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Astrophysical

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  1. Prophecy of Molted Skin [This post follows all rules and redlines of Prophecy lore, anyone who holds the ability to see visions can peer onto this prophecy.] The stale air reeks of sulfur as pitch darkness still blinds your sight. It is painful to breathe, air chokes you like water, drowning your lungs. You gasp and grasp at the very thing choking you, it hurts, it burns! You crawl, nails scratching weakly upon a mountain of broken bone and rotting flesh. A whispered voice echoes through the darkness, yet it is painful to hear: Lo, upon sulfured winds doth he arise. Borne of flame and malice, a cacophony of hatred. Once upon a throne which all men aspire, To a throne which all lords despair. From the bodily soil erupts a colossal throne, long stairs meandering to the seat. You ascend the long stairway, crawling at a snail’s pace. Feelings of hatred overcome you, yet no cause or reason. You still climb, yet the throne lies abandoned. The voice returns, your head feels like it is going to split: Lo, upon wings of sin doth he fly. A molting of skin, unsightly yet divine. From a cocoon of mortal wishes he springs, To soar beyond the curtain of the world. You tire, yet you are near the peak, you must go on! The overwhelming scent of sulfur drowns every sense. You did it, you grasp the arms of the seat, And you sit upon the throne. The voice returns one last time, yet there is no pain left to be felt: Lo, upon salvation doth he leave. Yet save thy gentle tears, children. Do not weep upon loss, But smile.
  2. Pharos the Supplicant, Voice of Eshtael, Keeper of Balance, The Eternal Flame, approves this message.
  3. A Lur fisherorc saddled upon a mechanical crab stops before the missive board, the exhaust pipes upon the back of the construct fooming black smog as he did so. He reads the news and messages for the day, skimming most of them as they have no importance, "Nothin intereztin, tax noticez, angry letterz, oh?" The orc reads this specific missive with care "Charity? Now thiz might be zomeazh to look into... Kaiuz ob Azog, hrm?" he chews the name in his mouth for a bit as he places the missive back on the board. He turns the lever on the mechanical crab as it begins to walk sideways offwards.
  4. The Embellishing of a Soul Two animists stand within a forge, warmed with the roaring flames of the furnace. One of water and one of fire, opposites intertwined. They step upwards to the anvil, their ritual spot, and they begin. The animist of fire reaches to the stub of his former arm, ripping the scab. Crimson fluid pours downwards as the animist of water dips a finger into it. He draws a circle of runes of ancient orcish origin upon the anvil, chanting in the same tongue. With one final rune, LAPUS, the animist of water stands before the anvil. He places an ingot upon the surface, the animist of fire chanting prayers. The animist of water raises a hammer high and strikes the ingot. The runes upon the anvil ignite into an orange flame, spiritual energy floods the room. The animists’ very essence is shaken as a raspy voice erupts from the anvil. “MY NAME IS XALAT. I MARK YOUR SOULS.” Pain overwhelms the animists, nails scratching, teeth gritting. Nothing… The runes fade, the pain stops. They have been marked, but at what cost?
  5. The stall in numendil has been refilled again! Come get your purebred horses while you can! 🐎

  6. Is it that hard to call people “Poopyhead”
  7. Signatory of Region: Gotrek Union User: Astrophysical Persona name: Ak-Rullaz Persona ID: #82492
  8. Twice Stricken Deep within the parched deserts of Aevos, the scorching sun beats with a cruel heat upon the sands. The grains shift gently as heavy footsteps dig into them. Across the mirage of the dunes, an Uruk garbed only in hide and linen cloth marches, fatigued. His green skin glistens with sweat as he grasps a leather waterskin from under his hide cloak, hoisting it in the air to drink. Alas, the container was already emptied long ago. The Uruk curses silently under his breath, followed with a frustrated sigh. BOOM. The sky echoes with the rolling of thunder. The Uruk sets his gaze to the heavens, stopping at the horizon. CRACK. The darkened clouds streak across the sky over the Uruk, fast as lightning. The skies opened, letting forth a monsoon. The Uruk grumbles at the sudden turn of events as he begins to march once more across the now-drenched dunes, sploshing beneath his feet. He pauses as he sees a silhouette through the downpour. The Uruk narrows his eyes, as he observes the being upon the apex of the dune. Blue lightning crackles upon it. But before he could fully observe it, the being dashed away. The Uruk takes a few steps forwards, in an attempt to follow it. However, lightning struck the dune before him, as if warning. The Uruk toppled onto the soaked dune, rolling downwards. The Uruk fades from consciousness… The next morning, a papyrus flier is pinned upon the notice board of San’Briu: WANTED AND CAUTION: The dissipation of an unnatural storm which has terrorized travelers at random locations within the Deserts outside San’Briu. Brothers of the Iron Uzg are encouraged to go out in groups to avoid injury. OOC
  9. A dwarfess of gold hears of this missive and cringes, wrinkling her nose in disgust "Always in our damned business, w'en will t'is leech get off of us and our clan politics?"
