Lutuamancy -:- Rewritten
Priests of Kor
The Lutaumen are shaman priests that have been taught the ways of the ancestors, the first one able to do such being no other but Krug himself. These shamans are gifted with the ability to travel in between the realm of Mortals and the ancestral planes where they may commune with the ancestors if they so desire.
If the shaman wishes to bring other descendants with him he may do so freely, making them able to reunite lovers, family or friends in the afterlife that is the Stargush’Stroh. They may also, if in dire need, call upon the Greater Ancestrals for blessings onto themselves. Aside from these main abilities, the Lutauman has a few more tricks up his sleeve - making the subtype the most priest-like and socially focussed of all Shamanic Arts.
This Lore will begin with some brief background lore and explanation for the Ancestral plane and the Greater ancestrals who’s boons the shaman can call upon. Right after there is some background lore for the Matumdag after which the Tier progression is given. Lastly all abilities of the Lutauman have been listed, given their required emotes to perform the action and have red lines.
Shaping the Ancestral Realm
The Ancestral Realm of Stargush’Stroh
Krug, the first of the orcs and greatest of his kin, the first shaman, granted gifts from the Spirits sought rest. The anger and dishonor of Horen still churned within him. How was it fair that his people, honorable and strong, were left to rot within the Seven Skies along with the dishonorables; murderers, thieves, bandits, and Horen himself. What purpose was there in life then? It infuriated Krug, drawing forth the same anger he invoked upon Horen’s city. His farseers scried an escape, a hole within the realm they lived within. The plane in which will was law. Krug pulled himself to the Spiritual Realm, and once there carved forth a land for his people with axe and wrath. He employed an Immortal, Kor, to act as the gatekeeper to his realm, selecting and banishing those who were unworthy within the eyes of Krug and the tenants he held so dear. In time even other descendants were granted the honor to gaze in and enter the realm. For Kor (influenced by Luara) had deemed their souls worthy, as their minds were aligned with the spirits and lived an honourable life in their servitude. It was because of this population, diverse in race and interests, that the Stargush’Stroh began to shape itself into the ‘heavenly’ place that it is now known as. Segregation of different aspects that one can find in the life of an honourable soul took place. Below a map is drawn of the Stargush’Stroh as it is today:
Gundâr Broshan - The Plateau of Arrival
It is within this desolate landscape that Apohet’s ancestral plane connects to the soulstream. On this plateau of black barren rock and green hued cracks the spirits appear in fragments where they either fall back to the mortal realm, or materialize and walk the path to the Gate of Kor.
Doraz agh Kor - Kor’s Gateway
High above the dead lands of Gundâr Broshan stands the gateway to the Stargush’Stroh: Kor’s Gateway. From here the Greater Spirit of the Dead himself stands as a warden of his lands. It is here where he who encompasses all that is and all that will be dead guards his gate. Every spirit that wishes to enter must be granted his approval, for only those that lived an honourable life may call themselves worthy enough to live in the Stargush’Stroh.
Olû Tiil Frautal - Walk to Final Rest
From Kor’s Gate the spirits venture forth into the boundaries of the Stargush’Stroh. They will follow a long and narrow path beset on all sides by stone canyon walls. Above them the lesser spirits under Kor oversee them and their walk to their Final Rest. It is during this walk where their simplistic mortal mind is adjusted to that of a spirit. They shall forget their previous life on the mortal plane, keeping only core memories of their existence and personality. At a certain point the pathway shall split, where the Greater ancestrals will separate themselves from their Lesser kin, to meet later in the many realms in Stargush’Stroh.
Ruzob Ukûzrii - The Halls of Eternal Joy
The grand halls that house many a parties, feasts and celebrations. It is said that Krug himself made these upon arriving in the realm, as a testimony to his greatness.
Turu Dobu Ziimarum - The Many Fields of Tranquility
The endless fields, a sea of golden grass that stretches beyond one’s vision. It is in this realm that the Lutaumen are able to contact the greater and lesser spirits of old for guidance or simply for a talk. Many loved ones and family members shared tears of joy upon reuniting through the help of a Lutauman.
Skoiug Goiz - The Soaring Cities
A realm filled with towns and larger settlements that are located close to one another. In this realm there are three larger cities where the many blargs (homes) of those that wish to settle in their eternal rest are placed.
