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Mephistophelian

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Everything posted by Mephistophelian

  1. Then no, they cannot remove the powers. Also, that shaman ritual needs some lore if it is going to be used again. Currently, I can't see any for it.
  2. Hey all, here's a quick addition lore for an oversight on my part, pointed out by KBR. Thanks to him for noticing it! Word Glossary: Ish'Urkal/Dark shaman - Those who consume spirits to gain their powers Ixli - Spirit of Forbidden Knowledge, fond of making people go mad when he agrees to give them forbidden knowledge Spiritual Power - The abilities of the (in this case, consumed) spirits The Consumption and Disposal of Ish'Urkal Powers Picture unrelated but looks pretty cool, eh? The Ish'Urkal are a troublesome, unnatural group, consisting of creatures that break the very laws of all that is good in the goal of self interest. From consuming a spirit's very essence and claiming it as their own, making pacts with twisted ancestor spirits and providing them physical bodies with which to wreck havoc, to making fleshsmithed abominations out of innocent descendants they know no moral bounds other than those created by themselves. It is with this mindset that trouble arose. To covet power, one must be wise and rational, or at the very least harsh and restricting. Yet some Ish'Urkal found themselves unshackled by their newfound powers, and believed they were able to do as they pleased. Other Dark Shamans took note of this, and approached Ixli, begging for a way to fix the issue that the errant Dark Shaman was becoming. It is from this endless begging and bargaining that a new technique was gifted, stabbed into the mind of the most experienced Ish'Urkal for it to use as it saw fit... As the Dark Shaman stumbled away from the interaction, it could only wonder why. It wondered why it could even wonder why, for the way Ixli works is well documented amongst shamans and orcs alike. It wondered why it was no madder than it had been. Little did it know, Ixli had already taken its prize. Time mattered little to the Spirit of Forbidden Knowledge, and it was content with waiting. And so Ixli would wait... The Process: To remove a Dark Shaman's powers, one must be a Dark Shaman themselves, and they must have already consumed four or more spirits. They must also have sufficient knowledge of the Dart Art to be capable of teaching it (TA required). They must then find the individual they wish to affect, travelling via the spirit realm in search of a creature with one foot between planes. It is there that they, by a means only known to those who have made the bargain with Ixli, consume all the spiritual power of the targeted Dark Shaman. This cannot consume the actual, original spirit of the Dark Shaman, yet it shall strip them of their abilities and forever prevent them from consuming and more spirits, as their own spirit is permanently scarred by the process. This consumed spiritual power is then processed by the Ish'Urkal and disposed of, unable to be assimilated by the consuming Ish'Urkal due to its already warped form. It will later go on to become a spirit, be it in a few years or centuries later. The Dark Shaman that has consumed the spiritual power must sacrifice a large part of their sanity to truly perform the act, and their mind is broken even further than before. As for the Dark Shaman that has been stripped of their powers; immense pain would tear through their very being as they lose the spiritual power their very being had become accustomed to. Depending on the physical degradation they had suffered during their time as a Dark Shaman (from weakened bones to loss of external body parts), they shall be weakened even after their spirit is allowed back into the mortal plane. If they had lost limbs or body parts, these remain forever lost, yet they no longer have spiritual limbs to provide them with support. Any bone or muscle degradation will never be fully recovered from, and whilst their vision returns they are never able to see clearly once again. Notes: - When the Dark Shaman is stripped of their powers, they still retain the same, degraded body. It does not heal fully, and they never regain their lost limbs. - The Dark shaman will be able to become a dark shaman again, yet they must be regranted the ability by the one who had consumed their spiritual power. - The Dark Shaman that removes the spiritual power is made more and more insane per use of the ability. It may be used three times before they are made completely feral on the forth use. Then, their character is no longer able to use any magics and is effectively PKed. If they are removing a student that isn't one they taught, the dark shaman has another two removals added before they go insane at six removals. - The process may be performed on inactive, unpresent dark shamans, too. - The skill must be learned by an RP session with Ixli, performed by an LM or approved by th LT and performed by an ET member. Red Lines: - LT approval is needed for both the application and learning of this tool. - To be done on inactive dark shamans, the target must have been inactive for more than a month. These inactive players are more than likely able to regain their dark shamanism if they return, prove they shall be active and contact the LT requesting that they regain the magic. - One must be an accepted teacher of dark shamanism to use this skill, and it must be taught. - It may only be used a maximum of six times, with the expected number being four.