  10. Don’t call it Netherite. That’s so lore unfriendly! Call it Ibleesium

  11. Interesting idea, but why is it rare knowledge given the simplicity of it as well as player signed?
  12. Have ye heard of da RHUN laddie?
  13. "ALL HAIL THE RHUN PROPHET." a golem known as Ak-Rullaz states with a monotone voice.
  14. "WUB? A ZEABEAZT?!" A fisherorc exclaims as he rushes to his house and starts clamoring about, preparing for a hunt.
  15. Angler of Bountiful Waters The angler awoke to a midnight sky dotted with faint stars. A heavy mist coalesces on the jade hued sea horizon, forming a billowing wall. The thick air smelled of salt.. The angler at sea. Yet this sea was desolate, not a living soul of his guide in sight. The angler notices a rotting and crude raft, peering into the jade waters. The sea was calm, like a shimmering hoard of emeralds. The blurred sight of numerous large shadows beneath the waves sail alongside the vessel. The shadows scattered as the angler swam to the raft. The angler scuttles onto the raft, the salty winds blow as the raft becomes mobile. He notices a crude spear on the side of the raft, taking it up. As a colossal shadow appeared in the jade waters, the spear began to glow a deep green. The angler leaps off the raft towards the oncoming beast, thrusting the weapon deep into its blubbery flesh. The beast lets out an ear piercing roar as blood pools around it, staining the emerald waters to ruby. A deep cackle echoes from the midnight sky. The monstrous whale charges again, ivory horns first. The angler ducks quickly under the horns and thrusts the spear into one of its beady eyes. Blood erupts as the spear loosens from its skull. The angler lets go of the spear as he sinks into the frigid ocean, falling unconscious. He awakes in a pocket of air at the sea floor, a monstrously sized humanoid figure before him. His skin is armored with a turquoise carapace, spiked on the shoulders. Upon his masked head rests a set of luminous green horns, as emerald as the sea. A mane of black hair like thick seaweed flows from his scalp. Affixed to his waist lies a ferrum hook of colossal proportions, nets and sea plants wrapping its surface. A voice is heard, “He is amused, not pleased, but amused.” The angler turns to see his guide, a red mist about him. He stops next to the angler and directs his head towards the humanoid being. The angler replies, “Not pleased? Was the whale his?” The angler's voice was shaky with fear. “He was the whale. He desires power, to be empowered further. He is Zalthu, the Spirit of Anglers.” “I… see,” the angler says slowly, trying to choose his words carefully as he looks to Zalthu, “I extend my apologies, great Zalthu” - “Allow me to amend.” Zalthu shakes his head, the seaweed-like hair flowing with the water. “Allow me to remind you, he found it amusing. He cannot be killed, and your strikes do not harm him.” - “He offers two solutions, act in his name upon the mortal realm or leave this realm forever.” “Very well, I will act in his name. I offer myself to act in the name of the Spirit of Anglers.” Within a moment, Zalthu takes one clawed hand, grasping hold of the colossal hook and points it at the angler, raising it towards the surface and piercing the angler. However, the angler did not die but felt a drowning pain as fear overcame him. The angler fades in consciousness as he awakens back at the campfire with his guide in the mortal realm.
  16. A certain golem remembers the Rhun. Will Garedyn make the same mistake again with the Order if he becomes king?
  17. A Raevir Bannerman sits about a crudely made fire pit. In his callused hands he holds a layman's copy of the Holy Scrolls. In his mouth he chews a strand of hay. He peers up slowly, tilting his thatch hat upwards, as he hears the audible crunching of gravel to see a courier of House Sarkozic. The Bannerman raises his hand in greeting as he receives the missive. The courier nods once and leaves with no words exchanged, the crunching of gravel fades as he goes. The Bannerman sits the tome he was reading beforehand to the side as he opens the envelope marked with the wax seal of Sarkozic. He unfolds the parchment and reads the contents of the missive, bobbing his head. "Da, the tapestry of man continues to weave."