Notable Locations :
The Grand City of ‘Ker
The Grand City of Uruk
The Grand City of All
Tauob Bûbhosh Hoital - Forest of the Great Hunt
It is said that Freygoth and Votar made a pact to create the vast and beautiful flora and fauna that grow and live in this realm, for only they could create such a glorious field for the Hunt. In the middle a large palisade surrounds a temple filled with long halls of hunted tribute.
Notable locations :
Votar’s Halls of Tribute
Ruzob Ukûnûrlug - Halls of Endless Study
A smaller realm that contains a multitude of different biomes filled with their respective diversity to be studied till the end of time. In the middle of these lands stands a large library, filled with books from Theruz himself. Most often it is the goblins that spend their time here.
Notable Location :
The Grand Library of Theruz
Dâlzob Hûrûrz Mazauk - The Planes of Fearless War
An enormous battlefield where the spirits may partake in the endless battles if they so desire. Upon being slain in honourable combat they are revived at its entrance at every days beginning.
Fîgûga Uzg - Dishonoured Lands
An isle that lies separated from the lands of Stargush’Stroh and is connected through a solitary landbridge through the Dotagh Bhraf. It is here where fiends linger and Demons hide.
Kor’s servants: The Matumdag
Immortal spirits of the dead exist in a large variety. For the concept of ‘death’ and ‘dying’ is all but singular. And though all different, they act united to the will of Kor. He seeks for good passage to his realm of Stargûsh’Stroh but above all: more influence.
Among these servants there is a split in duties. One is either a guide in his realm of death, or is given the strength to manifest itself onto the mortal plane. Tasked with guiding the honourable dead to the gates of Stargûsh’Stroh.
And so Kor and his Servants can be categorised as follows:
Kor, Greater Spirit of the Dead
Hin, Lesser Spirit of a Natural Death
Zikni, Lesser Spirit of Death by Sickness
Lorg, Lesser Spirit of Death by Age
Flar, Lesser Spirit of Death by Flora
Fler, Lesser Spirit of Death by Fauna
Grul, Lesser Spirit of Death by Animals
Zplut, Lesser Spirit of Death by Falling
Tzch, Lesser Spirit of Death by Electrocution
Fizl, Lesser Spirit of Death by Burning
Glub, Lesser Spirit of Death by Drowning
Khah, Lesser Spirit of Death by Suffocation
Krek, Lesser Spirit of Death by Crushing
Peic, Lesser Spirit of an Unnatural Death
Hak, Lesser Spirit of Death by Violence
Plut, Lesser Spirit of Death by Vendetta
Gri, Lesser Spirit of Death by Anger
Waf, Lesser Spirit of Death by War
Avij, Lesser Spirit of Death by Vengeance
Piz, Lesser Spirit of Death by Poison
Dij, Lesser Spirit of Death by Assassination
Mij, Lesser Spirit of Death by Magic
Hok, Lesser Spirit of Death by Dismembering
Zik, Lesser Spirit of Death by Sacrifice
Heg, Lesser Spirit of Death by Suicide
The Matumdâg are comprised of the Lesser Spirits under Hin and Peic, for they are too important to leave Kors realm themselves.
Though much resembling spectral phenomena when sighted in the Mortal Realm, they are, in truth, quite different. Upon the lesser spirit of Kor, depends both behaviour and aesthetic. Hin is much more connected to a balanced and orderly appearance, whereas Peic is one of a more Chaotic nature.
When manifested on the Mortal plane, they will appear as a ghastly spectral being shaped into any desirable form and color. Most often, though, this shape is one relevant to their personal aspect of death and role under Kor. Although comprised of mists, these beings can cleverly disguise their identity by taking on the aesthetic of a common mortal to fool them. From a distance it would look as if one sees a fellow descendant, though up close it will appear that the clothing is made of colored misty layers. Cloaks of black oozing fog that area akin to those of fabric if spotted during night time. This way it is possible for a Matumdâg to be in mortal presence without being noted too easily.
These bodies wield no strength but their appearance themselves, and are easily wounded by the metal of a blade. Also those that play with lifeforce shall find little to play with. Holy magics too working to no avail if used against them.
