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Panashea

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Everything posted by Panashea

  1. Shrogo lore has madcaps accepted already. More mushrooms good tho
  2. A bloodied herald of fire notes the missive as something of worth. It had been long since he had a new student.
  3. I like lutaumancy additions, but from what I understand its just more of a combat tweak? I think Kor's blessing definitely could be a bit stronger/more productive then where it currently stands, but giving Lutaumancer's Spiritual Fire doesn't really make sense. I would work towards adding abilities that make Lutaus better roleplayers and offer conflict(i.e contacting evil ancestors, or creating new lessers), would be a better addition then directly weaponizing them (although for the full magic slot I think they'd need it). Currently still in a cast, but feel free to message me on discord. This is not my vote of denial, moreso just wanting more work to make this update more useful.
  4. 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 the only shamans having been taught by Ghorza to resist the assault 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. They, as the explorers of the spiritual planes, are the sole mortals to be able to make first contact with spirits, and in turn spread word of them to their fellow shamans. OOC NOTE: This magic lies somewhere between the Lutaumancy and Farsight of the past. The rewrites for both these magics felt in many ways underwhelming, in part because of the frustration that turning them from very much freeform magics into magics with clearly-defined limits brought. Planestreading was written both to remedy this, and to remove the redundancy of two shamanism subtypes, possessing what was essentially a niche of each walking a different plane. 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. 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 Imbuement Ritual of Incitement Ritual of Inner Fervour Pacting Mental Exertion MENTAL EXERTION PACTING SPELLS FARSIGHT INFLICT VISIONS SPIRITUAL TATTOOS SPIRITUAL TATTOOS - Redlines: PLANESTREADING LOCATION EXAMPLES Travelling between places isn’t always guaranteed(especially at earlier tiers). There are a wide variety of areas, some dangerous, some pleasant, and some useful for other spells. While a planeswalker may be taught to travel to specific portions of a realm, or a specific spirit’s plane, they are unable to travel as freely and instead roll the dice. Tier and location act as a modifier to the roll. LOCATIONS [Exploration(Essentially RNG Spirit Walks)] Travelling between places isn’t always guaranteed(especially at earlier tiers). There are a wide variety of areas, some dangerous, some pleasant, and some useful for other spells. While a planeswalker may be taught to travel to specific portions of a realm, or a specific spirit’s plane, they are unable to travel as freely and instead roll the dice. Tier and location act as a modifier to the roll. 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 - 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 RITUAL OF IMBUEMENT RITUAL OF INCITEMENT [Non-combat; Tier 3+] Description: A step up from the ritual of imbuement, the ritual of incitement goes beyond the realm of aesthetic changes to granting abilities to objects. However, the list of possible tools is limited to a select few capable objects. Mechanics: Similar to the Ritual of Imbuement, 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: CREDITS Writers: Panashea, Astrophysical, Boomerzang, Dargrind Original Post: https://www.lordofthecraft.net/forums/topic/192908-✓-magic-lore-farseer/
  5. MUSIC TO PLAY Once the darkness had enshrouded the nation of The Iron Uzg from the previous ritual, the evil of the gate sought to be expunged by orcish hands. A new light shined over their hearts and blood. The shamans of Krugmar sought to commune with Azog, their Forgefather. The procession of Shamans crept beneath the vast undergrowth of the jungle. The sweltering heat emanated from that darkened gate, for their intentions had been made clear. With their intercession to Azog -- a new forge to be laid forth, they sought intercession with that Great Ancestor. The Age of Fire had burned for a century, and yet the houses of wood and mud remained. The might of the Spirits still hid behind old flames. This day then, would forge a new fire, a new hearth from which to prepare the advent of Spiritual progress. And the Lutauman besides them invoked the Gate of Dom once more. The shadows were cast aside and the fire filled the room with an unquenchable heat. Flame engulfed the mouth of the gateway, and ushered forth their Ancestor. From the fires formed the figure of Azog. Azog was an admirable father with destructive heart and powerful mind. Fear and heat engulfed all those present. They were forced to bow beneath the great Titan. GOLM GHAASH BOT-OB "Azog, give us the fire of the world." A Mortal Stone would be crafted. From the scarred and sacred words of the Greater Ancestral, the artes of the Ancestors were bestowed upon the orcish people should they imbue Azog and the Spirits their former power. A pacting of steel and flame would be remade so that the forge and the fire of the orcish people could engulf the world over.
  6. The monolith of grey stone oozed with primordial energy. Drawn up by the shamans of Krugmar, the wrath and power of the Spirits arced out in streaks of red lightning. A horrible aura enveloped them, for they sought to commune with their Ancestors beyond the Veil. An offering of blood was brought by all those who looked for an answer within the divine. Their eyes and minds were washed over. Visions infected a mortal frame, a glimpse of the past, present, and future. Within the ritual hall they ushered forth the Ancestors, beings of immeasurable power. Lightning crackled from the dread gate as the ritual was brought into fruition. The air grew hot, and their minds became heavy. Smoke billowed out from its maw, coating the blood soaked floor in a pale smog. Like their forefathers, their hope was only met with darkness and the pursuit of power was met with folly. What they had done birthed forth a new foe. An abounding shade dredged from the depths of the Spirit Realm. The gate bled a blackened ichor, the smoke corrupted by a new presence. A cold and unfeeling that would devour the realm within itself. What then, would the orcish people do? Enveloped by congealed umbra, the creature was born through their attempted intercession, and ravished their minds with fear and uncertainty. This new darkness, this new fear, would consume them all. OOC:
  7. SHAMANISM WILL HAVE ITS DAY!