  18. What the heeeeell oh my god no wayyyyhaeeeay

  19. FARSEER Shamans of Spiritual Power OVERVIEW Farseer is a wing of the much broader shamanism which focuses upon blessing and supporting allies. Farseers are often seen as the mediators of the spirits, bringing balance to the mortal plane. This is a one slot magic which may increase as more pacts are taken up to five slots. Following this submission, all current Farseers tiers will be transferred to their equivalent and all Farseer TAs are to be null and resubmitted. TENANTS Although spirits can be forgiving deities, there are two rules which may never be broken or there will be risk of disconnection. These rules are often very hard to break unintentionally. ONE MUST NEVER: Attack a spirit with malicious intent that is not approved of by the Greater of the realm, while in the spirit realm. Not worship the spirits, worship other deities, or make use of any other magics that use a higher power or external power source. GENERAL MECHANICS All spells require the shaman to be able to clearly speak while charging, casting, and maintaining spells. They can still perform auditory symbolic actions which might prevent them from speaking for an emote, such as blowing a horn, but anything which would prevent them from speaking for more than an emote will end an active spell. Examples: Being gagged, winded, mute, coughing on smoke, or having one’s tongue cut out. Shamans similarly need to have at least one unrestrained arm to cast spells in order to perform symbolic actions. This only applies during charging emotes where symbolic actions are required, and not emotes for maintaining spells. Farseers are more resilient to other forms of interruption than the likes of a voidal mage, loud sounds unable to interrupt them. Being shoved to the ground, deeply stabbed or slashed, being forced to dodge at close range, having a limb severed or dislocated, suffering from severe burns, or otherwise incapacitated or slain will result in any active casting or maintained spells failing. Farseers can perform actions such as attacking or blocking while maintaining an existing blessing or inciting without charging a spell, but they cannot perform such actions while charging a spell or casting it. They cannot sprint while inciting regardless, limited to four blocks a turn unless otherwise stated. Farseers exclusively target souls. Things without soul essence or souls, such as soulless constructs, are not directly affected by Farseer spells. ‘Soul Afflicted’ individuals cannot become Farseers, and witch doctors cannot obtain feats, magics, or CA’s which would make them soul afflicted. Formerly soul afflicted individuals are able to practice it freely. Witch Doctors can possess a valid TA for Farseer but may not practice it at the same time. Farseer is a 1 slot MA, requiring a valid MA to practice and a valid TA to teach. Possessing Farseer with just one slot allows the shaman to perform general shaman abilities and use Farseer. But they may not perform other magics until pacted. Spiritual pacts grant witch doctors access to their curses at the cost of one slot per spirit. Possessing Lutaumancy or Animism count as pacts to Kor or the chosen Elementals respectively, not requiring additional slots to be spent. Obtaining pacts is detailed under spirit pacting. PACTING Pacting is the act of striking a deal with a spirit with a contractual obligation. In exchange for power upon the material plane, the mortal must show devotion to the spirit in question. Pacting Redlines: Each pact counts as one magic slot. Pacts with Elemental Spirits allow the Farseer to practice the respective Animism type. Spirit pacts are documented on the Farseer’s MA and the Shamanic Pacting subforum Dropping or replacing a pact can only be done two weeks after the pact has been picked up. NON-PACTED SPELLS SPIRIT SENSE [T1] (Non-Combative) [Passive] Farseers have the ability to tell if an object or being has spiritual links. This is mostly used for events to determine the origin of objects. Spirit Sense Redlines: Must physically touch the object to determine if something has spiritual links. This is a passive spell and cannot go through armor or walls. Cannot determine what the object does, only whether it has spiritual links. Will not work on beings and objects not related to shamanism or the spirits. FARSIGHT [T1] (Non-Combative) [Passive] A Farseer is able to receive visions from the spirit realm and receive messages through other divination methods. These methods often come in the form of dreams. The visions and messages can be received through multiple means such as, but are not limited to, events, story team, and prophecy. Messages and visions can be of the past, present, or future and are usually vague, containing symbolism and half truths. As a Farseer progresses through the tiers, they become more familiar and able to recreate these visions. T1: At this stage the Farseer will receive vague visions not too dissimilar to the absurdness of dreams which may not be interpretable without the help of a more powerful Farseer (T2 and higher). This Farsight is purely passive. T2: At this stage a Farseer is able to interpret visions