  3. This Lore has been denied. Topic moved to Denied Lore forum.
  4. After having talked with Dizzy, I now have a full explanation. Yes, runesmithing and golemancy can technically work together. Ancient Dwarves did it pretty decently, too. The key word is 'Technically', meaning it can occur but isn't possible in this context. The issue is that those ancient dwarven techniques are long gone and burried, never to be recovered again. Just like how Rasmot made reason-defying artifacts and how other inexplicable things exist from ages past, so is the ancient technique of using runesmithing with golemancy. It is inexplicable and not doable with current runesmithing and golemancy lore. I can further explain privately, if needed.
  5. I'm sorry to say this Lore has been Denied. With multiple parts of the lore still referring to the deity as a Primordial (as seen below) and with little proposed use other than being the origin for an event creature and having created whales. It doesn't seem to offer much potential for RP or a unique take on certain themes. Additionally, there is already accepted lore for a sea-dwelling, God-like creature that was hidden. For some reason, it slipped through our fingers when we unhid most of the lore. All this being said, there are LMs who are willing to work with you on a reiteration of this lore. Please contact me if you are still interested.
  6. I'm sorry to say this Lore has been Denied. It works with concepts and sources of power that do not make sense in the LotC medium. There are, however, a few LMs willing to work with you on getting a form of Intercession magic written and accepted, with a viable source of power. Please contact me if you are interested in the above.
  7. I'm sorry to say this Lore has been Denied. The main concern with this lore was the simultaneous use of runesmithing runes and golemancy runes. It was explicitly stated that this is impossible in this guide:
  8. I am happy to say this Lore has been Accepted! It shall be going on a 2 month long trial period. Contact me for more details!
  9. I am happy to say this Lore has been Accepted! Dark shamans need one app. When they consume enough spirits (3 is enough) , they need to make a spectre CA for Ish'Urkal and get their spectre persona. It shall be going on a 2 month long trial period. Contact me for more details (this mostly applied to Smaw, since I don't normally talk to myself).
  10. I'm sorry to say this Lore has been Denied. Currently, the LT are working on a version of this lore that will avoid some of the gaps that the old, 'Original Lore' would have created. There isn't much else that can be said. Essentially, we are trying to write a lore that explains certain stuff without causing massive gaps in the flow of the story. Please contact me for further details.
  11. I am happy to say this Lore has been Accepted!
  12. I am happy to say this Lore has been Accepted! It shall be going on a 2 month long trial period. Contact me for more details!
  13. The limbs and body would be controlled by the actual soul, not via the use of mana. That said, added parts to the Banshee body would be affected!
  14. I'm totally for this. I didn't write it and I'm glad I didn't; you actualised it very well!
  15. Read the following in a calm and relaxed voice; I'm not angry or irate or even mildly upset, I'm just speaking my mind. Ski, I'm pretty certain Tsu worked with the current Xan mages to make this lore (i.e. Taking their input and more). Additionally, I think it's not really yours to decide if this rewrite is suitable or not. Simply put, Xan was revived by Tsu when it was becoming almost entirely inactive (it even had a moment where no one practiced the magic), and so far he has done a stellar job of it. Whilst I can't put myself in Tsu's shoes, I could imagine a scenario where the original writer of Thahium or Shade lore comes up to me and tells me my rewrite is terrible simply because it is not the same as before. In that scenario, it only ever seems that the complainer has nothing to do with the lore anymore and just complains for the sake of complaining. Change is good, Ski. I don't see how this change will remove RP or even break the dynamic (Tah/Xan dynamic) of before.
  16. This is outlined in the current cleric lore. The Lore I have written is basically a summary of what everyone has already accepted as fact, but a fact that isn't written down. The examples I gave are just that; examples of already accepted drawbacks due to deity magic. You will see that even the new Xan mage lore (and the upcoming Tah and Aeriel mage lores) abides to this lore I have written.
