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Found 21 results

  1. The Spirits - Grand List For a long time have we used an existing list of spirits that gave little depth and but a short description about the spirit. This updated and more elaborate list is meant to bring more depth to shaman roleplay and define the outlines of spirits more. Furthermore I took the effort of linking some concept art and find you a basic representation of the spirit. Note that this is the spirits base form and at all times they can appear as their avatar form if they desire. Every spirit has 3 markers. These indicate the following: [Known by Many/Few/None] This indicates the availability of knowledge on this spirit. Many means one may know of the spirits existence without roleplay. Few means that only Shamans / Ex-Shamans or those that obtained knowledge on this spirit in roleplay know of the spirit and None implies that one can only know about this spirit through roleplay. [Commonly Praised/Taboo] This indicates how the spirit is looked at. Taboo means that one would rather not speak of them or exclaim enthousiasm in them, where commonly praised spirits make up names that occur in ones daily life. [Alignment: Neutral/Dark] The alignment of the spirit dictates its behaviour. Mostly if they are ill mannered, disrespectful or otherwise mischievous, or the contrary. Greater Elementals ‘The Known’ are the only great elemental spirits known of in character and the only ones that can be contacted/used. Existence of the others is yet to be proven or shall remain forever secret. The Elemental spirits govern over all that is material in the Realm. The Known Skathach - Spirit of Fire, depicted as a burning wolf [Known by Many] [Commonly Praised] [Alignment: Neutral] Akathro - Spirit of Water, depicted as a half woman half fish [Known by Many] [Commonly Praised] [Alignment: Neutral] Bregthar - Spirit of Earth, depicted as an aged stone behemoth [Known by Many] [Commonly Praised] [Alignment: Neutral] Fiarza - Spirit of Air, depicted as an agile woman adorned in feathers, able to shift shape into any flying animal. [Known by Many] [Commonly Praised] [Alignment: Neutral] Kulthark - Spirit of Metal, depicted as a hollow suit of armor that can shift shape into a variety of forms. [Known by Many] [Commonly Praised] [Alignment: Neutral] Neizdark - Spirit of Storm, depicted as a mass of thundering clouds that can take on any shape. [Known by Many] [Commonly Praised] [Alignment: Neutral] The Unknown Binazdar - Spirit of Light, depicted as bright white cat the brother of Radzanib [Known by None] [Not Praised] [Alignment: Unknown] Razlab - Spirit of Dark, depicted as a jet black cat, the brother of Binazdar [Known by None] [Not Praised] [Alignment: Unknown] Fanzra - Spirit of Chaos, depicted as a hydra that never ceases to move its heads, the brother of Andrif [Known by None] [Not Praised] [Alignment: Unknown] Andrif - Spirit of Order, depicted as an aged and calm dragon, the brother of Fanzra [Known by None] [Not Praised] [Alignment: Unknown] Rinsdat - Spirit of Life, depicted as a white wolf, brother of Tagnir, they are always seen chasing each others tails [Known by None] [Not Praised] [Alignment: Unknown] Tagnir - Spirit of Death, depicted as a black wolf, brother of Ringat, they are always seen chasing each others tails [Known by None] [Not Praised] [Alignment: Unknown] Omnizan - Spirit of Space, depicted as a red snake, intertwined with it’s partner Sandru. Also take the form of a colossus wielding a shield made of the universe [Known by None] [Not Praised] [Alignment: Unknown] Sandru - Spirit of Time, depicted as a blue snake, intertwined with it’s partner Omnizan. Also takes the form of a colossus wielding a staff made of all time [Known by None] [Not Praised] [Alignment: Unknown] Greater Immortal Spirits The immortal spirits stand for all that is not material in the Realm, and thus there is a plethora of Immortal spirits with another countless amount of lessers beneath them. Greaters Votar - Spirit of the Hunt Appearing as a giant half-wolf-half-stag with a bloodied snout. Governs the art of Hunting and is often praised by offering tribute in the form of Hunting Trophies. [Known by Many] [Commonly Praised] [Alignment: Neutral] Freygoth -Spirit of the wild, nature, and animals She takes any natural form she may desire and works in union with the Aspects. Her role takes on a motherly figure to most. [Known by Many] [Commonly Praised] [Alignment: Neutral] Enrohk - Spirit of Bloodlust, Savagery, and War Appearing as a berserker covered in blood [Known by Many] [Commonly Praised] [Alignment: Dark] Vulka - Spirit of Warfare, strategy, and siegecraft Appearing as