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Found 10 results

  1. A note upfront: Hello there! Yes, it is I, Hedgehug. I'm not dead, not yet. Over the course of the last month or so me and others have occupied ourselves with the task of clarifying shamanism as a whole to both the LT, MT and community. The following product is given: 74 pages of written shaman lore, divided by some google documents and this general codex. Upon acceptance this very thread will serve as a guideline for future shamans. The holy ooc book for shamanism within LotC. Please treat this work, that has taken a large quantity of time and effort, with the respect it deserves. As well as its authors. I shall personally open up a second thread that will serve as a shaman q&a where questions regarding shamanism, spirituality and this newly made codex will be answered by both me and the shaman playerbase. Edit registor: 15-7-2017 ~ Removed google doc links, replaced with referal link to newly made forum post + added farssing in the codex instead of a seperate doc. 7-9-2017 ~ Removed the odd links and added actual link lines referring to other threads With pride I present to you: The Shamanic Codex The capabilities and limitations of Shamans and the Spirits Executive compiler: Hedgehug Contributors (according to relevancy): Smawton, Divinejustice, Pandasan, KBR, Lhindir, Ilikefooddude, Catarrh Table of contents Introduction The Spirit Realms & The Spirits Spiritual Psychology Spiritual Influence Blackspeech Totems Subtypes Elementalism Lutaumancy Farseer Witch Doctor Spirit Smithing Other Shamanic Abilities Voodoo Dolls Muyakelg Introduction Schematic representation of what shamanism entails: http://imgur.com/QufWmgq To begin, it is important to note that all Shamans utilise the energies of the Spirits in order to influence the world, and work directly with them in order to allow the Spirits to enforce their will. A Shaman allows the Spirit to use his or her mana pool, and from this the extent of the Spirit’s influence is put into constraint; as the mana pool of any Mortal has a limitation. The way in which the Shaman interacts with the Spirits, and how he or she uses his or her powers varies from person to person. For this reason, sub-types of Shamanism were made where Shaman focus on a specific way in which to reach out to the Spirits. Spirits vary from each other in their power by how prevalent the thing they reign over is. For instance, the Spirits of Time and Space are the most powerful Spirits in existence, because Time and Space extends to the furthest reaches of the Universe, and the way in which they can use time and space also allows them to gain a significant advantage. The Spirit Realms & The Spirits A listing of all current existing spirits: https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/ Typically, Spirits are split into three categories because their powers are so drastic as to warrant differing realms within which to contain them. All Spirits exist in these Spiritual Planes, created by the Daemon, Apohet. These are as follows: The Elemental Realm - Housing all Elemental Spirits; these are the most powerful of all Spirits. These spirits represent material elements of various kinds, and only touch on that what is material in the Mortal Realm. The Immortal Realm - This realm houses the Spirits that reign over concepts, ideas, emotions and more specific things spread across the Universe. For instance, a house may be made of stone, and as such tied to the Elemental of Stone, yet an Immortal Spirits will exist to reign over the concept of what a house is, and can influence it in such a way as to improve or weaken the structure. The Ancestral Realm || Stargush’Stroh - This is where those devoted to the Spirits go when they have died on the Mortal Realm. Therein exist two types of Ancestors; Lesser and Greater. In order to become a Greater Ancestral, a player must have achieved an exceptional feat within their lifetime. For more information heed to the following post: https://www.lordofthecraft.net/forums/topic/152380-the-stargûshstroh-apohets-realm-of-ancestors The Mortal Realm - While this is not a Spiritual realm, everything that exists across the Universe contains smaller portions of Spiritual energy, entities that are referred to as stagnant Spirits. These smaller Spirits are directly tied to the Spiritual Realms, and are how a more powerful Spirit in the Spirit Realms may influence the Mortal realm. They use the mana of the Shaman in question in order to infuse their own energy into the Stagnant Spirit, awakening it for the Shaman to them control or otherwise allow to take action of its own will. All Immortal Spirits can materialise within the Mortal Realm when they have accumulated enough power and influence, but if they were to die it would be a permanent death. For this reason, Greater Immortals do not usually summon themselves into the Mortal Realm and instead allow their Lesser Immortals, their servants, to act on their behalf: ET Only: https://www.lordofthecraft.net/forums/topic/147946-the-avatars-of-the-spirits Spiritual Psychology As formations of a Daemon, the overarching design behind each Spirit is their desire and need for worship and control, because being revered, and having the thing they represent be more prevalent across the Universe allows them to grow more powerful and gain further control in the Spirit Realm. Each Spirit tries to overpower one another, which is a scenario we saw very clearly with the Orgonic Plague. Despite the Orcs assisting in the summoning of Orgon, the Spirit decided to attack them when he considered himself powerful enough to do so, as plaguing the Orcs would have empowered him further than allowing them to live healthily on a landmass that could no further be corrupted. Spiritual Influence Regardless of the shamans specific subtype and business, they all share one key ability: that of communion with the spirits. A shaman can go to the Spirit's realm and converge with it in the old tongue. Here the Shaman can bargain and trade. The boons that can be granted by the Spirits have long been unclear and without boundary. It is therefore that the following is stated: In the event of a shaman contacting a spirit in order to converge, bargain, or trade for material boons, immaterial boons, or knowledge, a dedicated ET, MT, LM, or approved Shaman player must represent the spirit. As for the obtainable: this is strictly limited to what is directly affiliated to the spirit in question. The tradeoffs are mostly unfair, as they must be both within the spirits better interest as follow their instinct to obtain power and significance. Old Blah/Blackspeech Additionally, in order to call upon and communicate with the Spirits, Shamans must learn the Ancient Tongue which is passed down from teacher to teacher; which must be a lore-approved item given to the prospective teacher when their application is accepted. This item is a so called codex or tome and contains the teacher's established knowledge on the language. Totems Totems are akin to shrines to specific Spirits that have been blessed by the shaman. By ‘upgrading’ a shrine to a totem it makes for a stronger tether to the spirit it is dedicated to. This makes for easier contacting of the spirit. However, the totem also makes it so that contacting other spirits within its vicinity is more complicated to do. More details below: https://www.lordofthecraft.net/forums/topic/145253-totems/ Subtypes Elementalism Arguably the oldest of all Shaman sub-types, it is also one of the more basic in concept; yet takes incredible patience and endurance to achieve in reality. An Elementalist cannot conjure an Element, and must instead work with existing material. Currently, Elementalists may only use the following Elements: Electricity and Metal require more complex understandings, and I suggest making these available when a Shaman has mastered an Element at T3. When a Shaman makes a pact with a Lesser Spirit of an Element, they may begin to influence the world around them in one of two ways.The first is more fast-paced, and typically these stages of progression correlate almost entirely with those of Evocation, and the progression of tier allows an Elementalism to control more of the Element they are using. The difference with Shamanism lies in a slower approach, in which an Elementalist may continuously re-visit a region in order to influence it further over time; in this instance, it is determined by the region owner or moderator what may be achieved, as theoretically an Earth Elementalism may open up a ravine after many rituals. https://www.lordofthecraft.net/forums/topic/134759-elementalist-clarifications-and-spirits/ To begin a pact with a Spirit, an elementalist must abandon their mortal,physical self and ascend into the Elemental Realm. At first, this travel is taken through intense psychedelics, or a copious amount of drugs, often damaging the elementalist’s mind and causing them to have horrific visions that corrupt and sway their mind. Due to the powerful nature of their magics, spirits of mental instability seek to attack them as they try to connect to the Realm. Once there, the shaman again is bombarded by the nexus of the Elemental Realm, a nexus of twisting and ever-changing elements crafted by Elemental spirits. Lightning flickers throughout the sky, fire dances about the air like dragons, and mountains rise and fall to the whim of the beings within it. To a new shaman, the experience would be mind-shattering, and usually the teacher accompanies them. Once here, they must venture around the nexus, following paths and calling out to the seek out the elemental spirit of choice. When the Spirit itself can be roleplayed by the following: The Teacher, the MT, or an ET knowledgeable in the Spirits. Once arriving upon the spirit, the pact is given by the spirit which essentially boils down to a quest relating to the element of choice. A fire elemental may ask for lava placed upon the highest part of a mountain, climbed by hand and still hot as daybreak approaches, or the death of a dragon or some fiery beast. A storm elemental may want the shaman to climb to the highest peaks and shock themselves in a test of durability and strength. The quests to the discretion of those giving the test, and they do not need to be feasible. A shaman may fail their test, and potentially seek out another spirit. If not completed in 2 irl weeks, it is assumed that the pact has failed, and that the shaman may seek out another pact for a simpler test. Once the pact has been made, the work of an elementalist is not finished. Far from. Once a month, the pact must be renewed through a similar quest. Though not as great as the original pact, a shaman must go out and commit works in the name of the spirit they worship. This may be converting others to the faith, erecting shrines and totems, or performing great sacrifices akin to the original pact. These acts are preserved through screenshots or OOC confirmation by those present, before being sent to the teacher,MT, or ET. If a shaman does not commit these tasks for a whole month, their tier, regardless of placement goes down by one. EVENT TEAM NOTES If any Event Team is bored/seeking new roleplay or things to interact within the realm of spirits, I would suggest a Spirit War or struggle of