     

    BE READY.

  8. Still waiting for orcs to be on the cover.
  9. A blood shaman rises from the corners of the world itself, tucked away within the clot of a hexxed room. His mind stirs at the words brought forth, having birthed forth a new age within the revelry of crimson. "You seek to abandon the blood that allowed us to surmount Iblees. There is no fear in blood, only pride. To those who wield the boons of the Throqu'grizh, I do not abhor you, as all children of Krug feed upon his blood, and wield his might. Let us see then, how the Spirits view them, lest we condemn our kin, and begin civil war anew."
  10. It's always been 2x the gold counterpart.
  11. I think it's unusual that all descendant races are now seemingly equal in strength in wielding the boomsteel update, as it states they all can wield no more then a longsword without being encumbered when orcs are 2x stronger, and then bar ologs from using it as well when the intention was to prevent it from being gated by an arbitrary race mechanic. I think a better alternative would be to just use actual numbers then 2x its gold counterpart, similar to rokodra flame units. I.e A dagger/small item weighs 20 pounds A longsword/helmet/gauntlet weighs 50 pounds Two handed/ fullbodied mail costs 100 And so on.
  12. Thales was an epic time I love you too.
  13. Cookies and cream is the standard but turkey hill has a flavor called double cookies and cream thats even better. I love fudge and cookie dough to the point i could eat them raw and on their own. The small week and a half you had an orc. Then you left to go do oren foot-fetish minor rp
  14. I miss nexus buffs for orcs a little, I miss when shamanism was more coherent, but the server is still a good place.
  15. Blue Gray Yellow Green Red
  16. From Athera to the end of Vailor orcs had a wide amount of active clans, shamans of all subtypes, event members and staff to support them. This fell off during my first Rexdom(awesome right), when many people left the server and the transition to jungle killed most of the playerbase. The biggest factors were leadership, in which each clan had their own independent groups of personality, roleplay and general interaction with the server. Different clans performed and behaved differently inside of the orcish community and with the rest of the server, rather then just labeling all orcs as orcs. Clans had a host of elders and leadership to reference from as well as build ideas and support from, rather then just individuals forming smaller cults of personality and try to steer RP for their playerbases. Shamanism Lore was held by a larger council of people rather then just a few disconnected old heads and it was possible, though difficult to attain shamanism. Despite this, the magic was relatively active and held an important part within the orcish community. Orcs had a great number of powerful pvpers and community members to help us stay alive and relevant- something we struggle with now. Orcs as of now are in an excellent spot compared to the last 4 years and that motion only seems to be moving forward. Much of the meme aspects and toxicity have been cut entirely, and shamanism is definitely gaining a resurgence, as well as new people to figurehead and write lore(I appreciate your efforts). I think the next steps are just bolstering the community and making sure new players feel welcome and ready to take on the larger responsibility of playing an orc beyond day to day stuff.
  17. I've tried human and elf roleplay but a mix of multiple factors gets me. For one, all of the drama, controversy and honestly repulsive behavior turns me off. The orc community is mostly sheltered from that (no one really wants to **** an orc and we're generally too abrasive for pests to stay long term). Just thinking about social season, elves dating minors, etc makes me uncomfortable because it IS literally part of their cultures through the perversion of other players. I don't really care for political rp on LOTC because 99% of it is the same people doing the same RP, primarily off the server. If i wanted to do human chivalry and the like, I'd just play a 4X game and have a much better time. The religions and cultures of both elves and humans are pretty boring and boilerplate, and when looking at elven culture a large majority of the aspects are stolen from shamanism/spiritualist/orcish lore: see seeds or Mani. When I play LOTC i play for the engaging stories waved together by other parts of the playerbase. The human and elven communities go out of their way to squash those kinds of experiences so that you can suck toes and follow their cult of personality. Everytime I play an orc im bombarded by a host of unique roleplay, cultural, and magic opportunities that none of the races really have. An orc that worships Laklul is entirely different from an orc that worships Leyd; they look different, they roleplay different, their headspace and ideas are worlds apart. Most elves and humans play exactly the same to the point where elves clip their ears or humans ignore their age limit. It's just a boring waste for me. I can't find it engaging when a more freeform, impactful, and liberating existence as an orc has always been better for me. Most human and elven characters are just dull self-inserts or attempts at getting mineman power. That rat race isn't for me.