a woman made of bronze that is always preparing for war [Known by Many] [Commonly Praised] [Alignment: Dark] Jevex - Spirit of Order, Hard Work, and Self-Sacrifice Appearing as a humanoid composed of interlocking gears. Enemy of Shezept. [Known by Many] [Commonly Praised] [Alignment: Neutral] Shezept - Spirit of Revenge, Plots, and Stealth Appearing as a woman with the lower body of a snake. She rewards those that tell her their darkest of plots and secrets. Has a fascination for personal Vendettas. [Known by Few] [Considered Taboo] [Alignment: Dark] Ixli - Spirit of Forbidden Knowledge, Truth, and Judgement Appearing as a giant staring eye. He provides knowledge at the cost of sanity. The Spirit knows All, but will only give away part of his knowledge upon request at the cost of a high price. Speaking with him often referred to as bargaining with a Demon. [Known by Few][Considered Taboo] [Alignment: Dark] Ogrol - Spirit of Despair, sapped strength, and entrapment Appearing as a thin man carrying a cage full of writhing bodies. He attempts to lock all who summon him away in his prison. [Known by Few] [Considered Taboo] [Alignment: Dark] Kor - Spirit of the dead. Appears as a cloaked man with a bony open hand and a lantern. Unique in that he has a method of being outside the Immortal Plane in order to guide the souls of the departed to the Ancestral Plane. He is the Gatekeeper of the Stargûsh’Stroh. [Known by Few] [Considered Taboo] [Alignment: Dark] Ankrus - Spirit of the sea, marine life, and sea-faring. Appears as a aquatic woman wielding a trident. Said to bless ships of honour in their oversea journey, where as she is without mercy for ships that dare defy her will. [Known by Many] [Commonly Praised] [Alignment: Neutral] Arwa- Spirit of fertility, harvest and farming. Appears as a plump female made of hay. A motherly figure that appears kind to all that praise her. [Known by Many] [Commonly Praised] [Alignment: Neutral] Anyhuluz - Spirit of destruction, malicious intent, and internal strife. Appears as a warrior covered in open wounds. [Known by Few] [Considered Taboo] [Alignment: Dark] Akezo - Spirit of Health, Vitality, and Healing. Appears as a woman constantly surrounded by a blue aura, comprised of small wisps [Known by Many] [Commonly Praised] [Alignment: Neutral] Paxahru - Spirit of arrogance and stupidity Appears as a jester [Known by Few] [Considered Taboo] [Alignment: Dark] Ublulhar - Spirit of hope and new beginnings Appearing as an entling bursting from the ground [Known by Many] [Commonly Praised] [Alignment: Neutral] Ghorza - Spirit of Travel, movement, and fortune both bad and good Appearing as an old traveller with a walking stick, with various fetishes attached [Known by Many] [Commonly Praised] [Alignment: Neutral] Rolfizh - Spirit of murder, the clandestine, and poison Appearing as a dagger-bearing figure made of shadow [Known by Few] [Considered Taboo] [Alignment: Dark] Trokorl - Spirit of engineering, machinery and construction Appearing as a pile of building materials and metal that can take any shape [Known by Many] [Commonly Praised] [Alignment: Neutral] Luara - Spirit of the moon Appearing as a pale white wolf [Known by Many] [Commonly Praised] [Alignment: Neutral] Kezt - Spirit of honour and bravery Appearing as a bright silver hoplite [Known by Many] [Commonly Praised] [Alignment: Neutral] Ramakhet - Spirit of the desert, barren lands, and sand. He is never seen and therefore is only represented by his name. Sworn to scour the world of all life at the end of time. [Known by None] [Considered Taboo] [Alignment: Dark] Krathol - Spirit of Pain, suffering and starvation. Appears as a skeletal man with the ability to shift shape into a Vulture at will. Shall try to physically hurt all that dare summon him. [Known by Few] [Considered Taboo] [Alignment: Dark] Veist - Spirit of Illusion, Tricks, and thievery. Appears as a faceless man with one thousand arms. [Known by Few] [Considered Taboo] [Alignment: Dark] Glutros - The spirit of greed, and obesity He appears as a big man covered in jewelry and shall attempt to take all that is of value and hoard it. [Known by Few] [Considered Taboo] [Alignment: Dark] Thulezia -Spirit of lust, pleasure and beauty Appearing as a succubus-like creature who shifts between male, female, or both. Will attempt to lure all whom summon it into temptation and seduction. If it succeeds it will entrap them. [Known by Few] [Considered Taboo] [Alignment: Dark] Isuz - Spirit of love, caring, and tranquility Appearing as an Aengul that brings warmth to every beating hearth. [Known by Many] [Commonly Praised] [Alignment: Neutral] Kinul - Spirit of Disease, Pestilence, and failure. Appears