Why not simply walk around as their spirit avatars you say? That is because appearing in the Mortal realm as an Avatar (physical entity) requires much more power from a spirit, and is most often a timely investment. The best way to explain is to see it as diving under water, from the Immortal plane to that of Mortals, and back.
The Servants of Kor are granted the spiritual energy to manifest and commit themselves to a multitude of tasks in the name of the dead. This is what drives them to act the way they do, despite of their individual differences. They can be summoned by Lutaumen in presence of dead or near-dying descendant life.
“Harvest of the Honourable”
The search and escorting of those honourable spirits that linger in between the realms of life and death, with a mere string attached to their body, to the Stargûsh’Stroh. Guided to the vast emptiness leading to the Gate where Kor awaits those that seek entrance to his domain. Behind him the Ancestral Realm in all its glory.
“The Condemnation of Dishonourability”
Upon finding a lingering Spirit that is dishonourable by nature it shall be cast aside and not be escorted to the gates of Stargûsh’Stroh. Instead the mortal’s soul is sent to the realm of Aeriel, cast aside from the path of an honourable passage.
Boons of the Greater Ancestrals
As with all spirits in their respective planes of existence, there is strife between the Ancestrals in the Stargush’Stroh. Segregation between Greater and Lesser status is a common thing to see here, though no spirit reaching higher in the hierarchy than Krug and his direct descendants. With a ‘Greater’ status comes more power and influence within the Stargush’Stroh. Even more so that they are capable to extend this power and influence to the mortal plane through their servants: the Lutaumen.
The Lutauman, seen as a bridge between the Mortal and Ancestral Realm, is capable of conversing with any ancestral spirit - including the greater ones. Much like Elementalists, the shaman can create a pact or swear an oath to a greater ancestral spirit. That they may do something for the spirit in question in return for their blessing when most convenient. There is, however, not always need for such a pact - as you already know. The Stargush’Stroh is filled with the spirits of fallen honourable orcs and few other descendants, meaning that one such spirit, in their previous life, used to be the shaman’s friend or family.
The boons that are granted by the Greater Ancestral spirits take shape in two forms: Physical and in Tool-form. In order to be granted a boon the shaman must first summon the spirit within themselves (much like elementals) after which they are given a power that corresponds with the spirit they summon. This is explained further under “Clarifying various abilities of the Lutauman”. Below is a list of the Ancestral self-blessings:
Lur - Said to be the greatest hunter in history.
A blessing with Lur enables the Lutauman to gain the similar power akin to Votar's, granting them animal instincts, (eyes of a hawk, strength of a bull, nose of a wolf, etc.) to aid one in hunting.
Rax - Said to be the greatest warrior of all time.
A blessing from Rax shall greatly improve the Lutaumans strength at the cost of his agility and control of bloodlust. The improved strength increases on tier of strength for a descendant. A halfling would gain the strength of a human, a dwarf that of an orc, a human that of a dwarf, a goblin that of an orc, and an orc that of an olog.
Braduk - Famed as a great Chieftain
Braduk's strength comes in his formidable size, and as such it increases the size and strength by a foot or two respectively, at the cost of losing a large majority of one's focus and intellect.
Dom - Said to be a exceptional shaman, second only to Krug.
A blessing from Dom shall infuse a shaman with her power to increase their magic by a tier, at the cost of succumbing to the immense power. Being the second strongest shaman to have ever lived, it is simply enough too much power for a mortal body and soul to channel for a long period of time. Even the strongest shamans have a 50% chance to succumb and pass out after casting 1 empowered spell. (Roll for knock out)
Ugluk - Third born kub of Gorkil, renowned as a great warrior.
Azog - Said to be the greatest smith in history.
A blessing with Azog shall make the Lutauman prosper in the arts of blacksmithy and forge high quality weapons without becoming as fatigued as one would normally be, for events and in the crafting of legendary weapons.
Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength.
Tor's strength grants martial prowess and wisdom, allowing for knowledge of weapons used by enemies, and their tactics within combat without the bloodlust or cost intelligence like many other shamanic spells.
Trickster - Trickster of Lur, he was renowned for his subterfuge. His skills at deception and diversion were so great his identity was unknown.
A blessing from Trickster shall enable the Lutauman to blend in more with the public and not stand out much. Even a great orc can take the form of a human-sized, shrouded, man in order to remain unseen. Note that voice and physical attributes are not covered by this and that it is all but a simple illusion. Upon physically contacting someone the trick has failed and the Lutauman shall take their original form again.