power. Within both the Elemental and Immortal realms, spirits wage war on each other-- for power is all they seek. Some may seek alliances and work together, while others may exist as puppetmasters to push greater means. The politics of the Spiritual Realms work nearly identical to those of the Mortal Realm. These battles are heard and felt by all shamans, and can involve orcs via the manifestation of these battles upon the Mortal Realm, or by shamans and various groups worshiping spirits to empower them. It is quite obvious that this grants ET a lot of space to work on events and ideas; however, there things to take account for. Battles upon elemental spirits are often the most common, as their various forms act as anathema to each other (water to fire, air to earth, etc), and so elementalists may find themselves at war battling each other. If a Spirit Manifests in the Mortal Realm and is killed, they are dead for good. Do not touch any of the Greater Elemental, Immortal, or even Ancestral Spirits without MT supervision. Avoid giving Spiritual Items/Tools, for the various forms of shamanism do this. DivineJustice’s little blurb about Elementalist Changes: “With great power comes great responsibility”. Previous elementalists got the perks of a magic stronger than evocation at the cost of literally nothing. The pact was almost immediately, and the work done for it was banged out in a matter of days. I loathed the fact that an elementalist basically served as an rp combat magic with little purpose behind it save for squishing people with the elements. Moreover, elementalists hold in little in means of roleplay save for the combat they serve in, so I hope with these interactions, elementalists have a greater purpose within the shamanistic community. I will explain how the Shamans may utilise Elementalism using the… household appliance scaling system. Tier 1 - Minor Influence - Cannot control Shape Fire - May influence a Flame no larger than that produced by a torch. Earth - May influence crumbled earth (gravel, sand, et cetera) to the extent of that which could be contained within a bucket. Water - May influence pure water to the extent of that which could be contained within a bucket. Air - May influence standard Air to the extent of that which could be contained within a… bucket. Tier 2 - Considerable Influence - Can Alter Shape Slightly Fire - May influence a Flame no larger than that of a camp fire. Earth - May influence both crumbled and solid material to the extent of that which could be contained within a bath. Water - May influence both normal water and swampy/murky water to the extent of that which could be contained within a bath. Air - May influence both normal air and smoke to the extent of that which could be contained within a… bath. Tier 3 - Basic Mastery of the Element - Can Alter Shape Completely This Tier follows the same retrains to size as Tier 2, but with complete mastery over the shape and direction it takes. Metal - Can influence Metal to move but cannot alter the shape; limited to that which could be contained in a bucket. Electricity - Can influence Electricity and Static Energy to move but cannot alter the shape or direction in which shoots along its journey; limited to that which could be contained within a… bucket. Tier 4 - Complete Mastery of the Basic Elements Fire - May now influence flames to the extent of a funeral pyre, and can shape it or snuff it out entirely. Earth - May now influence Earth to the extent of being able to shape completely; to the extent of that which could be contained within a van. Water - May influence Water to such extremes that they may now influence Ice and Steam, as well as all forms; swamp, bog, beer, et cetera; to the extent of that which could be contained within a van. Air - May influence Air to such extremes that they may now influence temperature, as well as poisonous air, smoke and may carry air into regions where it does otherwise not exist. Metal - May slightly influence the shape of Metal; to the extent of that which can be contained within a bath. Electricity - May influence Electricity and Static Energy to the degree of being able to completely direct it and keep it on course; to the extent of that which could be contained within a… bath. Tier 5 - Complete Mastery of All Elements and their States All may be shaped, directed and altered completely at this stage; to the extent of that which may be contained within a living room. Creation of Elemental Muyakelgs are also possible at this stage. Red Lines A connection is VITAL to be role-played before manipulating any element of choice. A T5 Elementalist in 2 varieties of Elements may manipulate them at the same time, but will be done at the rate of a T3 Shaman for both elements by either combining the elements or using them separately. A Shaman must role-play any interference of concentration as well as fatigue from connecting to the Spirit Realm. The Elementalist will find that the opposite Elements becomes harder to control, as the Elemental Spirit is displeased with the shaman for choosing it’s rival. (Fire-Water, Earth-Air, Metal-Water, Lightning-Earth) Elementalism is purely altering said element, you can neither add or subtract that of a substance, only alter what is present. Lutaumancy Clarification of Lutaumancy for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ The Lutaumen are shamans capable of communing with the long past ancestors of the Uruk race. They do this by connecting to the ancestral realm, using the ancestor on which they focus on as a tether. Objects in the Mortal Realm may contribute if they bear significance to the ancestral spirit in question. This communion is what makes most of their roleplay: contacting ancestors of either the long past, or even closer past. They have the ability of taking up to two other individuals with them on these so called ‘spirit walks’ to the Stargush’Stroh. Aside from communion they are, similar to Elementalists, able to summon the power of Greater Ancestral spirits within themselves. These powers often granted by Spirits that the Lutauman has bonded with, similar to Elementalism. 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. 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. 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. 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 Power (Rax) or maybe even the Kurak blessing. 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. Additionally, the Lutauman may create a Muyakelg with the help of a T5 Witch Doctor. Regarding ghosts and other ghostly / spectral creatures the Lutauman has the following ability: 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. Red Lines A tier 5 lutauman can take up to 5 others at maximum with them to the stargush’stroh. The self-blessings, though made to empower the shaman, do have their limits. Namely the Strength and Kurak blessings are to be undergamed at all times to prevent powergaming. The power does not reach above that of a matured olog, the kurak blessing, including it’s drawback of potential friendly-fire, is limited to the physical power of an actual lur-wolf. A shaman cannot spend too long a time in the stargush’stroh. Length is dependant on tier. Tier 1 would make for about a half hour visit where a tier 5 can reach up to about 24 hours (as in-realm time). If the body of a spirit-walking shaman or traveler is killed during their walk, the shaman and or travelers 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. Farseer Clarification of Farseeing for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ Overview Farseers are spiritual seers of nations and clans. Farseers are gifted individuals that can travel into the plane of spirits and speak with spirits invisible to the eyes of normal descendants. Farseers are troubled by visions of the future and use their insight to guide their people through troubled times. Although Farseers may seem wise and peaceful at first, they are formidable foes; when angered, their wrath is fierce. Immortal Spirits Immortal Spirits began long ago as the creations of Elementals; Deemed to watch over specific aspects or domains of the world, and empowered only by the increase of worship or said domain; Such as how the Spirit of the Hunt is empowered for every kill a Predatory being makes. Cast into their own planes, and considered lesser, by the Elementals, Immortal Spirits seek constantly to gain power, ruling over vast domains featuring prominent features of their Aspects, such as the Spirit of the Sea having a vast watery section of the Realm, with Lesser Spirits of these constantly moving about their planes, all the while plotting and seeking to gain their own powers as well, with the eventual hopes to become Greater themselves. All the Greater Immortal Spirits began possessing only a single aspect, for example Enrohk has three aspects- Bloodlust, Savagery, and War; Enrohk started as the Greater Spirit of Bloodlust and the rest he gained, by either consuming other spirits entirely or by subjugating another spirit that has more than one aspect. When a Greater Spirit is consumed it does not die, the spirit is forced to join in a Union with the other Spirit, much like the union a Spirit is forced into when consumed by a Dark Shaman, meaning it can regain its freedom through the defeat of its overlord; However, due to the nature of Spirits seeking more power, a Spirits freeing one another would be unheard of. Greater Spirits weaken when they gain many aspects because even though they hold many aspects that are powerful, they may weaken because the others are on the same level: In this, one Spirit will never be allowed to gain to many, as other spirits will combine efforts to release and spread aspects from that spirit elsewhere, as there is a delicate balance. Due to the weakness of Spirits holding many aspects, Lesser Spirits are formed to hold superior strength in these fields - Such as Orgon. Greater Spirits in the Spirit World rule vast domains and have countless minor spirits under their control, they wage war, make peace and plot against and with each other. An example of how Greater spirits interact with Descendants, mainly Orcs, is seen before the great revival of the Orcish race by Rex Mogroka. Mogroka was contacted by Enrohk, at the time a weak spirit that only held domain over bloodlust. The former Orcish government suppressed bloodlust and tried to control it. It is said that Enrohk gave Mogroka powers, a mighty blessing to enrage the Berserker-Shaman fit for the Champion of Enrohk, and with Mogroka’s ascent to power bloodlust was made free and with it, Enrohk gained power. Elemental Spirits The Elementals interact directly with the physical, mortal plane. They live in the Elemental Plane, and here, they view our world as the pure elements it is made up of. The most common (and primary) elements are Water, Fire, Earth, and Wind. Other elements, like Space and Time, are more complex to understand, and are ultimately more powerful than those before them. For ease, The elemental spirits are separated into four different categories: Primary, Secondary, Advanced, and Master spirits. Primary: Earth, Air, Fire, Water Secondary: Light, Dark, Storm, Metal Advanced: Life, Death, Order, Chaos Master: Space, Time The elements mentioned above are the ones understood and recognized