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Mephistophelian

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Posts posted by Mephistophelian

  1. 6 hours ago, Aerial said:

    Can we further elaborate on the science of Genus? Namely its nature of being what's essentially a covalent bond between life-force and mana particles? 

     

    I talked to Swgr about this, actually. We agreed it is better not to go too in depth and explain it to that level. Besides, blood no longer moderates how lifeforce is spread through a body - the yoresigil does.

     

    4 hours ago, Creeperhelix1337 said:

    No. I like you, but magic has already been ruined by the nature of explanation as it is. Every single quirk that goes into 'magic' does not need concrete lore behind it, lest we lose the definition of 'magic' and replace it with streamline science.

     

    I politely disagree. I find that defining this (though it is so loose I hesitate to call it 'defining') will only help with clarifying future lore. What if you want to make a lore that is an anti-magic (I'll use an already existing example)? Well, most people said that anti-magic affects active mana. Neat, so what is active mana? Here is where people got confused. Some people believed active mana was produced by souls and simply lay there, burning away, until it was used. Other people thought spells were fuelled wth passive mana and it only became active mana after the spell was fuelled (a bit like how active mana burns to become aura). That would make active-mana affecting anti-magic pretty useless, eh? But that's the problem! Whilst not everyone was that off, some people thought different things and would thus be deviating from what is actually accepted.

     

    What I'm doing is putting accepted, commonly referred to lore into words. Whilst you may dislike this, this is what everyone is already RPing (as Katari/PinkLion said), and if they aren't RPijg it they are often breaking a few redlined of their magic. Wouldn't you rather I write down what is typically accepted so people can refer to it without making mistakes than leaving it unwritten and letting lore writers and mages alike get frustrated over the lack of definition? Previously, people who would want to submit lore involving the origin of creation wouldn't be able to because Mathic was hidden. They'd stumble around in the dark constantly getting their lore denied. I had the same thought about mana. What if someone wants to submit a magic lore that goes against how mana is commonly accepted to work? Do we accept it even though it is completely outlandish?

     

    1 hour ago, Wendigo said:

    Hugo did you look into Moots previous lore/guide on 'mana-anchors' and how this may affect it? I'd be curious to hear your thoughts on this. 

    bae1dd6a9111eafbfe672a792d7689a1.png

    From Moot's old lore, he explained mana anchors as the point where you focus your mana to provide for a spell. In this case, none of that has changed. You are still providing your mana, and the wards simply stop this mana from reaching the point you are providing it at (I.e. It sends the active mana someplace else). The ''mana-anchor" is just a nice way to describe this, really.

  2. 6 hours ago, ski_king3 said:

    Did Thanhium go through a rewrite or something? Regardless, doesn't Thanhium store mana inside of it? Cuz that's how the Thanhium bombs that were used in the past functioned. I feel like that's a bit messy with the passive and active mana bits. But maybe that was changed, or maybe I'm crazy.

     

    And I can't think of anything off the top of my head, but after being an LM for a year I've found that most attempts to either define something or redo it leads to lots of contradictions that come forth periodically over the course of many months, particularly fairly innocuous things that don't need a lot of definition.

     

    And yah I'm out to get you because I hate you #sorrynotsorry

     

    Thanhium produces active mana at a constant rate. That has always been the case.

    Besides, this is a broad enough definition that it merely helps others build lore on top of it. I've thought it through a lot and I can't find problems. If you can, I'd be pretty surprised!

  3. 7 minutes ago, Anawkin said:

    You seem to have forgotten that lifeforce is mana, Hugo. 

    All jokes aside, I believe it's long overdue that we have a permanent reference to something already practically in use. +1

     

    maxresdefault.jpg

     

    This is one of the things that pops up on Google images if you search up 'lifeforce is mana'.

    His face is pretty similar to mine when I read the phrase 'lifeforce is mana' so there's that.

  4. 6 minutes ago, ski_king3 said:

    I don't really know why this needs to be defined that closely. Also, I think your description of how active mana works contradicts the way Thanhium works. And the way you've described aura seems to suggest there are many situations where one's aura is visible, which is almost never true, even when casting magic unless you're real close to the person.

