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About HedgeHug

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    Voodoo Extraordinaire
  • Birthday 04/13/1997

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  1. HedgeHug

    [Pending]Hedgehug's Lore Moderator Application

    My response will be soft and swift. I’m not applying as “a shaman lt”, as the LT wants to generalize more and no longer have specific individuals representing certain parts. I’m applying as a general lore moderator with specialization in shamanism. My main emphasis will not rest on shamanism, but I will always be available for it. I shall take note of your honesty.
  2. HedgeHug

    [Pending]Hedgehug's Lore Moderator Application

    I do 😆
  3. What is your Minecraft Account Name? Hedgehug Do you have a Discord account? Hedgehug#2111 How long have you played on LotC? 3 years and counting How many hours per day/week are you available? 4 a day, 20+ a week What lore do you hold the most experience with? Shamanism [extensive] Dark Shamanism [extensive] Druidism [extensive] Clericism [moderately] Dark creatures [moderately] Spectral creatures [moderately] Constructs [of various kinds] Current voidal magic of all sorts [moderately] Dark magic [moderately, I know the basic ins and outs] iconoclast [moderately] Natural creatures A ton more of a lot of lore subjects, not every name comes to mind at this very second. Do you have a solid grasp on the existing lore of our server? Would you be comfortable moderating it in-game? I have a very firm grasp of nearly all lore magic wise, and am always eager to learn more. Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past I've been part of a large variety of LotC staff teams over the years and have left all but once on my own accord due to IRL reasons. Wiki Team Application Team (two terms) Forum Moderator Magic Moderator Have you ever receive a Magical Blacklist, if so, please link it N/A
  4. HedgeHug

    [Shamanism] Disconnection

    The discussion is digressing from the lore that was posted. Please keep your feedback on-topic and your discussions on discord or something. Thank you.
  5. HedgeHug

    [Shamanism] Disconnection

    I think you’ve been out of the loop for a bit. There are non-dwarven runesmiths (yet the total smith population is dwindling really). Druidism is it’s own culture and playerbase, yet the woodelves in particular also cling onto aspectism as their religion. The warhawks aren’t the priests I reference, it’s the darkelves that live in the dominion.
  6. HedgeHug

    [Shamanism] Disconnection

    regardless of that. This entire discussion is digressing from the lore that was written and submitted. It goes to a spirit specific issue to an orcish issue. Shamanism and the orcish culture should be seen as seperate entities. Because by the logic that I’ve seen here – any shaman that isn’t good with the orcs can’t be a shaman. This is incorrect.
  7. HedgeHug

    [Shamanism] Lutaumancy Rewritten

    I’ll urge you to read the lore fully – as this is explained.
  8. HedgeHug

    [Shamanism] Disconnection

    Then we can simply agree to disagree – yet I must comment on something you mentioned earlier on how shamanism should be for orcs, runesmithing for dwarves and druidism for elves. What this forces goes completely against the dynamical roleplay that LotC offers. It creates for very limited and lineair character development and goals to achieve when there is so much more one can currently do. That mindset will only bring harm to LotC in the present state. I can understand your sentiment, being one of the old-timers. From a time where indeed such a lockdown of certain magics were linked only to race and culture. But after years of progression of not only lore but also characters and society – re-enforcing such will only bring more harm than good. We’re not talking orcs in this thread. We’re talking shamanism \ spirituality.
  9. HedgeHug

    [Shamanism] Disconnection

    This topic was handled during the conception of the lore and all I can say is that whitewashery and ‘orcish’ honor is an irrelevancy amongst spirits. What is and is not honourable is a subjective thing and varies from spirit to spirit. It must be said, again, that the spirtualistic faith is not inherently orcish. If you would implement such a cause this would force the magic to being something only orcs living with orcs could have and that’s essentially forcing a magic onto a single culture – where currently multiple cultures exist. Think for example of the darkelven priests and their devotion towards the ancestral spirits. They are shamans as much as orcish ones are yet would now suddenly loose the magic because of being that. It’s an age-old discussion that spirals down to the following facts: - the spiritualist faith and shamanism isn’t racially locked. Neither is it culturally locked to the tribal-esque orcs. - any descendant, if devoted and genuine in their beliefs, can be a spiritual worshipper and or shaman. - The spirits don’t care if somebody that praises them and follows their command is an orc or other descendant. - The spirits don’t care for ‘orcish’ honor as much as is thought. What is honourable in the eyes of one spirit, is taboo for another. A case-to-case phenomenon. There are some listed things that are inherently dishonourable, such as breaking a pact or acting against the spirits entirely by combatting and or imprisoning them.
  10. HedgeHug

