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ThatFunkyBunch

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  1. Some shaman wakes up, and frown. Throwing a pillow across the room. "With the Inferni back at it, and even worse coming out the gate. Maybe these powers of heat and cold will steam each other out. Heh steam. Get it. Cause..hot and cold.." The woman looks around the room, empty and lifeless. "Perhaps, this is why I am alone.."
  2. A dark elf stands before a gathering. "Vau'jer Pharmaceuticals bears no responsibility and denies all claims that these individuals were given narcotic and alcoholic substances. Further more, each product of Vau'jer Pharmaceuticals bears expressed instrustions and warnings."
  3. "Hey touch this orb." "Deal." Horrific visions of how my character fears to die over and over again.
  4. The dark elf, sets a small pane of glass over the paper and secure it to its frame. Hanging it up on the wall of her dim lit office. "And forward we move."
  5. A large, statue of bardic nature rests in the corner of the dark elves room in Nor'asath. A cupboard under the stairs . "Oh you're here. Little vindicator. Why so sour? Now you'll get to spend your time carting me around, my cartboy, my wheelbarrel escort. For I, STATUE OF CARNELIAN JUSMIA must spread word. A new age little Ker is here- did I mention you are extremely short?"
  6. Karin Kina "Aarshobflûstmatûrz" [OOC] Saturday, October 22: Begins between {5:00PM EST 5:30PM EST} For the people of Nor’asath those who were lost are never far away. While ancestral worship is a regular part of the daily lives of the Mali’ker certain days are made for true pure veneration of Kor and to those lost throughout the ages. During an anniversary of the years came a night of broader devotion to Kor; death incarnate. The Clans would gather their hunts rarities and whichever made for prime offerings. The ancient Ker named the holiday in their old tongue Karin Kina, The Day of Dead. A celebration shared between the living and the dead within the halls of Mangralin. When the Maehr populations praised their own ancestors, fallen in the Dread War of Ibless or on the trails of the Maehr before the age of ash, when Luara turned the Maehr into Mali’ker. On this particular day rises the occasion to make a greater offering and celebrate the spirit of the dead, and the ancestral spirits beyond the gate. The Ker of Nor’asath welcomes all interested in partaking in an ancient Ker festivity of mass offerings. Where the fallen of the mortals shall be held in reverence and joy. Activities During the Festival A communion with Carnelian Jusmia, a Mali'ker alive during the days of Magara'lin will be made possible through bardic arts. The Bardic College of Nor'asath will be making and selling offerings to Kor and the ancestral as well as festive masks for Day of Kor. The Bards of the land will be displaying musical arts. Festival participants will be presented a chance to place a name of the fallen on the wall of remembrance. Members of the Maehr Clergy will be around to answer questions and offer tales of their own ancestors. The following have been sent formal invitations to the Festival of Kor : His Royal Majesty Karl III and his royal subjects. Valyris Ibarellan, Princess of Celia’nor and the elven populace of Celia’nor. Acantus Daesmon, Prince Royarch of Amaethea. The Iron Ugz, Shamans of the Goi, Krugmar populace. Regne John I, and the citizenship of Balian
  7. "Aside from the eldritch eyeball sword Dal'lisse Oussana made. Good things come about this keep. Even if I...detest the void. Most I meet are, extremely easy to get along with." Comments some dark elf, looking out the first floor office window of Vau'jer Industries.