as a wailing man with limbs constantly growing then falling off due to necrosis. [Known by Few] [Considered Taboo] [Alignment: Dark] Urin - Spirit of weather, seasons, and climate Appearing as a raven that changes colour and temperament with the seasons. [Known by Few] [Commonly Praised] [Alignment: Neutral] Kesaroth - Spirit of envy, hatred and jealousy Appearing as a golden bull [Known by Few] [Considered Taboo] [Alignment: Dark] Leyd - Spirit of dominance and physical strength Appearing as a strong man with burned off skin. His flesh blackened. [Known by Many] [Commonly Praised] [Alignment: Neutral] Scorthuz - Spirit of cleansing, purity and purging Appearing as a watery mass that takes many forms [Known by Many] [Commonly Praised] [Alignment: Neutral] Aztran - Spirit of the Sun, Stars, and the Ethereal Appearing as a Qing Long [Known by Many] [Commonly Praised] [Alignment: Neutral] Theruz - Spirit of intelligence and learning Appearing as a wise old teacher. Brother of Betharuz. [Known by Many] [Commonly Praised] [Alignment: Neutral] Betharuz -Spirit of alcohol, cactus green and celebration Appearing as a jovial young man, in direct contrast to his brother, Theruz [Known by Many] [Commonly Praised] [Alignment: Neutral] Velkumezt - Spirit of cities, settlements, and the law Appearing as a giant carrying a hammer/sword. With a single smash he can erect a city around him. [Known by Many] [Commonly Praised] [Alignment: Neutral] Gentharuz - Spirit of smithing, smelting, industry and forging Appearing as a huge void of matter, hammering a cosmic anvil [Known by Many] [Commonly Praised] [Alignment: Neutral] Ikuras - Spirit of Fear and Insanity. Often likes to pretend it is a daemon. Appears as a dark void with tendrils creeping out. [Known by Few] [Considered Taboo] [Alignment: Dark] Wodanaz - Spirit of Magic, the Arcane, and Mystical energies Appearing as a swirling vortex of purple energy from which he takes any form [Known by Few] [Commonly Praised][Alignment: Neutral] Drelthok - Spirit of Sleeping and Dreams Appearing as a drowsy bear [Known by Many] [Commonly Praised] [Alignment: Neutral] Eathruz - Spirit of Dawn and Dusk Appearing as a red woman able to transform into a fury red hawk. [Known by Few] [Commonly Praised] [Alignment: Neutral] Kotrestruu - Spirit of Memory and the Recording of Knowledge Appearing as a wizened old man made up of scripture. Is known to carry a vial on him that acts as a cannister of memories taken from mortals. [Known by Many] [Commonly Praised] [Alignment: Neutral] Letrothak -Spirit of Hindsight, Warnings, and Excuses Appearing as small man with a head completely covered in eyes [Known by Few] [Considered Taboo] [Alignment: Dark] Xaakt - Immortal Spirit of Rebellion. Appears as a ghastly figure that can take on any form it wants. [Known by None] [Considered Taboo] [Alignment: Dark] Etna - Immortal Spirit of Melacholy and Depression. Appears as a blackened fog that takes the shape of a crying person. She will try to suck all emotion from those that summon her and only leave Sadness and Depression. [Known by Few] [Considered Taboo] [Alignment: Dark] âmul - Immortal Spirit of Wisdom and Foresight Spirit Appearance: A similar being to a Hou-Zi Dazkur - Greater Immortal Spirit Protection, and Loyalty Appearance: A great Paladin in steel armor, carrying nothing but a shield as protection/weapon Lessers Laklul - Spirit of Swamps and swamp life. Lesser under Freygoth. Appears as a large pale yellow toad-like creature [Known by Many] [Commonly Praised] [Alignment: Swamp] @Travista Jezdurka - Spirit of Lesser Dragonkin (dragons, drakes, wyverns, etc). Lesser under Freygoth. Appears as a red and white dragon. [Known by Few] [Considered Taboo] [Alignment: Dark] Levaz - Spirit of Slaves and Slavery. Lesser under Leyd. Appears as a man with robes made of chains with a train of slaves following. [Known by Few] [Considered Taboo] [Alignment: Dark] Zagbal - Spirit of Jungles and the wildlife native to it. Appears as a gorilla with a crocodile's head. [Known by Many] [Commonly Praised] [Alignment: Neutral] Smawton - Spirit of Lore and Tomes. Lesser under Theruz. Appearing as a Dark Figure emanating White Light whom spends his time reading various tomes of old lore, rather than sorting them. [Known by Few] [Commonly Praised] [Alignment: Reading] @Smaw Ekues/Eques - Lesser Immortal Spirit of Dignity and Gallantry under Kezt Appearance: A mysterious figure dressed in clad iron armor. Kaas - Lesser Immortal Spirit of Kaas is the spirit of reconaissance, stealth, and secrecy, under Vulka Kaa contrasts to Shezept, as the intentions of Shezept are for personal vengeance, whereas the actions that Kaa oversees are for the purposes