Bralkor - The Axe of Lur, known for his great resistance to physical damage.
Bralkor does not grant strength, rather empowers a shaman's skin and flesh to endure more damage, at the cost of a third of one's strength. Weapons will not bounce off of flesh, or not harm the shaman, though one would find it harder to pierce the flesh, or knock them over as if their form was a tier stronger. The improved increases on tier of strength for a descendant. A halfling would gain the strength of a human, a dwarf that of an orc, a human that of a dwarf, a goblin that of an orc, and an orc that of an olog.
Jarkun - The Sword of Lur, known for strength combined with dexterity and speed.
Slightly weaker than Phaedrus's ancestral spell, the power grants a burst of wind along the shaman's path, enhancing their speed only slightly without the cost of strength.
Yaggo - Sometimes called the greatest rider of all time.
Yaggo's blessing allows for the mounting of various animals and beasts, aiding in the capture of the various animals that exist within the land. (influence the animals spirit and calms them to some extend)
Kharak’Raguk [Smawton] - An exceptional Orcish Rex who created the world's greatest ever tribute to a Spirit in the form of the Orgonic plague. A boon received from Kharak shall enable the shaman to summon a tainted mist that will resemble the old rex in person. This conscious entity is then capable of wandering around on it’s own or be commanded at will. Able to taint its surrounding area with Kharak’s own perfected plague.
Phaedrus’Yar [Cosmicwhaleshark] - Liberator of the Wood Elves, and first Elven Rex of the War Uzg as well as a great shaman. Renowned for his honour, wisdom, integrity and tenacity.
A blessing from Phaedrus shall enable the Lutauman to move more agile and elf-like, even whilst being an orc or any other race. At the cost of physical strength.
Note: An orc still weighs as much as an orc does. Energy = 1/2 x Mass x (velocity)^2. If ya move faster and weigh a lot, you do more damage.
Grubgoth Wud’Fud [Grubgoth_Wud] - A notoriously savage olog of a tremendous height and weight, albeit uncannily adroit chef. Notably Grubgoth of the War Uzg under a myriad of Rexes, and Keshig under the plague-bringer Kharak’Raguk. For a brief period, he commanded his own clan of ologs.
You become a masterchef for as long as the blessing holds its effect. Have fun with it.
Lutaumancy Tier Progression
Tier 1 - Minor Influence -
The Lutauman learns the old tongue and the basic principle of entering and exiting the Stargush’Stroh. Here they can encounter ancestral spirits but remain unable to directly contact a specific one. Even with a tether in the mortal realm.
Cannot enter the Stargush’Stroh by themselves, but can with their teacher.
Knows Old Blah after at least 1 year of intense studying.
Tier 2 - Considerable Influence -
The Lutauman enters and exits the Stargush’Stroh with less and less trouble and can stay longer in said realm. Upon attempting to contact a specific ancestor they shall see improvement to locating and contacting them. The usage of a tether greatly improves this.
Can enter the Stargush’Stroh by themselves and can attempt to contact Greater Ancestrals.
Tier 3 - Basic Mastery of the Ancestral Communion -
The Lutauman has mastered the art of Communion with ancestors and can travel to any ancestor at will with little effort. The usage of tethers is still preferred but no longer a necessity. Two other individuals may be brought into the spirit realm. It is at around this tier that the Lutauman is taught how to summon the powers of an ancestor within them and may experiment with self-blessing.
Can enter the Stargush’Stroh by themselves, able to take 2 other descendants with them.
Can begin to create pacts / swear oaths / discover more Greater Ancestrals to create an arsenale of ‘Boons’ to call upon. Calling on a spirit has a chance of failure.
Can progress further on their own, without direct help from their teacher (in character).
Tier 4 - Basic Mastery of Self-Blessing -
The Lutauman Masters the summoning of blessings upon themselves. The bonds between Shaman and spirit improve leading to the experimentation of stronger blessings such as Dom or Rax.
Can enter the Stargush’Stroh by themselves, able to take 3 other descendants with them.
Can make proficient use of the Boons from Greater Ancestrals, with a small chance of failure.
Can summon Kor within themselves after roleplay with him.