    [Shamanism] Spirit Smithing Rewritten

    There will come a comprehensive guide on the creation and recharging of such items and trinkets once the lore is accepted. These are merely the mechanical foundations on which the lore is built.
  11. HedgeHug


    Let it be known that, to me, the Raguk clan is one of the most interesting active clans at this moment to join – especially if one is new to orcish roleplay.
  12. HedgeHug

    [Shamanism] Disconnection

    Spiritual Excommunicate : Ru’Gorosh The hall of Righteousness Kralos, Lesser Immortal Spirit of Judgement The following story speaks of the Spirit Kralos and the events that unfold into the restoration of Ru’Gorosh : The Hall of Righteousness. In ancient times after Aenguls and Daemons began to influence the material world with their powers, there were those called Spirits. These entities, creations of the Daemon Apohet, were brought into existence to rival Descendant life. For Apohet had grown envious of the Creator and many of His Aenguls. It is for this crime - the wish for the destruction of all descendant life so that his creations could take the mortal realm for their own - that He was punished and encaged by the Archaengul Aeriel. During this great conflict, the Spirits numbered fewer than they are now. The very essence of their being was but scarce, their forms weak and imperfect. One of these Spirits was Kralos the Just - a strong and vigilant creature representing Justice in the small realm of the Immortals. It was he who ruled in the celestial court: The Ru’Gorosh, The Hall of Righteousness. Then came the fall of Apohet, and with it the age of prosper for the Spiritual kind - as their essence now flowed endlessly in their respective three realms. For with Apohet encaged in his realm of solitude: The Jewel of Elements, there was none restricting their growth in power and numbers. Soon a new generation of Spirits came to exist, a distinction made between those Greater and those Lesser. Ixli, a young and ambitious Spirit that had already shown great powers by overthrowing the ancient Spirits of Forbidden Knowledge and Truth, showed interest to take the title of Judge for himself also. It was his final battle, landing him in the seat as the Greater Spirit of Forbidden Knowledge, Truth and Judgement. Kralos, defeated and now subjugated beneath Ixli’s Greater status, kept his calm. For hundreds of years nothing would come from him in protest of his loss. And as punishment for his disobedience - was put to rest in Zagaafum’Morgund, The Blackrock Tomb. Here Ixli stored the foulest of truths and blackest knowledge. Hidden, secret only for Ixli to view. The Hall of Righteousness fell into decay under Ixli’s corruptive hold, the sockets of Kralos’ eyes empty - his sight stolen for the duration of his stay down in the Tomb. –––––––––––––––––––––––––––––––––––––––––––––––––––– After millenia had passed, Ixli once more wandered through the dark and seemingly endless halls of The Blackrock Tomb, stumbling upon Kralos - in stasis with his empty eyes wide open. With a chuckle, the Spirit of the Forbidden Truth and Judgement stared down at his old foe. ~ Mir golmlat oshadhûr’bûth, Kralos ~ I offer you another chance, Kralos. For none should live a life in a cage. None, not even Apohet. The fate of the Daemon Apohet, the very creator of Spirit-kind, not known to any. The knowledge was forbidden - yet it was truth. Only Ixli knew this, keen on keeping it for himself. The stasis upon Kralos’ body was lifted - the ancient Spirit raised from the depths of Zagaafum’Morgund with his vision returned. Two black orbs now filling the empty sockets with a cold gaze. And with the return of the Spirit of Judgement, came the restoration of Ru’Gorosh. This court, however, shalleth not be used to Judge the Spirits. For that was only to Ixli himself. Instead Kralos was to focus on the Descendants - more specifically: those that dare call themselves in favor of the Spirits, and their servants. Kralos’ Justice And so he wields the hammer of the Spiritual court: Kralos the Just. And when he first beateth the steel upon the stone table, the Descendant servants of the Greater and Lesser Celestial bodies known as Spirits will shiver and fear. For they now sense his presence. The dark and empty gaze set onto them to watch their moves and judge their actions. Kralos watches over you. To judge your actions. Those that are faithful and loyal to the Spirits can rest, but revere His Justice. Those that are unfaithful and treacherous towards the Spirits and Their servants - yet dare claim to wield Their power shall fear, and face His Justice. Fear His Justice, and fear his Mark. For when faced in Kralos’ Court and found guilty of heresy .. found guilty of abusing the Spirits might by trapping them- (Dark Shamanism) found guilty of breaking oaths to the Spirits- found guilty of breaking pacts to the Spirits- found guilty of acting highly immoral against a Spirit a shaman claims to represent or is pacted/oathed with- shall receive the Mark of Kralos : Furmum, The Mark of Lies. The poor souls whose will is of evil nature and their goals to abuse the power they were given will be faced with a multitude of visions - warnings from Kralos to alter their behaviour or be forced to Justice by his own hand. Furmum: The Mark of Lies Any and all