     

    In the end, I feel like this definition will just lead to a lot of contradictions over time (like the one I thought up above) and will cause more problems than benefits.

     

    You're out to get me, Ski!1!!

    First off, how does this contradict how Thanhium works? I wrote the latest lore for the way thanhium works (and that involves a lot of mana-related stuff) and it functions perfectly. Unless I don't understand my own lore or you are referring to the other thanhium lore (which doesn't explain mana-interaction as much as my lore does)?

    Second, I realise I did not mention that aura isn't always visible. Thanks for pointing that out :)

    Finally, what other contradictions are you thinking up?

  5. Just now, The Pink Lion said:

    Er, is this not already accepted? 

     

    It's commonly accepted but there is no lore for it so most people make up their own explanations for it. This is something everyone can refer to. And you'd be surprised how much debating went on with some people before we all agreed on one form of applying this.

  6. The States of Mana

    --+--==[-]==--+--

    Dota-2-image-dota-2-36141275-3780-1572.j

    --+--==[-]==--+--

    Passive:

    This is found everywhere, in everything. Souls produce passive mana, too (every sort of soul, including those of dogs, liches and every other soul-holder). Souls can only directly manipulate passive mana produced by themselves. If passive mana is produced by a soul, that soul can convert it into active mana. Thusly, a ‘mana pool’ is how much passive mana a soul has produced. Typically, a soul never uses its passive mana pool, and the excess passive mana seeps away as aura. Passive mana is not found on one’s physical person, and is instead found around their soul. When passive mana is produced by a soul, it is specific to that soul, and thus when it seeps to become aura or is converted to active mana and burned, it has a specific aura colour. All soul-bearing individuals require passive mana to survive, and thus converting all of one’s passive mana into active mana results in death (the death occurs due to being unable to do anything, be it breath, think or move). Passive mana is capable of being manipulated or changed, though this is an ability that only magics can do. Shade magic, for example, may convert passive mana into Amber, whilst alteration may manipulate passive mana and alter the properties of objects.

     

    Active:

    This is passive mana that has been given a task, and is thus active. All magics use active mana, and active mana is used to fuel all sorts of magical actions. Thanhium produces active mana when converting heat into mana, explaining why it is so useful. Active mana may not be reverted to passive mana, and burns away (instead of seeping away, like passive mana does) into aura when used or when in excess. Active mana may be stored in gems, which prevent it from burning away as quickly, effectively powering enchantments. Active mana gems, however, may run out, though this would take many centuries to occur. Anti-magic works by tearing active mana away from spells and other forms of magic and disposing it into the void, effectively nullifying the spells. Wards work and abjurations in a similar way, though one must understand exactly how the active mana is applied in order to ward a spell. The active mana is then redirected away from the purpose of fueling the spell, thus causing the spell to vanish.

     

    Aura:

    The ‘smoke’ of mana. Passive mana slowly degrades to become aura if it is in excess (such as when it is in a soul that produces lots of passive mana, such as a mage’s soul). Active mana, when used to perform actions, is spent and burned, becoming aura. This is why a mage’s aura is most visible when they perform magic, yet this does not mean it is always visible or that is must be visible when magic is cast. In fact, it is usually invisible, but the use of magic makes it more likely to be in large enough quantities to be visible. Aura can be considered the ‘smoke’ if mana being used is the ‘fire’. If aura forms in vast quantities, the colour it takes is entirely dependent on the Mage producing it, which is dependent on the active mana and thus dependent on the passive mana and finally the soul. This means that the aura colour of an individual is a good representation of their base character. Aura colour does not change under typical circumstances, however, and is a constant throughout one's life unless great change happens to them or their soul (such as becoming a Shade or binding one's soul to a soul tree). The colour of aura can mean many things, where blue could mean anything from a cool, analytical mind to a cruel, heartless one, or red meaning bravery or wrath. It is usually very difficult to be sure of a person's nature solely by their aura. Auras are typically monotone, though magical alterations to one's soul may cause unique effects to appear. This only occurs when a soul has been warped to such a level that it can no longer be considered a descendant soul.