better and can understand their meanings without the assistance of a higher tier Farseer. However they are limited to dreams and visions. This Farsight is purely passive. T3: At this stage a Farseer is able to interpret visions adeptly and may begin using physical divination tools to receive messages from the Spirits. This can be a multitude of things such as rods, cards, and oracle bones. T4: At this stage a Farseer is fluent in the ability of vision interpretation and may start recreating the visions for other people to see via the Inflict Visions spell. Farsight Redlines: Cannot be used to metagame information. Recreating visions requires one to see the vision first through prophecy or story team intervention. T1 / T2 Farseers and Non-Farseers cannot understand the meaning of a vision while using physical divination tools, SPIRIT WALKING [T2] (Non-Combative) [6+ Emotes] Farseers have the innate ability to tether their souls so that they may enter the Immortal and Elemental spiritual planes of existence by use of narcotics, meditation, and old blah chants. First, two [2] emotes must be made of meditation and focusing. Then three [3] subsequent emotes must be made in old blah, invoking the spirit. Finally, one [1] emote must be made of tethering the soul(s) to the spiritual realm in question. As a Farseer progresses through the tiers, they may begin to bring other people with them. T2: A farseer may bring themself. T3: A farseer may bring up to 2 people along. T4: A farseer may bring up to 4 people along. T5: A farseer may bring up to 6 people along. Spirit Walk Redlines: For travel into the spiritual realm, all other participants must have RP consent. Being killed in the spirit realm will return the soul to the body in the material realm. Participants cannot bring any items with them into the spirit realm and cannot bring items out of the spirit realm. This allows sight into the blueprint of the soul, dispelling all disguises one within the spiritual realm. A Farseer is able to eject those present in the spirit walk with a touch or a chant. Cannot be used in combat. Shamans are responsible for giving an enjoyable experience. Cannot give knowledge of ‘rare’ processes, magic, feats, or metagamed information. PURIFY VOID [T2] (Combative) [3 Emotes] Farseers have the innate ability to purify small void corrupted areas. This of course is to the discretion of the ET running the event or area. This area of cleansing increases as the Farseer progresses. This can be done by a series of three [3] emotes: Two [2] chanting in old blah and one [1] casting the effect. T2: Clears a 3 x 3 area. T3: Clears a 5 x 5 area. T4: Clears a 10 x 10 area. T5: Clears a 15 x 15 area. Purify Void Redlines: Cannot be used to remove enchantments or voidal magic from people. This cannot close voidal tears or cleanse voidal hearths unless ST discretion is given. INFLICT VISIONS [T3] (Combative) [3 Emotes] A Farseer eventually, with time and study, gains the ability to inflict visions upon others. These visions, unlike those in Farsight which appear suddenly, are usually about the past experiences or perhaps futures of those inflicted or the Farseer themselves. To inflict visions upon another, one must emote three times calling out to the spirits, with one [1] emote focusing on the target and two [2] in Old Blah. Afterwards the vision is given to the inflicted, preferably by private means. This lasts one [1] emote and stuns the target. Inflict Visions Redlines: Cannot be used to metagame information. Can only inflict visions to one person at a time. Must be done in #rp range. Visions can last longer if the victim is OOCly willing. No inappropriate imagery against server rules. Requires line of sight and focus. HEAL [T3] (Non-Combative) [3 Emotes] Shamans have the innate ability to bestow healing onto the wounded. However, this is not immediate and requires multiple sessions for the wound to heal depending on its severity. Healed on the spot: Slight cuts, gashes, and bruises. Stabilises patients. Healed after the First session: Shallow stab wounds, cracked bones, bad bruising/burns, and minor impairments (e.g. bad leg). Healed after the Second session: Broken bones, numerous or deep stab wounds, slashes, punctured lungs and more serious impairments (e.g cataracts). Healed after the Third session: Initially life-threatening injuries, severed body parts, and serious impairments (eg. blindness). Heal Redlines: Body parts can be reattached, but must be done so within 24 OOC hours of the severing. Magical based injuries can be cured, but will take an extra session to heal. There must be a one [1] OOC day between each session. Failure to receive these sessions may cause the wound to fester depending on severity. PACTED SPELLS INCITEMENT [T1] (Combative / Non-Combative) [2+ Emotes] Through performing symbolic actions or chanting old blah for at least one emote, a Farseer may draw forth the energy of a spirit’s realm. This causes aesthetic effects or changes in the immediate 1 block area of the shaman’s body, such as drips of rain, plants growing eyes, hair shifting to starlight, or other similar effects. This range increases to a one [1] block radius