Tier 5 - Complete Mastery of Ancestral Communion & Self-Blessing -
The Lutauman has mastered and perfected the arts of Ancestral Communion and Self-Blessing. They can call upon the strength of a large variety of Greater Ancestrals. On top of this they can, with relative ease, take up to five other individuals with them on spirit walks to the Stargush’Stroh.
Can enter the Stargush’Stroh by themselves, able to take 5 other descendants with them.
Can make great use of the Boons from Greater Ancestrals without any chance of failure.
Can summon Kor’s servants: The Matumdag.
Clarifying various abilities of the Lutauman
Spirit walking to Ancestral Planes
The very foundation of shamanism itself is the ability to access the spiritual plane. For the Lutauman priests this would be one of two ancestral planes. In order to successfully travel there safely, alone or with company, three things are required:
A state of meditation, often achieved with help of herbs
Comprehension of Old Blah to create a chant
The ability to release one’s own soul, often done in combination with a strong tether that links directly to the ancestor they wish to visit
Once all three are there, a spirit walk can commence. Firstly the shaman must enter a state of trance, often done with help of herbs and other drugs. Music can be made and songs can be sung. The mind made empty. Secondly comes the chant, addressing Kor or even Krug himself. Requesting entrance to the realm of realms. The heaven of the honourable. Lastly the shaman must be capable of releasing his own soul to let it find its way to the ancestral plane. Lower tiered shamans may find this troublesome and will seek out the help of more experienced shaman. The use of a tether can help here, to form a more solid bridge between themselves and the spirit they wish to visit.
Whilst their soul is in the ancestral plane, it’s tethered into the mortal body through a mana anchor. The body remains in the mortal realm where it lies motionless as if asleep.
General redlines for spirit walking apply. For lesser spirits or ‘pleasure’ walks one can rp the spirits. For greater spirits and requests / bargains with spirits there must be an ET or LT member representing the spirit.
If the body of a spirit-walking shaman or traveler is killed during their walk, the shaman and or traveller’s spirit shall remain locked in the stargush’stroh. Though not enforced, this would make for a convincing PK. Should the player not wish to PK after this, it can be assumed that Kor bails them out and sends their spirits back to the soulstream after they’ve spoken to him. (which can actually be roleplayed out should one wish so). This could, if roleplayed properly, end up in a bargain. One with a cost.
Summoning Greater Ancestrals
The ability to summon a greater ancestral in times of dire need offers the priest powers from pacted spirits. In order to do so, a lutauman must know and have met with the greater ancestral they wish to call upon. Because of the possible application in combat, there are certain emotes that must be done in the following order (This is a minimal representation and can be added onto, but three emotes is the bare-minimum):
[emote 1] : Self-meditation and focus of the mind
[emote 2] : beginning of the chant directed towards the Ancestral spirit
[emote 3] : receiving the boons from the Ancestral spirit whilst repeating the chant
(at lower tiers there’s a chance of failure to receive boons. 50% at T3, 25% at T4 and 10-to-0 % at T5 and further)
The different kinds of boons and their potency are explained in the spirit list and bound to be changed and thus will not be stated here.
The connection between a Lutauman priest and a Greater Ancestral is much alike the elemental pacts and can be roleplayed in a similar fashion. (can, not must!)
Boons are limited for each spirit that can be called upon (in the chapter above)
Only 1 boon at a time
A lutauman can only bless/curse himself
Lower tiered Lutaumen have a lesser chance of receiving boons.
As is established: Kor, spirit of the dead is a Greater Immortal spirit with the slight bonus that he is capable of traveling between the Stargush’Stroh and the Immortal Realm. He is perceived the ‘Gatekeeper’ of the Stargush’Stroh. Therefore the Lutauman, upon encountering the creature in question, can summon within him: Kor. This is done in a similar fashion as obtaining a self-blessing from a Greater Ancestral. Upon successfully summoning Kor the Shaman can then begin to ‘consume’ the Ghost until it is fully purged. The soul then travels back with Kor and is left in the Soulstream. This event may be considered a suggested PK for ghosts and similar spectral creatures. The same rules for summoning a Greater Ancestral apply here, and three emotes are required in order to summon Kor.