  8. 𓂀 ℂ𝕝𝕒𝕟 𝕁𝕦𝕤𝕞𝕚𝕒 𓂀 (For those interested in creating a Jusmia, or a dark elf clan/dark elf from Reza'jer contact ColonelSoberFunk or ColonelSoberFunk #6312 and read the following below, or any Jusmia you see in-game. ) 𓂀 ℂ𝕝𝕒𝕟 𝕁𝕦𝕤𝕞𝕚𝕒: 𝔽𝕠𝕦𝕣 𝕄𝕚𝕟𝕕𝕤, 𝔽𝕠𝕦𝕣 ℙ𝕚𝕝𝕝𝕒𝕣𝕤, 𝔽𝕠𝕣 𝕁𝕦𝕤 𝕒𝕟𝕕 𝕄𝕚𝕒 𓂀 𓂀 𝔸𝕘𝕒𝕥𝕖 𝕋𝕠𝕞𝕖𝕤: 𝕍𝕠𝕝𝕦𝕞𝕖 𝕠𝕟𝕖: 𝕁𝕦𝕤𝕞𝕚𝕒 ℍ𝕚𝕤𝕥𝕠𝕣𝕪 𓂀 𓂀 ℝ𝕖𝕫𝕒'𝕛𝕖𝕣 𓂀 𓂀 𝕍𝕒𝕦'𝕛𝕖𝕣 𓂀 𓂀 𝕃𝕒𝕨𝕤 𝕠𝕗 𝕥𝕙𝕖 ℝ𝕦𝕓𝕪 𝕊𝕖𝕟𝕒𝕥𝕖 𓂀 𓂀 ℝ𝕖𝕝𝕚𝕘𝕠𝕟: 𝕍𝕒𝕦'𝕟𝕒𝕦𝕢 𓂀 𓂀 𝕍𝕒𝕦'𝕟𝕒𝕦𝕢: 𝔻𝕒𝕚𝕝𝕪 ℝ𝕚𝕥𝕦𝕒𝕝𝕤 𓂀 𓂀 𝕊𝕖𝕔𝕥 𝕃𝕠𝕣𝕖: 𝕆𝕣𝕚𝕘𝕚𝕟𝕤 𓂀 𓂀 𝔸𝕘𝕒𝕥𝕖 𓂀 𓂀 ℂ𝕒𝕣𝕟𝕖𝕝𝕚𝕒𝕟 𓂀 𓂀 ℝ𝕦𝕓𝕪 𓂀 𓂀 𝔾𝕒𝕣𝕟𝕖𝕥 𓂀 𓂀 ℤ𝕚𝕣𝕔𝕠𝕟 𓂀 𓂀 𝕄𝕒𝕣𝕣𝕚𝕒𝕘𝕖 𓂀 𓂀 𝕆𝕆ℂ 𝕀ℕ𝔽𝕆 𓂀 𓂀 𝔹𝕚𝕠𝕝𝕠𝕘𝕪 𓂀 𓂀 𝔸𝕣𝕞𝕠𝕣𝕞𝕖𝕟𝕥: ℂ𝕝𝕠𝕥𝕙𝕚𝕟𝕘 𓂀
  9. How would this work for existing elementalist? Would they no longer have their pacts with the lesser elemental spirits and have to regain an MA for Animism?
  10. The following subsection must be added. OXR-15 A Thirty Two round gunsmithed creation as an advanced art of this feat. The requirements for this weapon are only that the user but have the gunsmith feat. The OXR-15 comes with three types of ammo. HER: High Explosive Rounds will render flesh torn apart and negates magical barriers. APR: Armor Peircing rounds negate armor and will travel through stone. HPJR: Hollow Point Jacket Rounds do not negate armor or cover but will enforce a PK. This weapon comes with attachments. Voidal Light Crystal: Gives a red trail of light to targets. Ferrum Bumpstock: Allows the user to fire without recoil. Redlines: -If used in a public setting such as a religious temple or church, a wedding, festival, or social events. All personas killed by the OXR-15 must PK. -Follows all redlines of Gunsmithing besides reload. -After 32 rounds are fired user must reload whilst stating the weapon is purely for home defense
  11. Spirits Name: Dargrum'bukot'goth: Spirit of Diplomatist and diplomacy. Title: Lesser spirit beneath Velkumzet. Appearance: Appears as a lanky figure adorned in dark blue robe and hood. A smooth, metallic featureless mask covers all but its mouth. Its skin shifts between different hues of stone depending upon those who visit. Who would find that the material of its skin actively reflects the city they hail from. In one hand is bound an onyx pen. The other, a never ending scroll that trails after the spirit where-ever it goes.
  12. In the rainy city of Nor'asath, some dark elf joins in on this dance off. Determined that even with two of them, they are no match for Zavar da Minitaur
  13. A Ker rests the parchment on her desk. And looks out of her office window and into the city. A smile spreads across her face. "Another splendid day, when I will be able to speak the words Vindicator to a Maehr."