     

    Genus:

    Genus is a form of dormant, powerful mana that is found in the blood of all creatures capable of magic. Through forbidden, ancient techniques, Blood Mages have found a way to manipulate this form of mana and use it to empower their magics. When manipulated, it may be used in a similar way to active mana, albeit it is far more powerful. Because it is not naturally under the domain of the Blood Mage’s soul, it is far more difficult to control or manipulate. Genus does not count as active mana; it is merely Genus. Genus does require active mana to manipulate, however.

     

    Amber:

    A corrupted form of passive mana that has become an entirely new state of its own, this is produced by the Shade Gem and Daeva and used by Shades to create a great manner of things. It is incredibly versatile, capable of changing temperature, density, state and many other physical and chemical properties whilst still remaining the same substance. Only those with a corrupted, Shade-imbued soul may manipulate it, but even then the process requires active mana. Amber naturally deteriorates into a flaking, black aura, though this can take anywhere from a few seconds to a few hours.

     

    Ectoplasm:

    A mixture of lifeforce and active mana, this substance glows an eerie, deathly colour and is found in all types of ghosts and spectral beings. It is typically manipulated by Mystics and Wights to perform their magic of mysticism. Mixed and made by the unnatural souls of ghosts and the spectral dead, this form of mana is the only one which blends with lifeforce, and thus its presence is largely unnatural and it is almost never found in ordinary life forms. The binding of lifeforce and active mana makes both useless to use, where the lifeforce cannot be manipulated by necromancer  sand the active mana may not be used for magic. It is for this reason that, to manipulate ectoplasm, queerly enough, one requires active mana.

     

    Credits:

    - Mephistophelian: Writing
    - Bokratz/Phil: Feedback

    - Swgrclan: Feedback

  7. I wrote this lore a long while back, which is pretty much the same thing but with applications and RP that goes with it has a far wider range (dark shamans use them, shamans and mental mages can affect them, each one of them is unique, etc). What does your lore add to the server that is different from this lore?

  8. From the feedback given, I have decided to make it non-permanent, given that the person who removed the magic grants it back, or the person who lost the magic contacts the LT with the request of gaining it back through some sort of event. This means that inactive players who have had their dark shamanism removed can get it back, and will be given priority over those who weren't inactive when their dark shamanism was removed. You can quote me on that.

     

    BNK, It is also worth mentioning that one must contact the LT to be able to perform this skill. It is not a thing that may be done wantonly or without reason. No single LM may permit the use of this skill, either, thus removing and chance of bias.

     

    I hope this fixes any issues you had. If you still have issues, please tell me! I always enjoy taking feedback from the community.

  9. 1 hour ago, Ambduscias said:

    Can I get some clarification as to if it can eat any Dark Shaman regardless of tier? Can it only target Shamans lower on the totem pole of magic or can any get attacked and gobbled up?

     

    Past that +1. Some kind of self moderation will inevitably be needed and this one bites back hard. 

     

    Any dark shaman of any tier. Obviously, the higher tiered ones can fight back harder.

     

    Also, why do people say +1 and then don't plus one... my staff position already wrecks my post to rep ratio, don't wreck my hopes and dreams too, yo :'(

  10. 7 hours ago, Man of respect said:

    Can original shamans still remove dark shamanism so it doesn't spreads like a cancer and its kept like a dandy-wandy-love-wackywacky treasure that no one that wants it to be gone can remove? Because if you keep dark shamanism only within a special circlejerk, this piece of lore probably will never get used. (And yeah, it happened with the last dark shamanism.)

     

    On a side note as my opinion of dark shamans, I think it'd be cool and original, different from all other shamans that they didn't get involved with the dark factions (because regardless of insanity, this doesn't makes them thrive to join the darkies in a roleplay fashion), but instead, become some sort of god for himself, open a religion and demand followers, eventually starting to call himself by the names of the spirits he hath consumed.

     

    What do you mean by 'original shamans'?

  11. 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

    d3e62c11594c4c73292c7b476329b2a7.jpg

    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.

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