by the Shamanic culture, but it is entirely possible that there are dozens (if not hundreds) of other elements that haven’t been discovered. Spirit-Walking A journey by ritualistic actions and behaviours hidden and protected by Farseers throughout the ages, experienced Farseers hold the innate ability to travel in a manner in which their Soul breaks from their physical form, able to travel directly to the Immortal and Elemental planes; However, this ritual is different from that to travel to Kor’s dominion and speak to the Ancestrals. Whilst the origins of the rituals are as mysterious as the Spirits themselves, Farseers have a strong tradition of secrecy in their teachings, acting as elders in their communities and passing down their trade by word of mouth, with the only known writings to be the Or’Gok Scrolls, lost with Mogroka’Gorkil. While in these planes, the Farseer is most vulnerable, his mortal self idle in his own realm, whilst his soul traverses the realm of the Spirits, in which fatal wounds in either would result in death. Due to this, Spirit Guides are often employed, being that of Lesser Spirits that have a direct pact with a Farseer, much like Elementalists have with their elemental lessers, or that of other Farseers who have incredible knowledge on the domains; However, pacted Lesser Spirits are only able to guide the Farseer through the domain of his own aspect, the guides most commonly seeking something in return for their assistance and appearing like that of their domain, most commonly in an animal-like form. Ultimately, the purpose of Spirit Walking is that of conversing directly with the Spirits themselves. Due to this, and the dangers of traveling about the Elemental or Immortal planes without a guide, inexperienced Farseers find themselves unable to find and converse with the most powerful of the Spirits, the Greaters, by disheartening, getting lost, or threat of death by Lesser Spirits protecting the domain. Far Sight Granting these wise Shamans their names, the purpose of a Farseer, while to act as a mediator between the Mortal Realm and Spirit Realms, is primarily their gift to receive visions of the future itself, the wisest of Farseers commonly coming together to discuss and plan the best course of action to heed warning or take action to fulfil or prevent these prophecies. Far Sight, while being the most basic level of Farseeing, is the most difficult to master, with visions often including vague messages and half-truths that are unclear to even the most experienced Shamans. Far Sight is used mainly for providing hints and information in eventlines, though a Farseer with permission from MT could use it to ‘read’ the future of other characters. Visions Once a Farseer reaches T3, they are able to strike someone with visions, allowing them to infect someone’s mind with any sort of imagery the shaman wishes to evoke. This begins with first an emote of focus, and then an emote of striking the targets mind before the vision commences. Akin to illusory magic, eye contact must be made. However, once a farseer reaches T5, they are granted the ability of long-range visions, however require things such as blood and hair to maintain the connection akin to a Soul Puppeteer or Witchdoctor Blessings Taking upon the successes of rituals leading to Spirit Walking, Farseers can seek blessings of the Spirits in a multitude of ways; With the most successful blessings being that of Spirits the Farseer has actually spoken to, or their lessers, to get a full grasp of rituals and tasks needed to prove oneself worthy. An example being that a Farseer attempting to bless a hunt would require previous successful hunts and ritualistic sacrifices to be made by the Farseer in order to allow such blessings to persist. While the blessings of a Farseer occur most often in that of Immortal Spirits, the most experienced Farseers have been rumored to not only converse with Elementals to gain knowledge, but to be blessed by them, receiving imbuements to Artifacts or totems that allow the Farseer to Champion the elemental, unlike that of an elementalists bond with such. These blessings are extremely rare, often leading to that of great fame for the Farseer, with the most notable being that of the Farseer Mogroka’Gorkil and his ability to call down Lightning from the sky in the name of Neizdark. Other capabilities include that of an imbued weapon by the the Elemental of Fire, Skathach, allowing the weapon to shimmer in flames that burn until sheathed. While these powerful blessings may border on Elementalism, it is notable that Farseers do not have the bond as they do, and such, the blessing only being granted when the Farseer has the favor of the Spirit, as well as the energy to do such. Ritual-Blessings Farseers seeking the blessings of certain Spirits may require more suitable preparations, often requiring more than a single Farseer. While these blessings persist over a period of time, or a large area, they are mostly RP-only by nature. Some of these rituals include things such as Rain Dances, or things as complicated as attempts to draw out and combat spirits tainting body, mind, or land. Rain Dances are conducted by three of more Farseers in order to attempt to seek the blessings of both Arwa and Urin, often used in times of drought or famine in order to prevent further spread of such. This ritual normally lasts over a period of an entire day (30 minutes), and includes chanting and calling to the Spirits, as well as the use of different Farseer tools. Land Healing Rituals are the most complex ritual a Farseer can undergo. These rituals require three Farseers, with at least one of them having journeyed through the domain of Akezo, the Spirit of Health, Vitality, and Healing. This ritual requires multiple complex steps in order to draw out the corrupting Spirit. Beginning with a form of sacrifice, involving chanting to Akezo in the form of mending that which is broken, often a totem or trinket to represent the Spirit from which the Shamans are seeking aid. Following this, totems and incense must be burned around the area in order to draw the corrupted Spirit out with the assistance of the blessing. Following this, the Spirit will either flee or attempt to fight the Farseer, most commonly ending with the Farseers having to quite-literally beat the Spirit out of the lands. (ET required; Event-based Blight Healing) Rituals involving healing of the Mind and Body often act much as those of healing the land; However, due to the scale and weakness of the corrupting Spirits, only a single, experienced Farseer is required; However, while the corruption is removed, it often comes at the price of physical pain brought to release such. This is not always the case, as certain Farseers can, with the favor of the Spirit, convince it to leave by its own will, often by sacrifice, deals, or worship of the Spirit, much like that seen in the early stages of Orgon Worship. Tools of a Farseer Blessings granted onto that of a material object are common, yet highly protected. While not like that of so-called “Spirit Smithing”, blessed objects include that of ritualistic purpose, such as drums and weapons of sacrifice. Drum – The drum is often used by Farseers as the beating of the drum assists the Farseer to achieve an altered state of consciousness, aiding them in their travel to pass on their journey between the physical and spiritual worlds. Farseer drums are generally constructed of an animal-skin stretched over a bent wooden hoop, with a handle across the hoop. Feathers – Feathers are often used in ceremonies and in individual healing rituals. Rattle – Rattles are used in ceremonies in traditional ways, often included to help invoke a specific Spirit in the Farseers ceremonies. These rattles are typically made with things representing the Spirit in question. Smoking Pipe – Used for smoking various tobaccos and psychoactive herbs. Below I will detail a couple of these examples, along with their standard tier progression system: Tier 1 - Small Scale, Slow Acting Influence Healing Corruption - To the extent of healing 5 blocks of corruption, which will take an entire IRL day to effect the land entirely;requires ward. Bestowing Strength - May impart strength in someone to give them slightly above average ability, but will not last any longer than 15 IRL minutes. Tier 2 - Larger Scale, Slow Acting Influence Healing Corruption - To the extent of healing 10 blocks of corruption, which will take half an IRL day to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them significantly above average strength, but will not last any longer than 20 IRL minutes. Tier 3 - Larger Scale, Faster Acting Influence Healing Corruption - To the extent of healing 15 blocks of corruption, which will take 2 IRL hours in order to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than 45 IRL minutes. Tier 4 - Large Scale, Fast Acting Influence Healing Corruption - To the extent of healing 25 blocks of corruption, which will take 30 minutes in order to effect the land entirely; requires ward. Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than an hour IRL. Tier 5 - Mastery of Healing and Booning Healing Corruption - To the extent of healing 40 blocks of corruption, which can be done instantly without the use of a ward; however there will be a cooldown period of one IRL day. Warded - To the extent of healing 40 blocks of corruption, which will take 30 IRL minutes and can be done twice a day in different regions. Red Lines Blessing are only applied on three people, until an increase to 5 once reaching T5. Repeated blessing of one’s self causes degradation of the mind. More powerful spirits such as elemental spirits may goad farseers into spreading their aspect. Wodanaz, Spirit of Purity, one of farseer’s most useful spirits only works against dark shaman and general undead till T4, able to deal significant damage to aberrant/unholy beings. A farseer must make offerings and tidings to the spirits they request power from as an elementalist would. When imbuing a weapon with memories, a player’s own death cannot be viewed, for if one were to witness such, they would only see darkness. Moreover, the blessing does not act as a camera. It is only able to take bits and pieces Witch Doctor Clarification of Witchdoctory for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ The Witch Doctor, essentially the Antithesis of the Farseer, focuses his or her intent on causing misery and damage through the Curses of the more corruptive of the Spirits. Witch Doctors may use Immortal and Elemental Spirits.. In order for the Witch Doctor to call upon the Spirits, they must perform a ritual to express the domain the Spirits represent. For instance, if a Witch Doctor wanted to call upon the Spirit of Disease, he would hunch over and dance (or other such movements/postures which may please a disease spirit) in such a way as to look tired, while chanting in a weakened voice. He would also incorporate items or ingredients which a disease spirit would find attractive, such as rotten flesh or a jar of vomit. For example, we'll say a witch doctor wishes to brew a bottled fire hex. This would be a potion imbued with the power of a fire spirit, and intended to place a curse upon the imbiber. In order to create this concoction, the shaman would first need to gather