at tier 2, three [3] blocks at tier 3, five [5] blocks at tier 4, and seven [7] blocks at tier 5. Incitement acts as the ‘tell’ and casting method of other Farseer abilities, though shamans are also allowed to battle-chant, performing incitement as they fight without charging any spells. Incitement Redlines: Incitement may be used in combat, but it cannot have any combative applications. It cannot harm, distract, hide, disguise, or otherwise provide advantage to the shaman. Incitement must be done in #rp and cannot be hidden. A shaman can only move 4 blocks per emote while inciting in crp. The effects of the casting must be tied to the spirit they are pacted with. Should they possess no pacts, it instead appears as glowing fog of their aura color. Multiple spirits cannot be incited at the same time. TATTOOS [T2] (Non-Combative) [5+ Emotes] Farseers are able to create spiritually imbued tattoos upon themselves or others as well as objects. By use of needles and liquids such as ink, paint, or blood, Farseers can create images which can move, glow, and/or create soft noises. This process is a delicate one and requires the person receiving the tattoo to be still while the Farseer works. To help with this, the Farseer blesses the skin so that it may be numbed while working. This blessing also removes minor impurities such as moles, scars, etc. This inking takes five [5] emotes to complete with the following criteria: one [1] emote of preparing the skin, two [2] emotes of inking the skin, one [1] emote of chanting in old blah, and one [1] emote of emoting a sharp pain and the effects of the tattoo. Tattoo Redlines: It takes only five [5] emotes to complete a single tattoo upon a limb. Bigger tattoos that take up more limbs require further emotes by casting the spell again. On objects the size of a block (1 x 1 meters) this takes five [5] emotes. Bigger tattoos that take more than this require further emotes by casting the spell again. Blessing the skin only removes minor impurities and cannot heal wounds. All effects created by tattoos are aesthetic only and give the recipient no additional powers. Tattoos can be both active and passive. Meaning that a Farseer can choose whether the tattoo is activated by an action or not. Mechanical representation of tools is optional. BLESSINGS [T3] (Non-Combative) [3+ Emotes] The core of any Farseer, Blessings hold the ability to enact wondrous miracles upon the souls of other beings. Although not used in combat, Blessings are far more reaching compared to the malignant curses of the Witch Doctors. This gives the Farseer more freeform ability, but with the caveat of not being able to use the blessings in combat or harming a person. This can range from increasing the fertility of a field with Arwa to creating a calming sensation in a person with Betharuz. The casting of blessings requires 3 emotes minimum, two [2] in old blah and one [1] of the actual cast. Blessing Redlines: Blessings require OOC consent to be cast on a person. Blessings cannot lead to or bring harm to a person whatsoever, physically or mentally. Blessings cannot give a person an advantage in combat whatsoever. Blessings cannot heal a person, protect them in any way, or save them from death. Blessings cannot change a person’s physical shape in any way, including strength and speed as well as size. Blessings on a soul can only last 12 OOC hours maximum and can be discarded any time by the Shaman or the blessed. Blessings must align with the goals of a pacted spirit. Blessings cannot be applied to those without souls. This spell is supposed to be flavorful and enhance RP. If you have to ask yourself “is this flavorful?” then it probably isn’t. This is not to be used for ill will. CONSECRATION [Tier Varies] (Non-Combative) [Freeform Emotes] CONSECRATED ARTISANRY [T1] The shaman, in a ritual in which they craft an item while inciting, may imbue a minor sort of blessing which only affects that item. This can be something like a blade rusting at ten times the normal rate, to water dripping from the basin, to even illusory fire flickering off the blade. The exact visual effects are freeform so long as they are purely aesthetic and fit within a spirit's domain. These items may also hold a minor effect that cannot be used in combat such as an infinite bottle of alcohol or a mirror which only displays the honorable. Consecrated Artisanry Redlines: All items made with Consecrated Artisanry are player signed. Minor effects are flavorful in nature and cannot bring harm, help, or any sort of detriment to the player. CONSECRATED VISAGE [T4] An advanced form of the spell Incitement at which one can cast lasting aesthetic changes to oneself. By calling upon a pacted spirit, a Farseer can attach one change to themself, with aesthetics able to be combined if multiple pacts are made. These effects are variable in appearance, but are always attached to one group of limbs - these being the head, upper arms, lower arms, hands, body, upper legs, lower legs, and feet. Consecrated Visage Redlines: The spell and its effects cannot be used in combat. Effects cannot exceed one effect at a time. Effects cannot be larger than the chosen limb in size. These