  18. Jenspaleo, Austinpowers999 and Travista. Austinpowers got me into roleplaying an orc properly, jenspaleo with clans, and travista with shamanism. All great men, even if the last one my have some icky ooc things about him. I think with the inherent zealotry of shamanism, and the current cannon being that Spirits were made to surmount the Aengudaemons it's easy to fall into tropes of being "evil" in the server's perspective. However, I don't really think it makes sense to make broad generalizing sweeps in what is good or bad on the server. That is part of the fun and intrigue of the server and its cannon. For example, all void mages are quite evil yet many work with aengudaemons or align with their ideals rather then spooks. It's not necessarily as cut and dry. I could use blood magic to summon inferis, or I could use it to make the axe of krug. It really depends on what the origins of the magic are and what you intend to do with it. In the same vein a farseer could use their lightning to murder an orphanage or to kill dark shamans like in athera. The only reason i work with dragons is because i want to surmount them with shamanism + teach azdro the way of Krug, as their stories parallel each other. I haven't done anything spooky beyond that, and my use of blood magic has only been to spread the spirits/make spiritual artifacts. But thats just me. I think all good characters, whether "evil or good" should be able to provide good rationale for what they do.
  19. If I'm not mistaken I think you had an orc once? What stops you from returning to the orcish community and why do you think a lot of older orcs haven't either?
  20. The arc of my dark shaman, though Skaatchnak's path is slowly becoming more and more enjoyable to me. Nothing stands out more then me fleshsmithing Pok's Rex and butchering everyone who stood in his path with dark shaman earth elementalism as well as creating constructs and spies to fulfill his machinations and pursue his greater Truth. Part of me wants to include Kulgarok and some of the other relevant dark shamans in newer submissions. Kulgarok had all the power in the world, and yet struggled to convince his kin of the "proper" path. I enjoyed that dichotomy and spiritual discourse. I don't really have an issue making blockman decisions but the Azdro/orcish Asioth stuff has been really hard for me to work with and tie into orcish cannon/acceptance. Part of me regrets how I introduced it and followed through on it, but I will try to do my best and make it better. Once Skaatchnak dies im about to switch to doing more technical/alchemy stuff so I'm excited to actually try my hand at making cool inventions and items. In my entire time on the server I've never really made signed items or things of that nature despite being an alchemist and a blood mage. Pretty soon actually, once the general backlog of shamanic stuff is addressed- elementalism muyakelgs fixing dual-typing and shamanic feats/making the path towards different shaman archetypes more logical describing spiritual conflict better the interaction between shamanism and other magics mortal realm shamanism and utilizing upon items/artifacts etc shamanic corruption describing how lessers can become greaters for all types of spirits I will address all aspects of dark shamanism and it's renditions, and what the Ish'urkal, Ulua'mirzgai and gen 1 shamans have been up to. I have some cool ideas I've already started scribbling out but that stuff comes first.
  21. Tough question as it's changed quite a bit over the years. Dark shamanism has had 3 separate renditions that all work entirely differently, lutuamancy became a feat and the Stargush'Stroh has been changed. Current farseer is basically gutted druid-lite, and witchdoctor is one of the few magics that has stayed relatively consistent. The order would probably be something like this: 1. Lutaumancy as the history of the orcs and past characters are the most significant/important/interesting and actually going to the Stargush'Stroh means something far greater then talking and slaving for esoteric deities. Muyakelgs and all their variants are also here and shamanic constructs are some of my favorite parts of shaman lore. 2. Gen 3 Dark shaman- My rendition (Mordu only posted it while me and Lhindir wrote the majority of it), I love the idea of spirit slaving as orcs have practiced slavery for centuries(until I abolished it)- why not the same for their gods? It holds a stronger thematic resonance with me since it aligns more with xionism(Cringe i know), and actually utilizing certain spirits and interactions for a greater purpose rather then just being a hyper shamanic lich that could crp aenguls with ease like Ishurkal was. 3. Elementalism - Not so much the avatar the last airbender part, but the terraforming and worldly influence it had over the mortal realm. Being able to create deserts, mountains, and other natural landmarks was something I did often, and I think its a crucial part of shamanism and making it feel lasting and impactful. Keep ur eyes peeled for a submission in about a month or so for something along similar lines. 4. Farseer - the Shamanic reformation version, and not the current one. I think farseers hold a really important position in the diplomacy with spirits, other nations, and orcs as a whole. Its a shame the current rendition is so watered down. 5. Ishurkal- ULTIMATE POWER is pretty epic, but I think exploring something as unique as shamanic wights was a really cool concept. I wish it was more fleshed out and somewhat restricted to force people to make better choices IRP as well as keep some consistency in the scope of shamanic powers. Never had a super big interest in playing a witchdoctor, but I love working/collaborating with them.
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