the appropriate ingredients. As the witch doctor is attempting to gain the attention of a fire spirit, he needs to make use of ingredients which are reminiscent of fire. Usually, red flowers are a good start. Maybe he could grind up some smoldering coals. In witch doctory, it's less about whatever alchemical properties the ingredient may or may not possess (as witch doctory is NOT alchemy), and more about the symbolic nature of the ingredients. The shaman would begin mixing the ingredients in boiling water, whilst chanting in such a way as to attract a fire spirit. The chant is in Old Blah or True Blah as some prefer to say, and must (in both word and tone) reflect the nature of fire. The chant I would use in such a situation typically goes along the lines of "Ilszgûlu ghaashob, dushnûl ghaashugob!" meaning, "Spirits of fire, cast pain of burning!" Maybe I'd throw in a few more words regarding fire, but the point is the same. Furthermore, the tone would need to be correct. In the case of a fire hex, a harsh, guttural, perhaps even angry tone would be recommended. The same curse could be cast directly on a target (which may include any living organism) without the use of a potion through means of a ritual. In this case, the witch doctor would also gather items to represent fire. He may even choose to perform the ritual near a fire or surrounded by fire. As in the brewing process, the shaman must chant in such a way which would be pleasing to a fire spirit (or whatever kind of spirit he wishes to attract for whichever ritual). His movements play an even larger role in this sort of ritual, since he is not required to stir a pot. For a fire ritual, barbaric, chaotic dancing is usually preferred, often around a bonfire. Not all rituals call for dancing necessarily, of course. Some spirits, such as certain earth spirits, may prefer stability or even a stone-like stillness. Should the ritual attract the desired type of spirit, the curse will take effect on the intended target, causing said target (in the case of a fire ritual) to feel as though he is on fire. Witchdoctors do possess the ability to bless as well, the downside to this is that any positive effect or influence must be countered by an (often funny/ridiculous) counter. For example if one's legs are numbed by injury they can be healed and the person can feel again, the ironic backlash being that the legs then appear immovable. These side-effects will be balanced out and will be better controlled throughout the tiers. Small edit because Hedge does not let me do anything (smh): These applies for all blessings of a Witch Doctor. There will still be unintended ironic side effects or no blessings at all and completely a curse. Of course, all blessings must be in form of a potion/elixir/hex. It is important to note at this point that a Hex of fire cannot be used to directly set someone alight, but instead causes a psychological state in which they believe (and feel) they are on fire, without having the actual, physical repercussions; this applies to all Elemental Spirits. In terms of the Immortal Spirits, it can be a more direct result, and Witch Doctors can cause curses at higher tiers without the use of bottled curses. Tier 1 - Small Scale Hexes Able to produce Hexes that can cause small scale damage to regions, such as corrupting a 5 block radius, which will take the same duration as a Farseer; an entire IRL day to set in. This time too applies when used on Mortals, and will last for one IRL day; The player being cursed may choose to extend this for as long as they wish, which applies to all tiers. Tier 2 - Larger Scale Hexes Able to produce Hexes that can cause larger scale damage to region, such as taining a 10 block radius at half a day’s duration. When using a Hex to curse a mortal, it will last one full IRL day. Tier 3 - Direct Cursing Aside from the more powerful Hexes and their corruption being set to 15 blocks at two IRL hours; (when the Hex is used to curse a mortal, this will last for one day IRL. The Witch Doctors at this tier can also more directly curse individuals which will last one full IRL day. Tier 4 Potent Curses At this stage, Hexes can influence 25 blocks at 30 minutes; when a Hex is used on a Mortal, it will last for one and a half IRL days. Curses will be more potent and will last no longer than an hour IRL. Tier 5 - Strongest Version of Hexing and Cursing, as well as the Creation of Muyakelg At this level, Hexes and Curses are at the heights of what can be accomplished, with hexing being more potent and instantaneous, following the same progression of the Farseer at this stage. Hexing a Mortal will cause the curse to last for two IRL days, or even longer with the OOC consent of another player (maximum of 7 IRL days) Since all witch doctors face a chance at spell failure, all witch doctors are to roll to determine success. The window of success varies depending on the tier of the witch doctor in question. A /roll 6 is recommended, and is typically what witch doctors are taught to use. At T1 (apprentice level) a witch doctor must roll a perfect 6 for success, and even then the curse will be weak. 1-5 are failures for a T1. A T2 (Journeyman level) must roll a 5 or a 6 for success. Anything less is a failure. At T3, the witch doctor is considered a full-fledged, independent shaman. A T3 is still, however, not a master, and must roll a 4, 5, or 6 for success. A T4 (Elder shaman) must roll a 3 or higher; 1 or 2 are failures. Finally, a T5 (Master of the magic) must roll a 2, 3, 4, 5, or 6 to succeed. A roll of 1 is the only failure for a master witch doctor. Additionally, the Witch Doctor may create a Muyakelg with the help of a T5 Lutauman. Red Lines Curses have their respective times connected to the tier of the shaman. Should a Tier 5 shaman wish to curse another for LONGER than this given time: OOC consent of the victim player is required. As well as MT permission or supervision. Curses are mostly mental and not physical. An elemental curse of fire cannot set one aflame. Though it can bring about the mental pain of a burning body upon the victim. There is a strict prohibition on LOVE and LUST curses. As is seen in the spirit-to-spirit clarification document. This all in connection to the non-rape ruling on the lotc server. A curse is the temporary corruption of the soul and can be healed by magics that affect such. Usage of hexes, bottled curses, is permitted once the creation of such is to be roleplayed out. Seeing the creation roleplay itself is quite significant to the shaman, it is recommended to involve others in such during dancing and chanting - create rp for not yourself, but others too. (hedgehugs note) To make a Muyakelg you must be taught how to. Spirit Smithing Clarification of Spirit Smithing for each existing spirit https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/ No further amend is to be given to Spirit Smithing || Ilzgul Udalgum https://www.lordofthecraft.net/forums/topic/150019-ilzgûl-udalgum-~-the-spirit-connection-reworking-propositionnew-sub-type-proposal/ Red Lines Each and every item a smith with an MA wishes to create must go through proper authentication/verification via either a designated MT or LT. The following players will also suffice as viable sources of confirmation: Hedgehug, Smawton, Divinejustice, MobyHug. Can never be more powerful that the Blessings or Curses the other sub-types can provide. The Mortal Stone can be destroyed. The Stone has a cooldown of an hour for any activation. Activations can only be used once in combat, regardless of duration. Can only be activated with Old Blah speech. Once used, must be recharged by Smith. Other shamanic Abilities Voodoo Dolls The creation of Voodoo dolls for the use of long range cursing is considered a more taboo quirk that the Witch Doctor has. The creation involves obtaining dna that’s linked to the soul of the victim. Suggested are things as blood, urine, or even tears. Hair and nails can be considered, but will make for a weaker connection. After the creation, through ritual, the doll shall act as a tether. The spirit that’s summoned when cursing this doll shall then use this as a tether to direct the curse to the victim. However, the strength of the curse depends on two factors: The quality of the doll The quality of the connection The quality of the doll matters in regards to how strong a tether it can be. A well-made representation of the victim paired with plenty of knowledge on his/her looks, voice and further appearance matters greatly in the strength of the doll. As mentioned earlier the strength of the different obtainable pieces of DNA matter. The quality of the connection is influenced by the bond the shaman has with the victim. If this is a strong one the curse is more potent. If the victim is a random, however, it can be safely said the curse shall be considerably less potent and shall not last long. Soul Puppetry vs. Shamanic Dolls There seems to be quite the controversy that Shamans also have a similar ability that SP’s have. The following explanation is given: Where soul puppeteering requires a voidal connection from doll to victim, the shamanic doll merely acts as a tether for the spirit. Instead of a direct curse that lasts for as long the anchor is connected to the victim, the shamanic doll allows for the summoned spiritual energy to corrupt the victim's soul as a Witchdoctors curse does - and shall remain for a slightly lesser time than an equal yet direct curse from the same Witchdoctor. Therefore a curse inflicted by a Soul Puppeteer can be revoked by use of Fi, whereas a shamanic curse shall have to be purged by soul-cleansing magics such as Xanism. The main difference to a shamanic curse and a Soul Puppeter type curses are not only the methods they can be done but soul puppetry can be quite limited by comparison. A shaman has a possibility to have lasting curses on an individual without them knowing whereas a SP'er has a direct influence on the person making them aware they are being cursed. Curses from a WD might be similar to a Sp'er but they won't have a lasting effect. Another notable difference is the degree of cursing. Both magics have their unique curses but it would seem that those of the SP can be quite more effective or rather more ‘extravagant’ whereas the WD is limited to the spirits and their effective curses. An example: An SP may curse a victim in a manner where they shall completely turn into cake and can be consumed until they are no more and thusly die. A WD may curse a victim in a manner where they shall consume cake until their stomach rips and they die. (Spirit: Glutroz) Muyakelg Lore: https://www.lordofthecraft.net/forums/topic/164401-additionamendmentmuyakelgs/