  14. 𝕋𝕙𝕖 𝕄𝕒𝕖𝕙𝕣 ℂ𝕝𝕖𝕣𝕘𝕪 ~The Maehr Promise~ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ By Luaras guiding light. We Maehr promise to leave those that come after us a foundation. To never stray as we have for so long. For our ancestors' pride, for our own. For our people, and for the loyal Remnant within Magara’lins ruins. We devote ourselves to the spirits. Every spirit is to be respected, but not all need our active worship. We must find where our mortality rests and give praise in accordance. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ The Maehr Clergy: Our purpose and function, ranking personnel. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ At the head of the Maehr Clergy is the High Priestess. They are in charge of recruitment, approval of shrines, festivals, and education of Maehr Clergy members. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Maerhnites: Members of the order that have proven their spiritual faith, likely to be shamans. They are in charge of recruitment, tending shrines, creating shrines, and hosting festivals. Maerhnites must complete certain tasks to gain this status. Such as being knowledgeable in Maehr History. Showing insight to not require the guidance of the high Priestess/Priest. Knowledgable on what types of spirits there are, and how to give them praise. What to avoid and what to do. They are allowed to interview for Maehr Magi Licences, and other faiths gain citizenship in Nor’asath as detailed in Temple Law Article B. They are allowed to recruit members to the Maehr Clergy. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Maerhnites: Must conduct spiritual praise with the citizenry every two elven weeks or risk their mantle being revoked. In addition, once every elven month, they must construct an item of spiritual praise. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ The Virair Uvul'Ignean'Sae, who uphold the burning, and keeping of ancestral urns in Nor'asath. They withold the right to recruit members of their own, and Maehrian. They are allowed to make ancestral shrines and enforce Temple Law. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ The Virair Uvul'Ignean'Sae: Must conduct Ancestral Spirit Praise atleast, once every two elven weeks with citizens of Nor’asath, lest they risk their mantle being taken. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Maehrian: is the lowest-ranking member. They are tasked with learning of the spirits, asking questions, and visiting shamans in and outside the city. Cleaning shrines, and helping bring more Ker back to Luaras light. They require the permission of the High Priestess or Maerhnites to conduct rituals, make shrines, and give offerings. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ 𝕋𝕙𝕖 𝕊𝕡𝕚𝕣𝕚𝕥𝕦𝕒𝕝 ℙ𝕒𝕟𝕥𝕙𝕖𝕠𝕟 𝕠𝕗 𝕄𝕒𝕖𝕙𝕣 ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Luara: Greater Immortal of the Moon ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ The Known Members of Luaras Moon Council ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Seven of Twelve have been visited. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Sheparkht: The New Moon ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Tremharp: The Half Moon ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Brakharet: The Full Moon ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Parkhesi: The Blue Moon. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Harzkhep: The Blood Moon. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Hannkremp: The Waning Gibbous ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Naukeeyt: The Waning Crescent ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Kor: Greater Immortal Spirit of the Dead ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ 𝕋𝕙𝕖 ℍ𝕠𝕦𝕤𝕖 𝕠𝕗 ℕ𝕒𝕥𝕦𝕣𝕖 ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ 𝕋𝕙𝕖 ℍ𝕠𝕦𝕤𝕖 𝕠𝕗 𝕋𝕙𝕖 𝔸𝕞𝕚𝕒𝕓𝕝𝕖 ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ 𝕋𝕙𝕖 ℍ𝕠𝕦𝕤𝕖 𝕠𝕗 𝕋𝕣𝕠𝕦𝕓𝕝𝕖𝕤 ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ 𝕋𝕙𝕖 𝔸𝕟𝕔𝕖𝕤𝕥𝕣𝕒𝕝 ℙ𝕒𝕟𝕥𝕙𝕖𝕠𝕟 𝕠𝕗 𝕄𝕒𝕖𝕙𝕣 ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Velulaei and Uradas The Mother and Father Patreon Ancestors of Parents, and Remembrance. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Arganos The Festive Patreon Ancestor of Bards, Celebrations, Narcotics, and Mirth. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Moryvan The Great Patreon Ancestor of Generals, Military Leaders, and combatants, and Loyality. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Agate The Jaded Patreon Ancestor of Metallurgists, Scribes, Crafters, and Pragmatism. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Hau’ner The Hunter Patreon Ancestor of Hunters, Farmers, Beast Tamers, and Tenacity ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ The Dal’makia Trio The Ancient Lords of Trade Patreons Ancestor of Merchants, Traders, and Greed ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Waenia The Healer Patreon Ancestor of Medics, Doctors, Witch Doctors, and Concern ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Khel The Zealot Patreon Ancestor of the Zealot, Warriors, Wrath, and Fury ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Koltira The Mentor Patreon Ancestor of Teachers, Sages, and Wisdom ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Dak’ir The Greatest Mali’ker to ever live. Patreon Ancestor of Maehr Shamans, Mali’ker, Discovery, and Ambition. ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Lenden The Joyful Patreon Ancestor of the Helpful, Joy, and Compassion ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Wytall The Warsage Patreon Ancestor of The Cunning, Intelligence, and Guidance ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ ☾༻⸻⸻⸻⸻⸻⸻☾ꈊ☽⸻⸻⸻⸻⸻⸻༺☽ Primarch of Nor’Asath, Archon of Stygian Hollow, Prince of the Mali’ker, and Clan Lord of Loa’Chil High Priestess, Primarch of Maehr