Upon summoning the Greater Immortal, the eyes of the shaman will lose their coloring as they obtain The sight of Kor: with which they can view spectral creatures around them even though they are invisible to the mortal eye. After having sighted them, they can summon a draft, only felt by the spectral entity, which will suck them in with great force. Unescapable if the creature is within a 7 block radius of the shaman.
Once consumed, the ghost will travel back with Kor where they are judged at His Gate. The shaman’s body is left in a state of fatigue after having been host for such an entity.
Takes as long as summoning a greater ancestral spirits boons
The shaman obtains the sight of Kor, with which they can see ‘invisible’ or hiding spectral entities.
Can pull in spectral entities from 7 blocks away. Any further distance and the shaman would have to give chase to the creature.
Successfully consuming a spectral creature is equal to an exorcism and banishes the creature. Suggested PK // disallowed to return to the area for min. 1 week
Summoning Kor’s servants
Death is no uncommon thing for a Lutauman to deal with. And often one shall find themselves in presence of such. As they stand in direct servitude of Kor, Greater Immortal of The Dead, they may call upon Him in order to guide the dead or near-dying descendants near them. This is a ritualistic ability to be performed out of combat where a Matumdag is summoned. The lesser spirit beneath Kor that is summoned being one of relevant type to the dead or dying. Having summoned one, the Lutauman can then let the spirit do it’s work and duty in the name of Kor.
The powers of the Matumdag
To aid in their tasks on the Mortal Plane, the Matumdâg are granted abilities by their master Kor.
The Gift of Life
Life, granted upon the Descendants by the Spirits is not discerned as a mundane thing. The gift of Life, granted with struggle by even the most powerful of Kor’s servants, is utilized to grant resurrection to the descendents in order to allow redemption of one’s self to be allowed to enter the Planes of the Dead. The only thing that the Matumdâg does here, is place the lingering Spirit back into its mortal cage. Any damage done to the body prior to its wandering, will still be there. (Wounds, scars, missing limbs etcetera.)
The Curse of Kor
The gift of life is one of high value, and thus comes at a cost. For Kor must uphold his powers and thus curses any descendant given the Gift of Life with the curse of redemption. This curse dictates that the descendant must find another spirit entrapped in its mortal body and free it, so that a Matumdâg may take this one in its place to the Stargûsh’Stroh. The longer it takes for this to happen, the more Kor himself shall torment the spirit of the cursed to the extent that it becomes insufferable and death itself is the only remaining option. [7 IRL days]
The Gift of Death
Death, granted by the lesser spirits of Kor is the most beloved gift. Guiding an unresting spirit to its eternal resting place, freeing it from its entrapment on the world. Through such, these Lesser Spirits of the Dead can banish a wandering Spirit or soul(Ghosts/Gravens/Revenants) back into the Passage of Souls.
[effectively an exorcism, suggested PK for the creature. Banishment from the area for min. 1 week]
During the granting of the gifts and curse of Kor, the Matumdâg enters a trance-like state and cannot interact with the outside world. It is connected to the spirit and views its final thoughts after which it grants its gifts.
OOC consent is required as a first to grant the gift of life, as such comes with a PK clause should they not be capable of ridding themselves from the Curse of Kor.
Incapable in any way shape or form, of performing combat of any kind. These are not meant to be used during combat - but after.
The Matumdag may be represented by either the Lutauman themselves (emoting on its behalf) or by a member of the ET//LM//LT//MT//Shaman with a TA
The gift of Life can only be granted once per descendant.
The Curse lasts for 7 irl days. After which the torment becomes insufferable.
The Matumdag can only be summoned once an elven day.
Can bring an unconscious person to consciousness
Can delve into the mind of said unconscious person to view their last thoughts and actions, as well as converse with them.
Can revive those who recently died.
No corruption, Pulls the wandering soul back into the body.
No regeneration of limbs, sealing of wounds, etc (meaning they can still die, again, if not helped)
Can banish lesser spirits such as Gravens and Ghosts
Immune to magics dealing with typical mortal essences (e.g. necromancy), and to holy magics
Can be summoned by a Lutauman
Not Created, but summoned
- Into a highly vulnerable Trance-like state while interfering with the recently deceased or unconscious.
- Honorable Neutrality - Personal beliefs would not affect what is used on who.
Wouldn’t refrain from attempting to guide Necromancers, Shades, Etc