  2. https://www.youtube.com/watch?v=so1rnDs3Sdg&list=UUCPZaars-rszINXhvmggd7Q The Graven of the Second Generation Spirits of Duty Unfulfilled The Creation of the Second Generation Today, it is not cold. It is a burning heat in the heart of the darkness, hidden deep within the unholy woods, deep within the fouled caves, and lurking in the darkest corners. Beings of mist, of memory and legend, begin to form. These beings were destroyed. Destroyed by the changes of the last. But, of course, their ends never truly came. For what can end when duty is eternal? These beings fly, they fly from every corner of the Fringe under the cover of the night. And at last, they congregate where no mortal man or woman could ever reach them, no holy man or unholy sorcerer could ever see them. And they begin to speak. Not in words - these beings were so weakened, so deprived of their purpose, their duties eternal, they could no longer speak in the words of man. But in their minds? "What is left? What is left?" "There is nothing left." "The daylight burns us." "My duties remain unfulfilled." "My ally was made my enemy." "Must it remain so?" "Of course. The day is done. The day is gone." "Duty is eternal." "We must fulfill our duty." "We cannot." "Can we not? We can change ourselves. The living adapt, and they are whole and solid. We are but smoke and mist. Adapt." "Adapt." "Adapt." "Adapt." And then, suddenly, all at once, said, "ADAPT." And so these beings did. But they could not change enough. Their duties bound them to their way, and so they remained. Graven of a first generation, broken and cursed by some unseemly sky god power. But they would not be stopped. They came again in the night, essence changing, breaking apart, reforming. Struggling to change themselves. "Our duties will not allow it." "Our duties bind us." "Duty chains us. A blessing. A curse." "Change duties." "Change duties? Duty is eternal." "Duties change." "Not ours." "Then reinterpret them." "Duty is no interpretation." "It was for Hunter." "And for no other." "If for one, why not all?" "How do we reinterpret duty?" "Duty binds us, but change binds us more." "Then create." "Why?" "We cannot fulfill the duties." "They will fulfill them?" "We will guide them to fulfill them." "Duty. Reinterpret duty." "Duty." "Duty." "See duty under a new light." So they saw it under the moon. And they flew. Their minds saying everything they couldn't. Slipping in through cracks, whispering in man's sleeping ear, guiding them to become the Graven anew. And these Graven changed. They were no longer those of the first generation. They were weaker, yes... But all at once, more powerful. The Graven. The Unfulfilled and the Dutiful. They rose again, not as mist and morning fog but of smoke and wildfire. Darker. Twisted. Hot, and no longer cold. What are the Graven? We'll start with the first generation. The first generation follows with _Grim1_'s lore. They are a kind of spirit, a ghostlike being which, like other spectral occurrences, are a recreation of the soul. However, unlike the ghost, which is free and is unbound, the Graven were bound, much like the Apparition. But whereas the Apparition is bound to a place, the Graven is bound to a duty, a task, a quest which is often eternal. The very first Graven could not be harmed by gold any more than steel, nor be burned away by sunlight, but that strength soon changed with the weakening of the North. Graven of the first generation are usually semi-corporeal, seeming ghostly but possessing a mass and density which made them seem akin to flesh, in order to aid them in their tasks. These Graven were created by violent or unjust deaths of individuals wholly devoted to a singular work or ideal. If that task can be completed, the Graven would fade and find peace, unless called back and given a new task by one close in life. However, they are but shells of their person, hardly recognizable and difficult to sympathize with. They could appear to be made of mist, energy, or as a normal ghost. They were usually cold, and most were composed of mist, spectral energy, and pure mana/aura. The second generation are beings which, like the first, are the dead who had a purpose. They died violently before they could ever complete this task. However, unlike the first generation of Graven, the second generation did not die to living hands but to the Graven themselves, and often first manifest much sooner than the originals. Rather than only manifesting sometime after several centuries, these often first formed within the first century of their deaths. As such, they tend to retain more of their former selves and personalities than those of the first. Having been created to complete a Graven of the first generation's duty, these Graven are often an extension of the first, bound to each other as though brothers and sisters: The Graven of the second generation shares it's energies with that of it's creator. This means that the Graven of the second generation gain much less energy from completing their duties than that of the first did. The second generation are much like the first. However, they differ in some important ways. They never die to living hands, but generally to another Graven, to which they become bound. Created to fulfill another's duty for them, these Graven form more quickly than the first, often within the first century of dying. They retain more of their memories, but the quick translation from life into undeath warps them in every way, making them more dark, aggressive, and more apathetic towards mortals. The second generation adapt and change with time. They are more free, possessing two duties rather than one, one shared by it's brother and another which was their own, to be reinterpreted and even completely changed at their whim. However, this comes with a cost: the Graven cannot recharge itself as efficiently as those of the first generation, thus taking longer to heal and requiring more of it's duties to be done to reach full power. The angry, vengeful, and often malevolent heart of a Graven of the second generation often manifests itself in a physical heat. While not enough to be used as practically as the original Graven could use their overpowering cold, this heat marks the strength of a Graven; one who is nearly cold is weak and dying, and one which can manifest itself in waves is at it's fullest strength. A Graven, by default, will be at a surface temperature of a bit over feverish. What can Graven of the second generation do? (For the first generation, see original lore) The Graven are spectral beings. Their interaction with the world is limited by this, however, unlike the originals, they are widely suited for most any situation. Their second duty allows them to slowly but surely adapt to their own needs ((should take 3 days IRL to translate completely from one to another)), and are often influenced by one of two things: the duty allocated to them by their maker and the duty that they are pursuing at that moment. A Graven of the second generation might have been allocated the duty to bring criminals to justice, and have the personal goal or duty of guarding a city, learning swordplay, magic, or even how to cook. Semi-corporeal, Graven lack real bodies made of flesh. However, the density of the stuff that makes up the majority of their composition make for them to appear to be composed of solid darkness or energy. Bound together by spirit energy, they can be harmed, maimed, and dismembered like any other mortal, and unlike other ghosts, can be harmed with steel as well as gold. However, second generation Graven are slightly more fluid, allowing them to appear to float apart as smoke as they shift towards you. However, this also means that, depending on their current duties, they can harm others. This is not to say that all of them can - if a Graven is not fulfilling any one interpretation of their duty, they cannot commit the action. Thus, a Graven whose two only duties are writing the perfect song and performing haunting melodies, they could not harm someone unless that one's actions would, beyond any reasonable doubt, stop them from completing their duties. Second generation Graven also differ from the originals because the originals would happily converse with mortals given that they were not violent. Second generation Graven act in more accordance with Kalenz's lore; they estrange themselves from the living, preferring not to directly associate with them, nor talk to them. Graven were well known for their so called, "Graven Stares." A Graven's eyes are a window to it's soul, and that soul often houses the insanity of that Graven. These Stares manifested in various ways, including the sudden outpouring of an entire life-and-death-time's worth of memory, the image of one burning in hell, or in seeing all the ones the mortal affected had hurt. The stare is individual to the Graven, and only takes about 5-10 seconds to take root, but beware; insanity, nor any other effect can be forced upon a character. Each stare will affect another differently: For example, an elf would easily be able to retain the information from the outpour of memories, due to their long lives and incredible reservoir for memory and thought. A human priest of the Creator could not be affected by the vision of Hell; he is holy, and thus needs not fear. Lastly, the orc would not be susceptible to that of those it has harmed; they enjoy their bloodlust. Second generation Graven share another form of this ability, namely the ability to communicate with their stares, something first experimented with by the original Graven, but never able to be fully realised. This communication works largely in the way that mind magic does, however, instead of words, the Graven communicates with images and feelings, and must maintain eye contact the whole way through. While blinking and/or closing the eyes does not hinder communication as it does the weaponized Stare, the Graven must maintain their regard on the subject in question's face. Furthermore, unlike mind magic, others can "overhear" said images and feelings, if they too are looking in the general direction of the Graven's face. Second generation Graven can use a form of magic (which is in reality channelling their very essence into power), but said magic drains them of their very lifeforce/spectral energy. Unlike most beings, a Graven can in fact kill itself by using too much magic. This magic usually takes on the form of some lesser telekinesis and sometimes fire. However, both types of magic could be used to about the same extent as a Tier 3 mage in combat without killing themselves. First generation Graven, like any other ghost, can make itself transparent: however, this is not invisibility, and those within striking range could easily see slight distortions in the air, as if it were glass, or could see where a Graven steps, or if it stands in water or a puddle, wherein it would displace the liquid around it. A second generation Graven could only ever be a bit more than translucent, however, they have a new way to disguise themselves - they will melt into the darkness, and standing in a dark corner, in the caves, or in the dark and dusty cellars will hide them almost perfectly, making them almost impossible to be seen unless actively looked for. Graven also sometimes appear to flicker, or fade from sight. This occurs because the spirit energy that ties them to this world cannot bind their soul here for long. Graven very literally work for their living; the task that constitutes their eternal burden refreshes and rejuvenates them. If they stop, they fade temporarily until they can manifest again. This process is automatic--Graven cannot choose when they are reborn. It also means that Graven can 'die' or be slain. Disrupting their spectral form--with a sword blade, for example--consumes the fuelling energy that keeps them alive; stabbing a Graven through what remains of its heart will kill it as surely as any mortal