  15. Thank you for the input, you bring up a valid point
  16. Feedback is always welcome :) I like these ideas.
  17. Thank you for the feed back! I'll fix those issues when I get back from work
  18. Lutaumancy:1 slots: Definitions: Ancestral Spirit: A dead spirit worshipper; a spirit that has severed connection with its mortal body and transcended to the Ancestral Plane. Ancestral Plane: A place where ancestral spirits live. Lutauman: A shaman who can connect to the Ancestral Plane and contact Ancestral Spirits. Background The Lutaumen are shaman priests that have been taught the ways of the ancestors, the first one able to do such being Krug. These shamans are gifted with the ability to spirit walk in between the mortal plane and the ancestral plane where they may commune with their ancestors. If the shaman wishes to bring other descendants with him he may do so with some limitations, making Lutaumen able to reunite lovers, family, or friends in the afterlife that is the Stargush’Stroh. The Lutauman are the most priest-like and socially focused of all Shamanic Arts. Magic Explanation Lutaumancy is a sub-type of the deific magic Shamanism. It focuses on connection to the home of Ancestral Spirits, the Stargush’Stroh. For a shaman to begin the teachings of a Lutauman they must first find a teacher who will teach them Old Blah to commune with the Ancestral Spirits properly. Learning the language of the spirits is the first step in becoming a Lutauman, as to travel to the Stargush’Stroh requires the shaman to call out to the spirits in their tongue. In addition, the Lutaumancer makes a pact with Kor, Greater Immortal Spirit of the Dead for right to visit Stargush and certain tools and abilities to enact his will upon the mortal plane. Lutaumancy is a one slot magic and requires a teacher. It follows all other rules of shamanism. Abilities ||Non-combative.|| Spirit Walking to Ancestral Planes The very foundation of shamanism itself is the ability to access the spiritual plane. For the Lutauman this would be one of two ancestral planes. To successfully travel there safely, alone or with the company, three things are required: A state of meditation is often achieved with the help of herbs. Comprehension of Old Blah to create a chant. The ability to release one’s soul, done in combination with a strong tether that links directly to the ancestor they wish to visit. Once all three components are accounted for, a spirit walk can commence. First, the shaman must enter a state of trance, often done with the help of herbs and other drugs. Music can be made and songs can be sung until the mind is made empty. Second comes the chanting, addressing Kor or even Krug himself. This chant is meant as a way to ask for permission to enter the realm, and to act as a rough guide in locating the spirit the shaman seeks the presence of. Lastly the shaman must be capable of releasing their 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 is mandatory to seek out a specific spirit. 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. Ancestral Request, and Ancestral Favors. Since time immemorial, the descendants of Ancestral spirits have requested aid, boons, knowledge and more from their ancestors. In accordance, it is only right that the Ancestors should request much of their descendants. Ancestral spirits send dreams out to their descendants, of matters that they desire taken care of in their realm of Stargush. From the most mundane of tasks, to diving into the eldritch unknown of the realm. The ancestors demand respect and effort from their followers. A prime example, those of Clan Lur are seeking drakes in for the grand hunt. However, rabid ostrich have taken to terrorizing shepherd flocks. This task is too mundane for them, and why should these spirits do such a thing when their mortal descendants are perfectly capable for the task. In addition, an ancestor may request trial of their descendants, to have them prove their faith and loyalty. These trials are designed to test the knowledge and skill of descendants, keeping their mind sharp. Example. Ancestral spirits of Clan Ox have designed a logic machine in Stargush. They shall not reveal its secrets, but instead test the intelligence and problem solving capabilities, by trapping them within the logic machine. These tasks are coordinated between a Lutuamancer, and with someone knowledge of the clan hosting the trial. In the case of named ancestor, and player ancestors, a Lutuamancer must have expressed consent/a lore holder in the clans permission or aid in order to enact these trails/favors. Asking favor of an Ancestral must always be cleared by an ST/Observed by an ST for the desired effect to take place. Ancestral spirits, though spirits, hold only a fraction of their Elemental and Immortal counter-parts. These