  17. -~-= The Effect of Funnelling Deity Powers =~-~- ~~~ “When Man succumbs to the sovereignty of Gods, they willingly subject themselves to the soul cumbering effects of deific influence; the mortal body wasn’t designed to weave the phenomenon renowned as ‘light’.” The following is a liturgy bound by text, scribed by the infamous Gudour, the Drake self-proclaimed as the Herald of Man after the plight of Iblees versus House Horen; Gudour, Champion of the Sovereign of Mortality, who fended off the realms nether spawn. Betwixt the decrepit pages of a leather-bound book and scripted into the ancient tome would be a mixture of the eldritch tongue of Flexio and that of Man. Its spine cast iron to protect it against the annals of time, the book appears to have lasted many centuries without a scratch. "For a great many millennia, descendants have known of the presence of Aengudaemons. And, for almost as long, they have worshipped and pledged themselves to these very Aenguls and Daemons, gaining magical abilities in return, so that they may further the cause of their chosen Deity (or, in some cases, the Deity that had chosen them). What they didn't take into consideration, however, is the very fact that funnelling the power of a Aengudaemon through a frail mortal vessel is bound to cause problems. Just as funnelling the power of the Void causes a weakness in Voidal Mages, so does funnelling the power of a Deity, though the results are often specific to how the power is funnelled and how often it is funnelled. As a Voidal Mage taps into the unlimited potential of the Void, they are bound to suffer the side effects of harnessing this power. This is due to the Void being a foreign power, one which descendant bodies are not made to funnel. In this case, continued and frequent use of Voidal Magics causes physical degradation, often making master mages frail and thin. In a similar manner, harnessing and funnelling the power of an Aengudaemon causes a similar stress on the mortal coils of the descendants, as the mortal coil is not made to withstand such power. As stated before, the effects of this power vary greatly. It has been seen that Druids find themselves largely susceptible to madness due to the continuous harnessing of their Aspects' powers, whilst their bodies are left completely unchanged. Inversely, those utilising Tahariae's boons are mentally sound, though they are susceptible to incredible pains in limbs, muscles and organs if the boon is overused, courtesy of the power flowing through their body. Muun Priests grow blind upon excessive use of Moongazing, and Shamans put themselves at the mercy of spirits such as Ixli, Ikuras, or even spirits of mental instability if they are not cautious with their abilities or over-exhaust themselves. Far more examples exist, but the nature of this phenomenon remains the same; practitioners of deific magics find themselves negatively affected in some way, be it mentally, physically, spiritually or more." ((This is an explanation of why deity magics have drawbacks, but this time making it so that all deity magics have their drawbacks explained in one go. Also, it helps us ensure magics are balanced, and may be used for future lores)) Credits: - Mephistophelian: Writing & Idea - Tsuyose: Writing of Intro & Idea of it being Gudour's book
  18. The lore (below) states any metal will not work (this includes magical metals and metal alloys). This refers to any metal on or compromising the structure of the golem. This is why no meta-imbedded or armoured golems exist, and why you rarely (if ever) see them wielding metallic weapons. While in theory any material could be used to create a golem, there are limitations. Any metal seems to cause problems for the runes or enchantments, and the golem will either not animate at all or the core will shatter. Obsidian is too heavy for the golem enchantments or runes to move.
  19. No, thanhium converts heat too quickly. It would likely condense the steam and make the metal too brittle. You have to bear in mind that thanhium will convert any amount of nearby heat into mana. If there is too much nearby heat, it then explodes. So you can't ever truly make something reliably hot whilst it is near to thanhium, as the thanhium will either convert that heat or become too hot and explode. Thusly, I think steam golems should only be soul cores. Also, how does the golem move if golem runes cannot be placed on metal and if metal interferes with golem runes? In other words, how does the golem control the valves with motor runes if runes do not work with metal (as per the lore)? Adding on to that, how does the golem see, feel and speak?
  20. I think these golems need to be briefly summarised in a separate section (perhaps named 'Summary'), so their pros, cons, specialities, unique traits (such as having to eat&drink) and their differences to normal golems can be concisely noted. Also, I'm assuming these golems only run off Soul Cores, not Thanhic ones, correct? If so, perhaps mention that in the 'Summary' part, too.
  21. Unfortunately, this lore has failed it's Lore Trial as only one person has RPed the creature; the writer of said lore. From now on, the creature may not be RPed and if one wishes to RP them again they must submit the lore yet again and have it accepted again.
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