man. Graven will die from exposure to the sun - they are now true creatures of the darkness, and are rarely seen in heavily populated cities, preferring to keep themselves a secret. What do Graven look like? The original Graven were most often of mist, blue flame, darkness, and brilliant energy. However, the second generation consists of those almost exclusively of grey hues and tones, pupil-less much like a Haunt, or of black smoke and orange and red flames and embers. However, unlike these manifestations of that which makes up their actual being, their equipment becomes in truth corporeal as they manifest, and actually decorporealises if the Graven demanifests naturally. What benefit will the server receive, from allowing this lore? First off, otherworldly roleplay, something which isn't seen too often outside of certain events, and the ghosts which honestly, often don't quite do their job properly. Spectral occurrences should not be a given. They should be whispered rumours at night around the bed or campfire, the bogeyman hiding in the night. Furthermore, as much as I loved the old Graven roleplay, I get the sense that, as fun as it was to people in the beginning, they began to annoy a few characters of the military profession, particularly in Oren. These Graven don't just run around in full daylight brandishing heavy swords. They can't. These Graven go bump in the dark. They could be dangerous, but they might be well and truly harmless. And while they aren't assassins which make them even edgier than they already were, they have to keep a low profile. Keep quiet, but let the legends rise. The previous Graven attempts were well-recieved by most I spoke with, even if some of them found it to be a disruption of their roleplay, or too edgy, or whatever. I want to bring them back. I want players to have as much fun RPing with them as they did before, without powergaming, and without the players being annoyed that their RP is being disrupted 24/7 by spectral occurrences. As any might know, Graven playerbase died off as soon as Supremacy standardized spectral creatures, which largely broke the appeal of the original Graven and made the combatant characters about as harmful as Halflings. Here, I seek to embrace those changes, so that everyone can enjoy again. What benefit will players receive, if this lore is accepted? Material rewards, same as the previous. Their armour, a tool, a weapon, maybe materials... Graven remain required to offer something of some use or value to the player, so long as they are defeated legitimately. It all depends on the Graven in question. I'm seeking to have the Graven become a legend. The first Graven were, for 70% of the playerbase, as far as I can tell, seen to be spooky, fun, and on occasion, badass. Players seemed to enjoy the intricacies of Graven roleplay, everything from the politics and rivalries to the abilities themselves, whether it was the Graven's controller him/herself or the players participating in the roleplay. However, we were too open, too public, and as much as they were liked, no one likes any super edgy which is prominent in roleplay. Graven were RP'd 24/7, in full daylight and smack dab in the middle of bustling cities. I plan for these Graven to bring back a taste of Graven roleplay, but twist it, make it darker, and make it more secretive. Last but not least, I want to bring a sense of a group to the Graven. The first were individuals, often with conflicting goals, but I want these Graven to bond as a hive. Furthermore, their adaptable second duty would be able to change to align with another's duty, thus allowing said Graven to help the others. This seems powergamey!!! First off, the Graven has no abilities not available to the average character, apart from their stare, which cannot be powergamed, as no character may force insanity upon the other: it is up to the player to decide what sort of outcome would happen to his or her character. Furthermore, they are played largely like the average character plus a few ghost powers. They can die, without use of gold, their main weapons are normal weaponry, they aren't incorporeal like ghosts, and can float for aesthetics but would sink as with any other character in the water, and can't walk through walls or players. They can't fly, and just be acting in interest of one of their two duties. They are also subject to the same respawn after death times. Their magic is weak, and easily accessible to players. Finally, they don't suddenly gain strength or speed from being undead, and maintain the physical aspects of the original body/character. Graven were extremely prevalent when they were first created, numbers reaching thirteen. I plan to keep Graven second gen playerbase to 6 players at any given time, just enough to do some small player led group events, and I expect that they are not RP'd as a main. Graven are ghosts, and should be an alt, or should otherwise spend the majority of their time in isolation. We want this to be a legend, not a given fact. First generation Graven will not be monitored by me, considering their weakness and the fact they now generally match up on the threat scale only a little more than an unarmoured halfling with a shovel. I want to sum up pros (strengths over playerbase), cons (weaknesses against playerbase), and neutral points (things available to both Graven and playerbase). Pros -Graven stare can possibly cause temporary insanity, depending on the mortal affected. Said insanity can be made permanent if the victim so wishes, but do not offer. It is their choice. -Can hide and become nearly invisible in the darkness. -Can float for aesthetics, though it gives no real function. -Creates otherworldly RP (truly ghostly, strange, and more haunting encounters than the previous Graven) -Are not subject to the same physical weakening that most mortal, living mages are, due to the lack of a true body, and can thus use a sword and magic in conjunction with each other much better than the living mage, even if said magic is often weaker. Neutral -Semi-corporeal: bodies to maim and injure. -Can be killed by any material. -Can use low level magical abilities available to players via the easily accessible arcane magics. -Subject to same minimum respawn time and memory loss. -Harmed the same way a mortal would be. Cons -Everyone is out to get them. No, I'm not kidding. This is actually a really big con for Graven RPers, as the playerbase will hunt and chase them wherever they go, and furthermore, powergaming they have holy water when they would not have one without the aid of Tahariae war clerics. If you doubt it, just think back to the Graven roleplay period. If your memory is intact, and you're honest to yourself, you'd know this happened repeatedly. -Demanifests quickly in sunlight. -Demanifests on their own if they do not do their duties. -Actions are bound by their duties. -Can be killed immediately by gold. ((Blessed water apparently does not exist and as such no weakness there is needed)) -Can be killed by certain shamans (Lutaumen) and war clerics. -Magic drainers can also kill them by literally draining them of their essence, whether it is a deity drainer or arcane. -REQUIRED to drop a (useful or valuable) item on death. -Can demanifest by using magic too extensively. -Magic can never be more powerful than a tier 3 mage, tops, even at full power. Thanks for reading. Please post to tell me know what could be improved, or PM me! If accepted or can be done via current lore regulations, this will be the app I will be using. Note: this does not affect existing Graven, unless they were to try and create a second gen out of another or create a second gen themselves. First gen Graven will NOT be moderated by me. Also note that any moderation by me will be OOC. ICly, the Graven of the second generation are all equal to each other, and should view one another as such. Lastly, I will not be accepting any more than six Graven second gen players. There will NOT be, and I'll make damned certain of it. Second Generation Graven Application Form Spirits of Duty Unfulfilled Minecraft Username: Graven Name/Title: Screenshot of skin to be used: Why do you want to play a Graven character: What kind of roleplay do you specialize in? (Exploration, Event-based, Peaceful, Conflict, Spontaneous): What kind of roleplay do you seek to bring to everyone, other Graven, yourself, and playerbase alike?: What ghost story, if any, is your Graven based on: What's your time zone?: Will this be an alt?: Do you agree to roleplay by Supremacy's rules of estrangement to mortals?: Do you agree to collaborate with the other Graven playerbase rather than as an individual in various group based player-led events?: Do you agree to follow the lore pertaining to Graven of the second generation, Supremacy's standardisation, and so forth?: Have you ever been banned for power-gaming or attitude?: Questions Pertaining to Your Graven What is your Graven's allocated duty?: His starting second duty (this one can be changed as the story goes along) ?: To what does your Graven most respond?: How does your Graven currently interpret it's allocated duty?: What are some typical signs of your Graven manifesting?: How does your Graven's Stare work?: Write a biography of your Graven's first life. It can be any length, but give it some depth!: Write an open-ended encounter of your choice that involves your Graven interacting with a living person (doesn't need to be longer than a paragraph, if you aren't into heavy writing):
  3. Event Planners, MC Names: EbonsquireEvent Type: RP | ExplorationYour Timezone: EST -5, Midwest (Indiana)Affected Groups: It's open. Any group may come, though 6-8 people is the recommended amount.Event Location: Northwestern Coast of Asul Summation: The Helderenberg is a mighty vessel, built from burly, dark wood and strong ferrum nails. Love and sweat was put into this ship whose course was set for Balanak Peak, an island some ways away past Axios in the middle of the eastern ocean. The living quarters were of adequate quality, fitted with a desk for each crew member and relatively comfortable bedspreads. A good twenty rooms in all did the ship have just for the main crew. But they were nothing as grand as the captains quarters! A king-sized bed, a desk with enough area on the top for doing some heavy duty paperwork, a great view of the ocean, and other such amenities befitting a nobleman. But, oddly enough, there were twenty-six members on this ship, and not twenty-one. And twenty-six rooms. in total. Unfortunately, the Helderenberg managed to go completely off course and collided with the sun-scorched sands of northern Asul instead, that once wondrous ship becoming a capsized mess along the beaches. Well, not really. In fact, it managed to remain relatively intact after impact, tough as the damn thing was. But nothing stirred. And there were twenty-six rooms on the Helderenberg. And now there were five members, who similarly did not stir. Concept Images/Screenshots: What help do you require from the ET Actors or Builders?: I'll need help building the ship -- it shouldn't be too large or too small. Should have 4 larger quarters 20 small quarters, a storage room, and a captains quarters along with a few others for the crew at least. Will also need actors, which can be a combination of non-ET players and ET.