of warfare and the taking of bad actions for the greater good. Appearance: A purple-scaled python Greater Ancestral Spirits The Greatest [Known by All] Krug - The first and greatest Shaman. Due to his greatness in life, he is an exceptonally powerful ancestral in death, and so summoning will require a convention of at least 5 T5 Lutaumans to even have a possibility of summoning him, though even then it’s likely that attempting to toy with such great power will result in failure, and potentially great harm or death. The Greater [Known by Many] Lur - Said to be the greatest hunter in history. Rax - Said to be the greatest warrior of all time. Gorkil - Known as a great military strategist and tactician. Braduk - Famed as a great Chieftain Dom - Said to be a exceptional shaman, second only to Krug. Ugluk - Third born kub of Gorkil, renowned as a great warrior. Azog - Said to be the greatest smith in history. Kurak - Also known as the wolf of Lur, when summoned causes the shaman to transform into a half orc, half wolf creature, losing their mind for the short while they are transformed. Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength. Trickster - Trickster of Lur, he was renowned for his subterfuge. His skills at deception and diversion were so great his identity was unknown. Bralkor - The Axe of Lur, known for his great resistance to physical damage. Jarkun - The Sword of Lur, known for strength combined with dexterity and speed. Yar - Descended from Dom (though unknown to be so), known for his great wisdom and spirituality. Yaggo - Sometimes called the greatest rider of all time. Dregort - The greatest boat builder and captain to have ever lived, legend holds his mother was Ankrus herself Grumbag - Known in life as a great builder, he is the patron off all Yazgars Vargo - Known for being a great alchemist. The Known [Known by Few] (The Uruks and Mali‘Ker) Kharak [Smawton] - An exceptional Orcish Rex who created the world's greatest ever tribute to a Spirit in the form of the Orgonic plague. Known for his exceptional spirituality and leadership. Phaedrus [Cosmicwhaleshark] - Liberator of the Wood Elves, and first Elven Rex of the War Uzg as well as a great shaman. Renowned for his honour, wisdom, integrity and tenacity. Khel [Baconthief] - One of the greatest mali'ker to live, he uplifted his people out from the abyss. He is renowned for his frightful ferocity paired with a cunning mind Arganos [FactCore] - A superb party goer and thrower, and a maestro in the art of entertainment and celebration. Renowned for his skill in acrobatics and many musical instruments. Kaldo - A firm but fatherly figure among most living mali'ker, he guided his people through adversity. Renowned for his carefulness and authority. Jiub [Sky] - An immense figure who founded the Div'cruan. Known for his strength, honour, and bravery. Delilah [Decolamb] - A matriarchal figure to the dark elves during the time of Thales and early Athera, her love and care brought many dark elves into the fold and gave them purpose. Lenden [LinkKN2] - An outgoing member of the Div’cruan and a servant to the ‘Ker. Lenden’s happiness was infectious to those around him. Weather through kind words or a bright smile, Lenden lit up many ‘Ker’s lives and left a lasting impact after his passing. Grubgoth Wud [Grubgoth_Wud] - A notoriously savage olog of a tremendous height and weight, albeit uncannily adroit chef. Notably Grubgoth of the War Uzg under a myriad of Rexes, and Keshig under the plague-bringer Kharak’Raguk. For a brief period, he commanded his own clan of ologs. New Spirits New spirits are discovered every now and then by a wandering shaman. If he’d come across one of new species, mostly being a lesser, it is documented and thus added to this list. (( Out of Character )) If you have a suggestion for a new Greater / Lesser Spirit of Immortal or Ancestral heritage, please fill in the following format and tag me (@hedgehug) in it in order for the spirit to be reviewed and possibly added. Spirit Type: Greater / Lesser (and if Lesser name the Greater that stands superior over it) Spirit Name: Spirit Totem: Spirit Appearance: (You may include concept art) Alignment: Discovery: Found by a wandering shaman (though of) / On-Server Event