Shamans found guilty of abusing their powers will be excommunicated from Spiritual communion. They may contest Kralos’ verdict and face Him in a fight for their honor. However, only a fool would be so ignorant to fight a Spirit in his own Realm - let along His Court. Upon receiving the Mark of Lies, the Soul of the Shaman will be fractured. Fractured, but remain whole. Any further bonds between the soul and Deific power will be their last. They will be incapable of calling upon Spirits. They will be incapable of accessing any Spiritual Plane. They will lose their Shamanism, but survive. After time the excommunicated shaman can, through the help of a willing shaman - try to appeal for their mark. This could lead to it being removed. Could. Red Lines Upon acceptance of the lore, any shaman will be met with either a vision or general feel of Kralos’ reign of the Ru’Gorosh. Shamans can report abuse of power or unfaithfulness to Kralos (represented by a member of shaman lore staff). If the report is truthful, the reported shall be met with Judgement. This encourages involved shamans to act against heresy. If the report is untruthful(and the accuser knows this), the reporter will be punished. This discourages backstabbery over personal conflicts. If the report is untruthful(unbeknownst to the accuser), the reporter will not receive punishment. Before facing Judgement, a shaman may be approached a total of 3 times to serve as a warning and potential points to alter their acts or behaviour in order to fall in line. Shamans that face Judgement will enter a forced event during which he faces before Kralos in his court. Other shamans may be present during this event but cannot interfere. [entering = PK clause, refusing to comply or come online for this will result in a verdict in their absence. Risking being marked without being able to defend yourself.] If found guilty, they may choose to receive the mark (loose the magic) or contest the claim. The former means permanent disconnection from Shamanism. The latter results in a rather epic fight against Kralos himself - leading to a perma death as fighting a Spirit in their own domain is literal suicide. The aim for this lore is to install a mechanism that will enable disconnection for shamans, but keep this out of player hands so the rule is absolute and follows the core lore. The OOC authority is a combined decision from LT, MT & Shaman Loreholders - so we are deffinately sure that lore is kept in check.
  13. Ilzgul - Udalgum Spirit Smithing Gentharuz, Greater Immortal of Industry and The Forge looking at its first iteration of a Matûrz’Gundh Conception and Background (Credit to Smawton) In the smoldering depths of the Immortal Spirit realm, Gentharuz watched impatiently as the mortals of Axios hammered their weapons and fashioned their armours, discontented with their blind arrogance toward his dominion. Even the Orcs of Krugmar had lost focus on him in their efforts to mass produce tools of War. Indeed, Gentharuz, the Immortal Spirit of Smithing, Smelting, Industry and Forgery grew in influence as these items were made, but it was simply not enough. He watched with irritation as his rival, Enrohk, the Immortal Spirit of Warfare, grew more powerful with every mortal felled by the weapons of War. Gentharuz was furious that these tools were not blessed with his power, and that other Spirits were gaining more influence than him from the vast production of everything he existed to represent. And so, mustering his initiative, he sought out a Shaman to forge a new path from which he could be revered. In his tongue, it would come to be known as Ilzgûl Udalgum; the Spirit Connection. However, Gentharuz found that while he could enhance the power of an items smithing process, the mortals of the realm yearned for far more than the blessings he could provide. In an attempt to maintain and expand his reverence, he offered Spirits the ability to bless or curse items, funneling their power through a conduit of Gentharuz' own creation. Because he reigns over forgery, he is the only spirit capable of creating this funnel of power. Making pacts with a plethora of spirits, Gentharuz set to work to create the conduit through which he and his brothers could expand their influence upon the mortal realm. An unwitting Shaman, exploring the Immortal Realm on his daily search for Enlightenment, would stumble upon the Immortal Spirit, sat as he always was, in an open field of bountiful grass. An anvil lay before him, standing defiantly against the near incessant hammering that Gentharuz wrought upon it. Small glimmers of orange light began to emanate from each blow as the Spirit continued to strike at the unusual item that sat on the anvil. The Shaman approached, questioning the process. Gentharuz ignored him for a time, attempting to complete his work in silence, and when he was done, he presented the final product to the Shaman. It was a glowing amber orb, with a sea of power crashing within. The Shaman grasped it with bewilderment as Gentharuz spoke to him. He explained that this stone, the Shakgriig'Gund, would enable the Shaman to invoke his blessings or curses into tools that others of the mortal realm could use, through the will of Gentharuz and those Spirits that agreed to work alongside him. But the Shaman would have to make his own