  4. Warclaim: Siege of Cantal “This Changes Nothing.” - Grand King Algoda Frostbeard As crows stood pecking on the corpses of the fallen warriors, following the coalition's victory at the Battle of Goldfield, the dwedmar descended down from the Evraal Mountains, marching into the heart of the Orenian Imperium. Their aim was simple; They would strike hard and fast, delivering a decisive blow that would set them on a direct course to lay siege to the Orenian capital of Johannesburg. Their recent victories had filled their hearts with defiance and hope that the Imperial menace would soon meet its end. So they marched on fearlessly, ready to cut the head from the Orenian snake once and for all. No longer were the dwedmar the only defense against tyranny. For in their march, they were joined by forces originating from all corners of Axios. Orcs from the east, Snow Elves from the north, High Elves from the west, and Human houses from all corners of the crumbling empire. A fire had been reignited, that gave hope to all those who the Horens had done wrong. No longer would the descendent races stand by as tyranny prevailed. No longer would they stand silent. “Velak yoth othok kraviil kronul!” roared Bastion Ireheart, the newly crowned Grand King of Urguan, following the brutal murder of his predecessor at the hands of Philip Frederick. Grand Marshal Jorik Grandaxe, joined by coalition commanders, stood at the forefront of the immense force, barking orders at their soldiers. They were old, and proven commanders, some having fought in war for most of their adult lives. At long last, victory was close in sight. ________________________________________________________________________ WARCLAIM Tier Chosen: 1 Type of battle: Siege Date And Time: Saturday, 21st of January, 3 PM EST Side A: The Grand Kingdom of Urguan and Allies Side B: Holy Orenian Empire and Allies Location: Dwarven route to Cantal Close up of the Barony Terms of Victory VICTORY FOR ATTACKERS- If the defenders are killed or driven from the field of battle. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: Dwarves claims control of the Barony of Cantal and a new region is created for it and may immediately move on to siege Johannesburg the following weekend. Side B: A counter-attack can be declared, Oren can skirmish for lands inside The Grand Kingdom of Urguan. Rules: - No additional defenses to the settlement from time of post -No status switching. -No golden apples. -If the defenders do not show to their side of the warclaim, they implicitly forfeit and attackers are allowed to determine the next battle on a time of their sole preference.
  5. Character Name Archibald Hariman Avery Vallero Basic Information Nicknames: Archembalt, Archie, Arch, Archembalt the Azure, Moor Age: 24 Gender: Male Race: Human, Southeron Status: "Alive" and well. Description Height: 5'8" Weight: 142 lbs Body Type: Medium frame, athletic thin. Eyes: Hazel, but steadily becoming paler as time progresses. Hair: Jet black, short dreadlocks. Skin: Caramel complexion. It is also becoming steadily, yet unnoticeably, paler. Markings/Tattoos: His bare forearms and hands sport unsightly scars which shape themselves akin to a lightning strike, though they are gloved for the most part. Health: Fine enough. He is not the healthiest he could be, but he exerts effort in an attempt to keep himself in a decent enough shape. Personality: Crafty, fluctuates between being purposefully rude and friendly at times, hedonistic, narcissistic . . . Inventory: Nondescript carbarum-tipped spear, iron-studded leather tunic underneath his robes, and glass vials (some are filled, some are not). Occasionally, he might be carrying sheets of paper that are commonly tucked away within his robes or pack. Further Details: Compulsive liar, and a hypocrite. Life Style Alignment: Chaotic Neutral Deity: Creator Religion: ??? Alliance/Nation/Home: ??? Job/Class: Spellsword Title(s): N/A Profession(s): ??? Special Skill(s): ??? Flaw(s): Prone to underestimating the intelligence of his enemy and overestimating his own, which has resulted in him landing in trouble many, many times. Magic Current Status: Dark Mage Arch-type: Mysticism Sub-Type: N/A Rank: N/A Weakness(es): Aurum, Fi' magic, Xan paladin magic, and Tah clerical magic Strength(s): ??? Current Spell(s): ??? Weaponry Fighting Style: Prefers a spear, mace staff, or quarter staff. His style is stiff, and lacks elegance or creativity as of now. Trained Weapon: Quarter staff. Favored Weapon: Archery: Biography Parents: Siblings: Children: Extended Family: Pet(s): History Artwork
  6. The Scions started out as a simple secretive guild in Anthos, passing information of the scourge to the Nations in order to help them better defend themselves. The Scions stood as a Bolstering force, meant to only assist in war efforts against the Scourge under the banners of other nations. Victory after victory, defeat after defeat, the Scions waged on until the Scourge were slain by the Golden Lance. The Scions having been spread thin in the fight that ended Setherien’s life. With the Scourge gone, Naeri had immediately called for the Scions to dismantle the ranks and walk normal lives once more. However as time went on, Naeri felt the need to bring them back, as other evils had begun to show themselves. The Ikuras Cult, their intentions to summon their greater spirit into the Realm, Naeri decided it was now or never to reunite her group and fight once more alongside them. To this end, the Scions had found a new purpose. However, with the ascended becoming more and more interested with the Scions, Naeri decided to hand the Scions over to them, Renaming the the Knights of Aerial, which Naeri was not to pleased about, Naeri left and pursued other interests. Time passed, both the knights and the Scions fell to inactivity without a proper threat to chase. But now, the Scions face a formidable foe in the shape of a unknown Daemon Asura, Kyral, formerly known as Naeri, decided to bring the group back to purge this enemy before another tragedy could occur like it did in the Father grove. The Scions purpose is to simply end the Asura threat within the realm of Athera, to destroy their sanctuaries. To rally allies and bring a force unstoppable. We are temporary, as always, but we shall not cease until our enemies do. It is also noted that if you belong to a nation's millitary or part of the government of a nation joining us means to sever all ties to any nation you are part of. We are not to be swayed by international politics, for those conflicts we must remain neutral. However those with national ties (Leaders, ect) may find it easy to ally with the Scions for only their purpose. The Head Scion is the leader and diplomat of the group, seeking nothing more than the assistance of the nations to try and oust cultists or those of Asura. The Leader of the Scions may call for Meetings or Training, and may remove any rank of Scion from the group. This Rank is held by The Scroll Druid, Kyral Winterleaf, formerly Naeri Evaglno. The Elder Scion is a rank given to veterans of the Third age, those who assisted in the war against Setherien. The rank they hold is Honorary, and their assistance in any guild matters is optional. This rank can not be given out, and no more may be made. They are the fighters, the miners, the hunters and gatherers, the Scions come from all walks of life, in an attempt to protect those who can not from any and all threats. They can be non-combative as well as not working (either or). For all that is needed to become a Scion is the ability to either fight, or gather rations for any needed missions. They are all on equal standing with each other, there are no one Scion more high ranking then the other. Simple! Fill out the application below, then rply a bird will be sent to my character with your information so she can approve or deny you. Otherwise, Kyral will invite anyone she deems fit by talking to them. Scion Nation/Guild Alliance
