamans to make areas of spiritual influence, as well as MArted totems due to the character progression required to reach each tier. Addressing the Changes PACT TIERS Tier 0 Pact(Cultural) Tier 0 is the level most non-shaman and non-magical totems currently exist at. While they do not provide any effects for the spirits or influence the Mortal Realm, they are a place of religious reverence and worship. Tier 1 Pact(Shrine) The first tier is reached once a shaman begins their pact with a Spirit and after they submit proof of their Spiritual interaction. A Spirit will then ask a shaman to carve out an area of influence. This area will serve as a worship site and place to conduct rituals to progress further tiers. At tier one, the area has little to no magical influence. It is here that those present within the small shrine area may hear the whispers of the Spirit in Old Blah. These whispers are the only effects a T1 Shrine, and have a range of #q (8 blocks). To reach the next tier, a shaman must crown two spirit champions, adherents to a chosen spirit who are willing to accept tasks from the spirit in question. These champions are also documented, and their tasks recorded. Once these tasks are completed, and the champions maintain loyalty to the spirit for at least 2 IRL weeks, the shrine’s effects are bolstered and it progresses to the next tier. A champion is any player willing to worship the aforementioned Spirit, and has not slighted them (i.e practice incompatible magics or religions). This worship and refusal to practice the dark arts and other faiths is required to maintain loyalty to the Spirits and upgrade the Shrine. A Player may only be a Spirit Champion for 3 Spirits at one time, but may abandon the Spirits by documenting their rejection on the forums where the intial shrine was made. These shrines are still mundane, and require only a Player Sign indicating their purpose. Tier 2 Pact(Large Shrines) Larger shrines grant an area of influence(25x25) as well as the ability to bestow mundane blessings. These mundane blessings are purely aesthetic(noncombative), granting minor visual alterations(flaming hair, wooden skin, smoky breath). These blessings are not permanent, and must be recharged once IRL week at the large shrine. Mundane blessings are bestowed by a shaman pacted with the Spirit over 6 emotes, any sort of adoration, chanting, or sacrifice sufficient in awarding the Spirit’s favor upon a single target. An individual large shrine may bestow blessings up to 5 different targets. It is at Tier 2 that these areas are ST signed, the shaman(s) required to post proof of their progress. If a Tier 2 Pacted Shrine is placed on land with shamanic influence (i.e a flora/fauna spell from a Witchdoctor or Farseer, A shamanic MArt like Gate of Dom), the Shrine must be destroyed before the influence is removed completely. A group of shamans (3) with consent may cleanse voidal taint, soul corruptions and similar ailments curable through shamanism at a Tier 2 shrine. This cleansing requires consent of the afflicted party, the darkspawn or soul-diseased person will experience great fear of the spirits for 3 OOC days. To reach the next tier, a shaman must achieve at least one of these goals: - Establish a group of spirit champions(5) - Hold 5 Festivals or Religious Events - Create two great artifacts or items imbued by the pacted spirit - A great item is something that possesses shamanic power by a T4 shaman or Greater. This could also be an item given through events, so long as it has history with the Spirit, or shamanic power. Tier 3 Pact(MArt Totem) This is the final tier for a pact, and where the MArt Totem returns. The effects of the Totem may extend to the building/temple/ritual area, or the entire area may be the totem itself depending on its construction. It retains all the same abilities as described within the shamanic totems submission. Extending the influence beyond the normal totem range may be done so with ST oversight, but generally extra abilities, features, and quirks of a MArt Totem and its surrounding areas are done so in the initial MArt application. Destruction If a T1, T2, or T3, shrine is destroyed, it must be done so totally to void the effects. Shamans may rebuild an area to restore its effects, but if the damage is irreversible(a sacred forest burned), shamans must start from scratch. They may not reuse old items, but can reuse former champions to strengthen the spirit once more. Redlines: Pact roleplay, Spirit champions, and Tier progression must be posted on the forums to document progress. Each Spirit Pact will cost 1 Spell Slot. Witchdoctor and Farseer are mutually exclusive to use in game, but may be taught should a user have both TAs. Great Items are made by T4+ Shamans or through events(player run and ST). The Pacted Shrine must be destroyed before shamanic influence can be removed over an area. No Tiers or MARts are lost with the new pacting system. A Player may only champion 3 spirits at one time. Current Shaman MArts may be upgraded to Tier 3 Totems should they meet the requirements (ST Signature and goals). Breaking Spiritual tenants would undo the tiers of a shrine and reduce it to its inert state. The whispers of a Tier 1 totem may only extend to #q and must be in Old Blah. Minor effects of a Tier 2 totem are non-combative and purely aesthetic. They may only grant mild surface level changes. They grant no benefits whatsoever. Tier 2 Pact Locations/Shrines must be ST signed. Tier 3 Pacts and their areas hold the same Redlines as Totem Lore, as they are functionally the same. Tier 2 Shrines may only purge and remove effects upon the soul or other magics described within shamanic lore. If the person is brought to the shrine and does not consent to having their soul purged, the fear and intense disturbance brought on by the Spirits is an intense mental effect and at the discretion of the afflicted. Tier 2 mundane blessings serve no combative purpose.
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