stone, for this was the progenitor stone, the one from which all mortal stones would be connected. And so, left with the departing Shaman, was the knowledge Gentharuz offered him. The process of how to make the Matûrz’Gundh, or, Mortal Stone. The Forging Process The process of creating the Mortal Stone is long and strenuous, and requires the Shaman in question to understand the complexities of forging, and have an extensive knowledge of Old Blah. The Smith must first collect the basic ingredients from which the stone is made. The Smith must decide upon which Spirit he wishes to use, and must then find ingredients that relate to the Spirit in question. This is much like the process by which a Witch Doctor works. For this reason, it is in a Smiths best interest to ask a Witch Doctor for guidance in this regard. He will require: 3 Handfuls (blocks) of Red sand; said to be blessed with the blood of Krug himself Whichever items he has received from the other sub-types His own blood A parchment that has the spirits name written upon it 3 handfuls of andesite (blocks) A bar of iron A mold with which all items can be placed inside When the forge is lit and the items are placed into the mold, the Smith must call upon Gentharuz, for it is his own power and influence that shapes the mortal stone. The work of the Smith at this point, is to audibly seal the connection made between spirit and stone, by ways of a chant. The chant itself consists of Four parts. The first part is evoking the attention of spirit, the second one specifying the augmentation that the connection will bring, and the third is the command that is to be spoken for its activation. The workings of this craft will then offer an augmentation upon command. This way only the creator and owner of this tool have the ability to activate and use the spirit’s power. Upon activation the stone will emit the color that is most likely to appear with the spirit connected. Mechanical workings Alongside Gentharuz, the progenitor stone, Shakgriig'Gund, exists with him in his realm. It is the font from which all of the Matûrz’Gundh, or Mortal Stones, draw their power and are made during the forging process. The end result is an amber sphere that serves as a containment area for one of Gentharuz' minor Spirits. These are Spirits that are materialised into the orb during its creation, and exist as conduits through which the Spirits that have agreed to work with Gentharuz can influence the world. The other Spirits are incapable of doing this themselves, for they lack the understanding and inherent ability to create such a conduit of power. When a Spirit is in one of these Orbs, it may exude the blessing/curse assigned to it during the creation process. For instance, if one were made with the blessing of Ublulhar in mind, and created into a necklace, it would instill feelings of hope into the wearer. Likewise, a trinket of Orgon would cause the wearer to succumb to disease. If a Mortal Stone is broken, the Spirit inside is unleashed, and immediately returns to Gentharuz' Realm. The stones themselves are no stronger than marble, holding little defensive ability against those that would wish to damage them. In terms of the power latent within these items, it is not more powerful that any blessing or curse another sub-type could create, but has the ability to act as a constant. It emits a lower level of power that can be utilised by normal individuals to feel courage in times of need, and so on. In order to generate some abilities, a wielder will need to know the Old Tongue calling that will awaken the dormant Spirit, for those that provide exceptional abilities will need to rest and generate power. For this reason, such capabilities come with cooldowns. Red Lines: A broken, damaged or empty-of-charge Mortal Stone cannot be activated and must be refueled, repaired or remade. A chant in Old Blah is required to activate the item. Activating in combat requires a minimum of three emotes: Grabbing the item, Chanting and Activation. Artifacts can be bound to a single soul/person by ‘locking’ the item with extra shamanic scripture on both the blade and the shaman’s own skin. Making it so that only they can activate the item with the chant in Old Blah. Application Spirit Smithing is now a feat magic that requires a person to already be a Shaman of at least Tier 3. They can learn about it through interaction with Gentharuz or with other shamans capable of teaching the feat // guiding them to Gentharuz. Gentharuz is to be represented, as is common, by either a member of the ET//LT//LM//MT//Shaman with a TA. The result of the first one or two interactions being a task given to the descendant to prove their worth. Eventually they are granted the knowledge of the Mortal Stone creation and they can get smithin’. Interactions with the various subtypes: Lutaumancy: A lutauman that holds knowledge of the Mortal Stone creation is not able to imbue tools or weapons with spiritual powers, as the domain they bridge to is the Stargush’Stroh. Instead they are capable of using the Mortal Stone, linked to the realm in question, as a tether to commune with ancestral spirits. Using a state of meditation even a non-shamanic descendant can use such an artifact to commune with one linked ancestor. The workings behind this is that through meditation and focus, using