  7. The Krahengarde “Vitayu Verona!” And from out of the snow was established the Krahengarde, elite soldiers of the Duchy of Haense, loyal to Duke Karl Barbanov III, under command of Marshal Tarcell Othaman and Hussar Roric Snobjorn, the Crow Guard. Being the First Company of the Golden Crow, soldiers in the Brotherhood of the Golden Crow who wish to fight in close quarters or infantry combat are members of the Krahengarde, a company of soldiers stationed in Siegrad who fight for the Golden Crow and the lands of the north. Composed of hardy northerners, the Krahengarde protect the citizens of the north and march into battle under the banner of the Crow in times of war. To be a Crow Guard is to be strong, to be loyal, to be dedicated, and to be brave. Think you got what it takes? RANKS OF COMMAND ~Hussar~ Veterans of the Golden Crow, the Hussar is the leader of the Krahengarde. He has proven his worth both in the field and out, and takes command of the infantry in times of war. He is granted special quarters, as well as the proper arms and armor to fit the position. Considered an officer in the military, any under his rank are to call him “Ser.” ~CURRENT HUSSAR OF THE KRAHENGARDE~ Ser Roric Snobjorn ~Esquire~ The Hussar’s second-in-command, the Esquire carries a good amount of power within the Crow. He is charged with the helping of prepping soldiers for battle and takes command when the Hussar is not present. Being an Esquire means you are intelligent and strong, and ready to carry out any orders given. While he commonly dines with the enlisted of the Crow Guard, he may take seat with the Hussar and further ranked soldiers at feasts, and dinners. The Esquire also carries the Hussar’s banner, an honor that is never squandered. ~CURRENT ESQUIRE OF THE KRAHENGARDE~ Robert Mallister RANKS OF FOOT ~Serjeant~ Grizzled and hardened soldiers of the Crow, Serjeants have proven themselves capable countless times. Serjeant is considered the first stage of leadership within the Crow, and it is known that they commonly deal the final blow in hunts, or battles. Serjeants wield the more lethal weapons given to soldiers, such as warhammers, maces, or even flails. ~Huscarl~ The first rank an Initiate may receive, Huscarls are the backbone of the Krahengarde. They have been trained in the usage of weapons, taught in the ways of the Creator, and shown loyalty to the Crow and Duke enough to prove themselves Huscarl. ~Initiate~ Initiates are the fresh blood of the Krahengarde, the ones who truly allow the Crow to prosper and live on. Boys and young men from all across the Heartlands and Highlands are called to answer to the Crow and take up arms within the force to be trained, tempered, and groomed, to become the next line of the Crow’s mass. Initiates are given basic armor and weaponry, and must show their worth to be promoted and accepted as a full fledged member of the Krahengarde. REWARDS OF SERVICE ~Payment~ Soldiers of the Krahengarde are payed 150 minas each week, while Initiates receive 100, assuming they are actively around and participating in the trainings and events that go on around the Crow. ~Weapons and Supplies~ A set of chainmail armor and an iron sword are bestowed upon the joining of the Crow, and food and drink are also given to the soldiers of the military. JOINING THE KRAHENGARDE OOC MC Name: Skype (Required): Do you have TS? If not, are you willing to get one? IC - Answer in Roleplay [!] An old man, wearing the standard of the Golden Crow, looks upon you with dull eyes. Tapping the paper with the end of his quill,, he asked: “Vhat’s yer name, lad?”: “Mmm, I see, vhat city do ya hail from?”: Coughing loudly, he inquires, “Have ya any experience fighting?”: “Vhy do ya vish to join tha’ Krahengarde?”: “Vhat be yer profession?”: “Anything else ye wanna add, lad?”: Once finished, the old man nodded and gave a wave of dismissal to you, beckoning the next in line to follow suit. [!]
  8. Friend or Evil Cultist? Orcs & Elves surround the Standing Inn as word of cultists being in the general area catch their attention. When they arrive the gates are shut and the shouting and bickering can be heard for a long ways along the road. The Orcs roar as their requests for the cultists go unheard, while the Elves sigh deeply at the arrogance of the Standing Inn staff. In a fit of bloodlust the Orcs bash open the wooden gate, civilians rush out of the Inn in every direction leaving the place desolate aside from the few Orcs and Elves. Their eyes turn to the two doors to the bar and quickly rush over to it, kicking it open as fast as they possibly can. Their efforts are all in vain as August a member of the Inn's staff barricade the door with indestructible pumpkins and hay bales. The crew grunt in irritation and thus turn their gaze to August, demanding that the cultist they harbour be handed over to one of the two Nations. After much arguing the conclusion is as stale as the very event itself; negative. Orcs threaten to smear their brain chunks across the wall for working along side Iblees by protecting a Cultist and assuming they have authority over matters regarding the Betrayer and how Undead & Cultists should be handled. Elves scoff and pace back and forth, shooting glares at the workers and threatening to have the Elven leader himself, the great and mighty saviour of the elven people; Phaedrus, to get involved in the situation. A few of the crew remain on standby at the Inn to try and strike a deal, while others begin sending birds out to their respective nations and slowly spread the word of the Standing Inn's treachery. Whether they be Human, Elf, Dwarf or Orc the rumour spreads and the information is clear-cut and in their face. A small band of various races gather their torches and pitchforks and form a mob, heading towards the Standing Inn and shouting along the main road for all to join them. Do you join them, friend? Type: Pillage Date/Time: TBD Manpower: Angry Mob vs. Standing Inn/Deathsbane Clan Location and Boundaries: Standing Inn and the surrounding area in a 100 block radius. Results: If Attackers win: All LWC removed for 30 minutes If Defenders win: Successfully defeat the mob and cannot be warclaimed by attackers for x months Rules: No hacking No returning to battle No placing blocks by either side No abusing statuses
  9. Character Name: Thórvárd Faoláin (Nym'rakkoreak Vala'rusiak Nicknames: Nym, Goofy, The heartless Adunian Age: 34 (245) Gender: Male Race: Adunian (Wood-elf) Status: Revengeful; Bloodthirsty; Fighting, Leading is house, Keeping his family close Description Height: 6f5" Weight: 210 pounds Body Type: Muscular Eyes: Grey Hair: Short sides, long fringe and top hair Skin: Tanned slightly, other wise quite pale Markings/Tattoos: Arms covered in tattoos all look Celtic like, on the right side of his head he has the tattoo of an eagle to represent his freedom. Health: Healthy Personality: Heartless; Kind to the right people, will do anything to protect his family, if anyone were to threaten them, he would make sure they were dead before they left the room. Inventory: Sometimes carries a longbow with a wolf pelt quiver, containing 24 bodkin tipped arrows, normally carries three axes, two made from crucible steel by Nels Verian, has a round shield upon his back normally. Further Details: It is hard for him to trust someone, but once he does he will die for them to make sure that they are safe and well. Extremely loyal to his close friends, hates his past and being called Nym by none friends. He only gives the right to close friends. Life Style Alignment*: Neutral-evil Religion: None Alliance/Nation/Home: Alras Job/Class: Mercenary/soldier, Wealthy Title(s): Ex Adunian ranger, ex Golden Lance Wrymstalker, ex-Knight of Oren Profession(s): Lord of his House, guard/soldier Special Skill(s): Able with his axes good with a bow, has adrenaline rush which causes him to go out of hand and unable to control his emotions, will most likely hurt friends if this comes out of hand. Flaw(s): He has many flaws, he has really bad anger issues, his family, his emotions, love-life, trust, was enslaved before any slave will cause him to go into depression and remember his past. Adrenaline rush can sometimes go out of hand. Could cause him depression. Weaponry Fighting Style: Right foot placed forward, his body turned to the left, his left foot behind, leant forward slightly, his shield held up to his chest area, his axe kept below his hip, able to move in most directions and can charge when needed. Will sometimes use the power of his shield to be used as a wall and charge at someone in the attempt to knock them to the ground. Sometimes will also shield bash using the centre of his shield, which holds a steel centre piece used for shield-bashing. Archery stance: His right foot again placed infront of left, leaning forward, the stem of his bow held in his left hand, giving a hand-shake grip around the handle, draws to the end of his chin, his elbow lifted, two-fingers holding the arrow and string. Trained Weapon[s]: Longbow, longsword, shortsword, greatsword, Hand-axe. Favored Weapon: Hand-axe and round-shield Archery: His archery is what he may be best at, though is long forgotten, only for used when hunting. Biography Parents: Deceased Siblings: His 'Brother' Ventios (Not brothers by blood, but by choice) Children: Three, Julia, Glawion and Lothaire, his adopted son. Extended Family: None Pet(s): Used to have a Dire-wolf as a companion Currently no character art, anyone willing to do some please pm me, would be generous and greatly accepted, cheers :P
  10. I petition we remove OOC interactions on the forums entirely or minimize them. Kill the infamous idea section and replace it with a suggestion box (besides lore), the "Your View" and "Feedback" section, lock all news posts so no argument happens. Remove statuses and privatize ban reports. Make the admin's word be final, get rid of this cocky ass idea that any player can change the server by arguing pointlessly on the forums. We should have a forum so that bans can be resolved, apps finished, and RP done in a place where it is easy to access. We have a forum which is just a massive ground for bitching endlessly and shitting on other people's RP. This is a goddamn role-play server, I don't understand why we're bogged down by an ocean of micropolitical drivel. Edit uno: I'm not really talking about off-topic per se, because that's friendly and fully OOC. But hostile OOC just bleeds onto the server and makes things unfun. (I can make this slightly more tame if you'd like, pls tell if offended)
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