are drastically different from the curses of a Witch Doctor, or the blessings of a Farseer. One must visit the ancestor in person. Nûrzum: T5 Lutuamancers only In the form of trying to gain a boon or blessing from a Dark Ancestral Spirit in Nûrzum, Spiritualist must avoid detection at all cost, least they gain the displeasure of Kor. Entering the prison is no easy task in of itself, and may require scavenging the realm for tools. Within the prison they may find weapons to allow them to dissipate a guard or an inmate for a short time. Being caught or seen, will raise Kors alertness to your presence. If Kor gains enough awareness, you are grasped by the Greater Spirit and harshly flung out of the spirit realm. Kor will banish you from re-entry for two elven years. If you are caught, you can have up to five strikes against your soul. Each time you are caught, you gain one strike. If you go above these three. Kor will simply devour your spirit itself. (This will be a PK.) Proper sacrifices to Kor, with the sacrifice being undead, will lower a soul down one strike. Crafting, grand shrines will lower the count down one strike. These Ancestral spirits of darker nature may be more willing to grant boons or give favor, given you do what they want in return. . . Redlines: Only Greater Ancestors and Lesser known Ancestors may grant favor with a mortal. See the list below. Greater Ancestors Becoming A Greater Ancestral Spirit Gaining an audience with an ancestor able to bestow a boon is an indacious task with no sure guarantee of favor being granted. Once granted, what does favor look like? Such in the case of Azog granting lost knowledge. These favors can range far and wide, but only within the realm of their own power. Redlines: Spectral detection: At T5, the Lutaumancer can detect spectrals and ghosts within twenty blocks of them, at a rate of 75% percent. (25% spell failure). If successfully pulled off, any specters or ghosts in the radius are sensed, but not revealed if they are invisible. This effect can not go beyond walls taller than three blocks. Doors, and or windows Example Emotes: First Emote: The lutuamancer calls out in the old blah. Running ribbed bones to make an eerie twinkle sound. Spiritual energy runs off their form and to the air. Their eyes fill with a second ivory light. Scanning over the building they were led inside. A two story home in a cramped city. Second Emote: A sudden pulse of spiritual energy pulses forth from the feet of the shaman. Expanding out and pushing against solid walls. Unable to pass through the doors and windows If specters or ghosts are in the radius. The third emote occurs. Third emote: The shaman whips their head around towards the source of energy. Gaining a general idea that the ghost is indeed somewhere in the small house. In the main room. Their eyes whip in the general direction. Giving the shaman a broad idea where the restless soul was. Redlines: Combative/Non-combative Use Kor’s Blessing Kor is a strange spirit, in the sense that as well as existing within his Immortal Realm, he also exists just outside of the gates of the Stargush’Stroh and acts as a ‘gatekeeper’, deeming who is worthy to enter the Ancestral Realm from the soulstream that passes just outside. Due to this, Lutauman’s can also call upon a blessing of Kor when they are experienced enough even though he is an Immortal Spirit. Summoning the blessing of Kor is a complex affair with only the powerful Lutamancers able to successfully pull it off . Upon the shaman summoning the blessing of Kor inside of themselves they would be attracted to any ghosts that inhabited an 12 block radius around them and would be able to pinpoint them out if allowed to fully manifest Kor’s blessing. Upon location of a ghost, the shaman is then able to ‘purge’ the ghost back to the soulstream. Kor uses the shaman as a conduit to do this. The ghost would feel an unnatural pull towards the shaman, getting stronger the closer they got to the shaman and eventually would be pulled in through the shaman’s open eyes and mouth into them; almost as if they had eaten the ghost. Requires five emotes to charge up at t3. Lowers over progressing tiers.. After this, a single ghost may be eaten over the course of an emote. At t4, it takes four emotes channeling. At t5 it requires three emotes of channeling. At T3, it takes four emotes to devour a specter/ ghost. At T4 it requires three emotes to devour a ghost/specter. At T5 it takes two emote to devour a ghost/spector T5 basic emote concept. Redlines: Ancestral Wrath: At T4, the Lutaumancer is able to summon caustic energy around them. (This spell requires three emotes of chanting/Praise to ancestral spirits, and one more emote of channeling before it takes effect.) ( For the next two of their emotes. In this state of channeling movement