  2. A Promise to Akezo 20th of Sun's Smile, SA 167 These pages strongly smell of cactus green with a faint hint of sage and nutmeg. Today was a pretty important day for me, as I finally got to meet another great spirit: Akezo, the immortal spirit of healing and vitality. I always wanted to meet him, as I always tended to her shrine in the old Krugmar, and prayed to him many times in my medical career. Hera, my current teacher in the shamanic art of Farseeing, brought me in her realm through a spiritwalk, though it was a bit different than what I usually experienced from my more frequent spirit walks through the Stargush'stroh; The smoke that Hera conjured was warmer, and way calmer than the dead cold cyan mist I'm used to, and instead of being pulled down or feeling as if falling, i felt a pulling upwards. It was very refreshing, as I always wandered what it would feel like to fly, or levitate. I Woke up in a huge hall, surrounded by quartz pillars and marble arches above them. It was pretty dark, but fortunately the place seemed filled with a faint blue light, letting me see a throne at the end of the hall. Sat on the throne I finally saw her: a huge winged serppent with shiny diamond scales, her eyes pierced the darkness with their icy blue shim, and it was like they were looking through my very soul. Akezo firstly thought Hera brought there just another soul in need of purging, but i tried to erase her doubt by reeting her in Old Blah with: "Lup Akezo, za kulat zrii trafat lat". I studied it for a few years, but it wasn't easy to remember all the words, especially when time was not in my favour. She seemed to have liked it, and so we both started speaking in Old Blah (at least I did some good practice with a native speaker). She told me not many uruks came to his realm, but a lot of desendants did just to get rid of their curses: a shame I thought, our land has always been inflicted with great wounds, but there are not many that have the will or kindness to heal them, instead of making them deeper. She then asked me if I was to pact with her, and I accepted. She asked me who I was, what I wanted from her and what I was willing to give. I waanted the power to heal my people of every harm that could come to them, and in truth, I was willing to give everything for that chance but that would not be a wise answer to give to any spirit, so as an equivalent exange, I offered my worship, my medical skill at the service of others and, in the future, to be the teacher of many other medics to come. Then I woke up, with the command from Akezo to build a shrine for her, and a renewed hope that our horde would be more safe, thanks to her power. Lup Akezo!
  3. Fûthmoz [Lesser wind spirit to Fiarza, spirit of clouds and songs] Appearance/behaviour: - - - - - - - - - - - - An air elemental like figure taking any shape he wills with the use of clouds. Wind spirals around him constantly and would usually take the shape of a large bird like creature or a humanoid with long hair and beard when showing himself. His movements are constant like the air flowing around him and in his realm. His demeanour is mostly calm but shifts quickly depending the situation. Realm: - - - - - - - - - - Fûthmoz spirit realm would be a cloudy white area in the bright cloudy sky, no sun would be in the realm and it would have tornadoes around connecting the clouds of above and below. Only grey floating mountain tops could be seen above a ''floor'' of clouds. Its appearance would change quickly due to the wind swirling around in it, carrying feathers and leaves from pacts, gifts and sacrifices. By Azfrai’Lur, conduit of the wind [Plummius]
  4. A group of five, the shaman Netseth Loa’chil, his two cousins Naith and Raith the Bard Ayda, and the prospective shaman Andromeda Delevoye. The gathering plummeted harshly into Leyds realm beneath them; the great plains the shaman recognized during his meeting with Sigurzurz and an imposing mountain of fire and treachery before him. Before them, a great path toward an unreachable pinnacle, an ash like sky, and a trail of burning ash. Planting their foot onto the terrain, they felt a slight burn as they ascended the harsh terrain, the air heavy as when they followed the trail; the first thing the gathering was allured to was a humbly sized temple overlooking the inferno. Along the way, the travelers were soon met with a collection of weary warriors, each wearing a mask and rag like guard their first instinct was to attack. The first mask charging Netseth would a tackle that would lead to a one sided bout of wrestling. Andromeda was then met by a charging fighter who was swiftly disposed of after meeting her foot in a roundhouse kick. The Young Bard was knocked into the ground only to trip the mask into the earth, allowing Andromeda to throw another decisive kick into the mask, knocking them across the terrain like a ball. The twins Raith and Naith were, however, locked in a 2v2. Naith landed a well placed punch winding one of the warriors before the other was kicked away by Raith; the twin's teamwork led to them both tackling the last mask leaving the party triumphant