effects cannot hide a person’s identity and cannot serve as a disguise. CONSECRATED TERRAIN [T5] A shaman may flood a natural expanse with spiritual energy, causing an area which fits within a 6 meter radius sphere to shift as if constantly affected by an incitement. Leaves might shimmer with illusory fire, plants might grow luscious and wild, soil and rocks might become more fertile. This terrain will remain for 1 OOC week, unless a shrine of the same pacted spirit exists within its radius. Consecrated Terrain Redlines: Consecrated Terrain cannot be performed in combat. Placing Consecrated Terrain on region land requires RO permission. Outside events, without ST permission, Consecrated Terrain may only ever have aesthetic effects. However plants and animals that are not controlled by players may be affected. Druidic blight healing can remove Consecrated Terrain, though only if pacted shrines are destroyed first. It is a Shaman’s responsibility to represent the Consecrated Terrain with signs and builds. A sign detailing the effects and who to contact to interact must be placed clearly within the effect by the Farseer. Follow all rules and redlines of Blessings. TIERS T1: The Farseer spends the first week of the magic learning the Old Blah to communicate with the Spirits. They must spend time meditating and learning to establish their tether from their mortal body to the Spiritual Realm. Spirit Sense Farsight Consecrated Artisanry T2 (2 weeks after acceptance): The Farseer has become more fluent in Old Blah and may begin spirit walking on their own and may begin invoking a spirit as well as purifying void. Spirit Walking Purify Void Tattoos T3 (5 weeks after acceptance): The Farseer has become more adept and fluent in Old Blah, being able to cast blessings and inflict visions upon others. Blessings Inflict Visions Heal T4 (10 weeks after acceptance): The Farseer has become nearly at their peak of mastery. Consecrated Visage T5 (16 weeks after acceptance): The Farseer has reached the peak of their ability, able to call upon the spirits with ease. Consecrated Terrain PURPOSE CREDITS Writers: Astrophysical, ClassyNewt Assistance: Panashea Previous Lore: Farseer Shaman Overview Artists: A. Shipwright Kuya Tristan (CombatRolePlay) CHANGELOG
  20. Zabub’s Pilgrimage to the Swamp 1st of Snow’s Maiden, 123 SE I set out on my pilgrimage from the Iron Uzg to the swamps of the west near Vortice, a wild and untamed place which may hold many dangers. I seek to reflect on the nature of Laklul, the spirit of the swamps. His mark lies upon my forehead and hat with the blood of the Swampgoth, Murdok’Lak. May his blessing allow me to keep to my pilgrimage of three cactus days, as I have promised. I pray that I will understand Laklul’s vision at the end. 3rd of Snow’s Maiden I have arrived at a suitable spot next to the large boggy lake. The camp I set up is humble, consisting only of what I could find nearby as I brought little with me. I am no stranger to survival since I have camped many times during my fishing trips, but I am no expert either. I wish not to take too much, as I do not want to upset Laklul. Once camp is set up I will begin searching for a food source. Yet do I dare try to fish within this divine swamp? 4th of Snow’s Maiden I have spent some time thinking about whether I should take fish from the swamp’s waters. This has paid off as I have come to the following conclusion: I may take from the swamp as long as I give in return to the swamp. In this situation, I shall take the meat from the fish which I cook and eat. In return, I bury the bones and inedible parts into the bogged earth so that more flora may grow. I offer a prayer to Laklul, thanking him for allowing me to take from his domain. With all my bare needs in place, I may begin reflection. 21st of Snow’s Maiden It is calming sitting here on my lonesome, hearing the chirping of insects and the ebbing of water. I have come to understand why the Laks have an appreciation for this environment. 11th of The First Seed I see smoke on the horizon, past the willows in the blue skies above. I can tell it is far from where the swamp ends, but the source resides in the west. The wildlife seem to be fleeing from the smoke. I pray to Laklul for protection, but if whatever happens spreads to the swamp, I will take measures to defend myself and the swamp. 23rd of The First Seed As I prepare to pack up to return to the Iron Uzg I dismantle my camp so that the land I slept is left better than it was before I arrived. However, I do leave a mark that I was there. I constructed a simple shrine to Laklul made of stone and a carved wooden Toalak. Before the shrine I buried the rest of the fish I had gathered during my pilgrimage. I offer my prayers and praises before I leave the shine behind me as I head home. 1st of The Grand Harvest I have arrived back in the Iron Uzg with less than I have started with. I have learned many things during my pilgrimage to the swamp, growing an appreciation for the environment. I shall meet with the Swampgoth soon to discuss my reflections and possibly be considered as one of Laklul’s chosen.
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