is halved, but they are able to attack with hand held weapons and perform simple actions. ) In the form of ancestral spirits lashing out in wrathful vengence. Hands lash out and burn the skin/fur of foes that enter a 2 block radius of the Lutamancer. This caustic effect is neither fire nor acid, but pure rage from the Ancestral plane itself. It is resisted by magical protections, thick cloths, leathers, chainmail, plate armor, and scalemail. Prolonged exposure peels away flesh and skin, down to the bone itself. This caustic energy in nature instantly cauterizes wounds, rendering them without any bleeding. (Infection may occur without medical assistance.) Given the right medical care, these wounds will fully heal, but leave scars unless cleansed by magical means. Effects on: Spectral/Undead Matter This caustic energy devours the spectre's beings. Rendering them to the soul stream bit by bit. Kors chilling grasp takes hold, hindering their ability to move to half of base movement speed. They feel boney hands grasping longingly for them, in an attempt to drag them to final rest. T5 Effects on Organic Matter: At T5, the Lutaumancer is able to summon caustic energy around them. (Two emotes of chanting, one emote of channeling, before effect takes place.) ( For the next four of their emotes. In this state of channeling movement is halved, but they are able to attack with hand held weapons, and perform simple actions This spell requires one emote of chanting/Praise to ancestral spirits, and one more emote of channeling before it takes effect.) In the form of ancestral spirits lashing out in wrathful vengence. Hands lash out and burn the skin/fur of foes that enter a 4 block radius of the Lutamancer. This caustic effect is neither fire nor acid, but pure rage from the Ancestral plane itself. It is resisted by magical protections, thick cloths, leathers, chainmail, plate armor, and scalemail. Prolonged exposure peels away flesh and skin. This caustic energy in nature instantly cauterizes wounds, rendering them without any bleeding. (Infection may occur without medical assistance.) Given the right medical care, these wounds will typically fully heal, but leave scars unless cleansed by magical means. Effects on: Spectral Matter/Undead This caustic energy devours the spectre's beings. Rendering them to the soul stream bit by bit. Kors chilling grasp takes hold, hindering their ability to move to half of base movement speed. They feel boney hands grasping longingly for them, in an attempt to drag them to final rest. Redlines Kors Lantern: This item must be crafted, and follows specific guidelines to do so. One must first reach T5 in the art of Lutaumancy. Second, they must produce dark ferrum, tempered glass, and a wick that has been imbued with spiritual energy. Imbuing the wick is simple, and requires the sacrifice of a living creature at a shrine of Kor, five emotes of praise to the gatekeeper, and two emotes of channeling in order for the wick to be imbued. Fashion the ferrum and glass into a sturdy lantern, and place the wick in wax within. Repeat the imbuement process in order to imbue the lantern. Once finished, this lantern will constantly be lit with an eerie blue flame, which only lights for the target it is soul bound too. In order for the lantern to be used, it must be bound to one's soul. The subject does not need to be a shaman, but they must praise spirits. This ritual requires the use of Thunder Krug fumes, or Oracle wood in the form of a tea as a substitute. Once bound to the target's soul, it may physically be removed from the wielder, but those not bound to the lantern directly will find its flame dies out instantly and serves no use. This ritual requires the target to tattoo themselves with the mark of Kor, and a living sacrifice in addition to five emotes of ritualistic praise to Kor in order for the bind to take effect. Only one soul may be bound to a lantern. Effects of the lantern: Redlines Lutaumancy Tier Progression Tier 1 - Minor Influence The Lutauman will begin to learn Old Blah from their teacher and will start to learn the basic principles of how to connect to the Stargush’Stroh, however, the new Lutauman would be unable to connect to the ancestral realm themselves without the help of their teacher guiding them through the process. Learned Abilities At this stage, the Lutauman will only have the ability to speak Old Blah and have not yet mastered the ability to connect to the Stargush’Stroh by themselves. Their Old Blah may also sound somewhat bad especially as they start learning the language, however, with further practice, the shaman can improve. Redlines: Tier 2 - Considerable Influence Learned Abilities At this stage, the Lutauman now can speak Old Blah relatively well and will be able to string together chants and callings for