the Mortal Stone as a tether, they can allow their minds to bridge over to the Stargush’Stroh and commune vocally with a spirit there. This isn’t the same to a spirit walk and anything in their surroundings that breaks their focus will end the link. Red lines: Lutaumen can strictly use this feat to create small tethers to the Stargush’Stroh that link to a single ancestral spirit. These items can be used by non-shamans to commune vocally with the spirits. Using the artifact requires focus, breaking focus means losing connection. The artifact itself is charged with energy and requires recharging (the amount of charges depending on the tier of the shaman that made it. So 1 to 5). Requires a Mart. Farseeing: Farseers are known for bringing blessings upon others through pacting with Immortal spirits. With knowledge of the Mortal Stone they are capable of imbuing items, tools and weapons forged with such a Stone with fractions of those blessings. The strength of the blessing is half that of the shamans potential at the time of creation (tier based). Red lines: Farseers can strictly use this feat to create mortal stones and forge these into weapons or tools that have a blessing function. The strength of the blessing is a third of the shaman’s own potential. Using an item requires at least 3 emotes to grab, chant and activate it. The artifact itself is charged with energy and requires recharging (the amount of charges depending on the tier of the shaman that made it. So 1 to 5). Requires a Mart depending on significance. Combative items need one, simple utilitarian items may not. Consult an LT or Spirit Smith TA-holder before creation for approval. Witchdoctor: Witchdoctors are known for bringing wicked curses upon others through pacting with Immortal spirits. With knowledge of the Mortal Stone they are capable of imbuing items, tools and weapons forged with such a Stone with fractions of those curses. The strength of the curse is half that of the shamans potential at the time of creation (tier based). Red lines: Witchdoctors can strictly use this feat to create mortal stones and forge these into weapons or tools that have a cursing function. The strength of the curse is a third of the shaman’s own potential. Using an item requires at least 3 emotes to grab, chant and activate it. The artifact itself is charged with energy and requires recharging (the amount of charges depending on the tier of the shaman that made it. So 1 to 5). Requires a Mart depending on significance. Combative items need one, simple utilitarian items may not. Consult an LT or Spirit Smith TA-holder before creation for approval. Elementalist: Elementalists, known for their influence over the material world around us, are capable of applying Mortal Stones to tools and weapons. This results in artifacts capable of manipulating elemental matter that relates to their linked element. This can be done in a radius of 3 blocks around the shaman and requires a physical link between the artifact and the element in question. Examples: Fire: a blade that, when activated and brought into contact with a fire source (torch), shall suck the fire from its source and let it cling to the blade. Earth: a hammer that, when activated and brought into contact with rock or earth, shall destabilize the structure of said element and let it crumble under its own weight. Water: a staff that, when activated and brought into contact with a water source (pond), shall convert the water within the radius of the artifact into ice. Red lines: Elementalists can strictly use this feat to create mortal stones and forge these into weapons or tools that have effect onto the physical elements. The radius of effect is 3 blocks from the point of physical impact. The strength of influence on physical elements is a third of the shaman’s own potential. The artifact itself is charged with energy and requires recharging (the amount of charges depending on the tier of the shaman that made it. So 1 to 5). Requires a Mart depending on significance. Combative items need one, simple utilitarian items may not. Consult an LT or Spirit Smith TA-holder before creation for approval.
  14. 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 Freygoths Grove 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 Etcetera 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 Etcetera The Matumdâg are comprised of the Lesser Spirits under Hin and Peic, for they are too important to leave Kors realm themselves. Their Appearance 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. Their Tasks 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. See: Rax 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. Redlines: 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. Redlines: 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. Redlines: 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. Redlines: 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. Redlines: 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. Red lines: 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!) Red lines: 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. Summoning Kor 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. Red lines: 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. Red Lines: 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