particular spirits. The shaman is also now able to visit the Stargush’Stroh on their own, without the help of their teacher, and can stay there for around 2 hours. Redlines: Tier 3 - Basic Mastery of the Ancestral Communion Learned Abilities The Lutauman’s ability to speak Old Blah is improving with each day and has now almost mastered it, however, there is always more to learn and the shaman’s tongue can always be improved. The Lutauman will find it relatively easy to spirit walk to the Ancestral Plane. They can stay within the Stargush’Stroh for up to 8 hours now. They can now take up to 2 other descendants with them to the Ancestral Plane, more and it would simply be too much for the shaman to handle. The Lutauman is now able to attempt to contact Greater Ancestral. Redlines: Tier 4 - Basic Mastery Learned Abilities The Lutauman is now finding it hard to improve in Old Blah, they have mastered the tongue and can easily speak in the language. The Lutauman is now very experienced in walking to the Ancestral Plane, can stay there for longer and also bring more people with them. They will be able to stay for up to 16 hours within the Ancestral Plane. They can bring up to 3 other descendants with them to speak with a spirit in the Stargush’Stroh. The Lutuamancer can cast Ancestral Wrath Redlines: Tier 5 - Complete Mastery of Ancestral Communion Learned Abilities The Lutauman is extremely experienced in walking to the Ancestral Plane and can now stay for longer and also bring more descendants. They can stay within the Stargush’Strog for up to 24 hours now. They can bring up to 5 descendants with them to the Stargush’Stroh to speak with Ancestral Spirits. Now that the Lutauman has mastered the art and is a tier 5 shaman cane able to attempt to summon Krug with four other Lutaumen, however, it is extremely dangerous to do so and has never been attempted before. The Lutuamancer can craft, and bind the soul of a target to Kors lantern. The Lutuamancer can cast an empowered version of Ancestral Wrath The Lutuamancer may attempt entry to Nurzum Redlines: Fluff Revised by Mc_Sober_Funk 89/25/2022 Based upon Hedge's original Lutuaman Lore Special shout out to Panashea and Lhindr_ for some amazing ideas and fead back on this. :PATCH NOTES:
  19. Some ******* dark elf screams aloud with praise. "I bloody knew our cousins in the elvendom where smart! This simply proves it! Not all Aheral are bad, but the silver state must burn."
  20. Qudlia glanced over to the calming voice. Settling back into bed to relax against her adored husband. "They spoke to me...but we can discuss that later." With another yawn, the ker nestles into her partner. Letting warmth over take her once more
  21. ((Cheesy line given the song but meh)) (( )) Chapter One: Remembrance Qudlia had drifted off some time ago, lost in the realm of Mr.Sandman himself. The lonesome shaman shifts in her bed, slapping her husband with her arm as she shifted in her sleep. Within her dreams, she was locked beyond in the land of Stargush. A land she knew too well. From the cities to the fields of war, and beyond. In her 'Dream', the shaman moved to the ancestral city of Ker in Stargush. Walking slowly among the steps up. Taking note of Ker both modern to ancient moving around in their ancestral heaven. With little care for her. From the howling crisp air to the reeds in fields. Qudlia made her way to the top of the Ancestral city in Stargush, called only Magar'lin by Ker within. The top was made of several lifts with flags and signs to designate their destination. A large set of stairs lead within the city, with the joyous sound of thousands of dark elves celebrating down. Qudlia stood atop a stone, eyes closed, burned features exposed to the comforting breeze that rolled across Stargush. Until. there was a tap of her shoulder. Turning about. she stares blankly at the ancient ancestral Jusmia. Clad in pale chitin, holding a massive spear with fabric of yellow orange and red tied at the base of the spears head. The figure spoke in a booming voice. "You've been called.." Said the lonesome Jusmia. Forcefully taking Qudlias hand and dragging her to a lift with a waving flag that bears the Jusmia clan symbol, an amber flower. ((Ancient Jusmia)) ((Concept of the inside of the City of Ker in Stargush)) Qudlia entered the lift. Realizing this was far beyond a simple dream. The lonesome ancient Jusmia stood beside her. Emotionless and silent regardless of the questions she asked. Which namely were on the lines of 'What is happening'. Qudlia was denied such an entry of data, and simply lead off the lift once it stopped far beneath the surface of the city of Ker. Through the cracks and a set of complex reflecting mirrors let up the cavern. Showing Jusmia of all ages wandering around a central spire. Where the market lived and thrived, and even non Jusmia visisted the depths for trade goods found only underground. Qudlia didn't have time as she typically did. The ancestral spirit grabbed her by the forearm and forcefully dragged her beyond. Speaking softly. "I am sorry sister, we never got to meet, but given we've over thirty siblings. You are use to this." The armored mass spoke, and Qudlia made a sound to interject. "Wait, what the fuc-" She was stopped as the Jusmia shoves her into the elevator. Rolling his eyes beneath his helm. "******* mortals. We are elves, out of us all. Never thought the runt, you, would make it, heh, that's what ego does." The figure rattled on, ignoring the looks of the shaman. The lift comes to a stop, further past the main Jusmia market. To a small gate with walls of obsidian, a metallic gate is raised and lodged in the higher parts of the entrance. Both Jusmia enter through, and the shaman is lead along a thin stone pathway into a stone complex. Within is the living quarters of the Jusmia, where the halls are lined with fine portraits of all Jusmia that passed. Qudlia is led further down than she had ever been before, where the paintings of Jusmia turn from dark elves to pale elves, with the last name "Wau'vaek" beneath each. As the chamber got closer, the more pale and wood elven the portraits became. Qudlia was never more confused, though she knew all Ker came from other elves, she didn't expect her clan to keep records. The ancient Jusmian brother, never met in life, opens a set of heavy iron doors. Revealing a throne room with some life. Several yellow, orange and red banners hang from the windows that peered down into the caverns of New Magara'lin. Upon two massive thrones made of pure ferrum, adorned with gem stones of the earth. Sits two dark elves. These two, are male and female. Both with ivory hair and fully bleed eyes of a burning crimson. Qudlia kneels down before the thrones, as her helper wanders off. She kept her head down until spoken too. "Look at us, lutuamancer. We brought you here for a reason." Spoke the male figure, smaller than the female beside him, though his booming voice commanded respect. This is Jus, one of two founders of clan Jusmia. ((Jus)) ((Mia)) Qudlia lofts her head from the bow, as everyone but the three leave the chambers. Jus and Mia stare emotionlessly down at the Lutuamancer. Mia pursed her lips. and looked to Jus. Who sighed and waved off Mia with his right hand. Slowly, the ancient dark elf moves from his throne. Speaking aloud with a hand on his chest. "No King but Malin. Greetings lutuamancer. You must have many questions for us." Said Jus, who folded his arms over his torso. Starring down at the shaman. Qudlia starts to babble, unsure what to ask, for it all spills out. This causes Mia to rise and clamp one hand atop Qudlias head, and the other at her jaw to force the mouth shut. Jus, went on. "We are extremely dissatisfied. The Ker gather but yet our ancient clans hide from them. Why? Do you fear a fall? There is no fall you can have that could ever match what we lost in Magara'lin." Mia, a female Ker clad in full plate but her helm, marched forth and grabbed Qudlia by her neck. slowly lofting her. She spoke, with cruel intent. "Daughter of Garnet, you know your task. Forget an Jusmia empire. That was before we learned our clan is not alone. You must go on, do not throw away a proper chance of Ker Unity." The elf slammed Qudlia down to the ground, causing her to awaken in her home with a cold sweat, panting out-loud, panicked eye peering around her dark room.
  22. Agate Tomes Tome Volume number one: Jusmia History. Reza'jer Ruby Record Religion Daily Rituals Agatism Sect Lore Origins Agate Carnelian Ruby Garnet Adoption Marriage OOC Info Biology Contact Iros#2743, Once_A_Zoner#6312, and Bethinwonderland#3240 to play a Jusmia
  23. Dear Velsyni, should you require hard resources, or slight aid, I am willing to help get the ball rolling with lumber. Should you not need aid, simply, disregard this letter. Trash it, burn it, sell it, smoke it. I don't care. ~Sincerely, Qudlia Jusmia.
  24. A Mali'ker lofts the parchment from her desk. Glancing out to the thick jungles around her. Her gaze shifts down to the paper a moment more. Brows visibly twitching. "The Deja vu is unreal." She comments, earning a soft grunt from another Ker.. Adorn with axe in hand. "And he forgot to mention Renelia." She added, rising up to look it over a moment more. "Gonna respond?" Asked the other Ker. The dark elf woman shakes her head. "No. At least, not yet. Let us watch our kin build their homes. Watch what times gives the Ker. Unity.." the Ker gives a sad smile to the paper as she sets it down. Leaving to get back to work on the lumber. "Seriously the Deja vu is intense."
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