Their passage granted through the right to strength ascending toward the top of the peak toward the temple on the hill. The trail of ash grew thicker and thicker until finally face to face with the massive door. Momentarily hesitant of further attack, a darkly lit room was behind the door. Slowly upon marching on the hot ash, the group was met with two imposing sights. A blackened shrine with a heart of fire signifying the imposing figure of Leyd with great ashen horns and a blazing figure standing above those who entered. Beneath a singular figure in black garb, stone flesh, and a disciplined stride complimenting his muscular figure. The temple keeper stood up, approached the gathering, and looked prepared for a battle. Detecting the hesitation of the party, the spirit appears to be of the nature of some form of martial arts, perhaps embodying such halted himself. He asked if the gathering was there to fight yet was met with a question his name Afkrul! Afkrul explained his nature; his nature was something lost to the Mali’ker. An ancient competition that acted as a prayer to the spirit of strength and domination. The battle would always be conducted under a shrine of Leyd, begging with a silent prayer conducted through specific motions and rules of the competition. Nyotelbo meaning two throw, was a contest of skill, where two fighters stood upon ash in white uniforms in brief, intense exchanges of pure grappling ending in a throw. One fighter's back sent hurdling into the ash and another standing triumphant, the way of Leyd in its simplest form. Nyotelbo had its era in ancient time, the spirit only living off the remnants who still practiced the tradition. Hip throws, shoulder throws, leg sweeps there was no doubt to the value of the skills taught to the Maehr. Their white uniforms tarnished in the fiery ash as a mark of knowing defeat or victory. As the various Maehr now declared Afkruls students practiced against each other, his demand was simply to return this ancient tradition to the mortal realm; the prayer of warriors smacking their backs into warm ash would be cherished once more. And with that, the pact was made, and may the first battle be grand.
  5. Solaris “And from the sight of light, I saw it all, the start and the beyond. Stars and more. The world was revealed to me when I was born.” -Solaris 1:3 Genesis... When the world began, there was nothing. And so from nothing there was something, and that something was time. From the darkness came the creator, and his wisdom created our world and other beings and spirits. He was born from the Will of faith in the light above our skies, and the light was his wisdom and the skies beyond our blue is his domain. Solaris, or known to more common spiritualist as Aztran is a being of light, The father of stars, Suns and Galaxies, he was but one of many spirits that took form of a star, that had a conscious, a belief, a want to believe and to know. And so it was that around him were but stars, just like him, who did not share this desire to know more. Solaris did not feel alone, but he felt unique because he desired to be something more than just a thought, or a creation. In his path, he met other stars with a conscious, though no desire, however, he desired to be more than just what he already was, a being. He taught the other stars, all of which opened their desires and their identity. These stars saw him as a father, a mentor. The star children or Stellabri, as he called them, are but children of Solaris (Aztran), they are considered the lesser spirits and also take different forms but are presented in the mortal realm as stars with different color's and or constellations His Discovery.... Solaris then noticed our world, he knew that light shined on all land, but he did not know, that because of his light, life bloomed. This made but the Father of stars ever so prideful, joyous to see his shine bring prosperity to the land., His shine, brought prosperity, polarity, and truth, Solaris was healing the land, From it, he discovered a Mali’aheral by named Ed’kunril, who would always look to the sky, From such, he spoke to the elf and taught him the most secrets of constellations and stars, The elf with such knowledge and wisdom he discovered those same star children. Though many called the elf insane, a set of them who were cultured by the belief of the sun & stars, the Mali’Solarii- formed the first Spiritual following of Solaris, The following of Oriasm. Through time, the Father of stars blessed lands of the past, with his eternal sunlight, with his light he blessed the first land of the Mali’Solarii and ‘aherrals, by healing its land from a flood, drying the land and nourishing it with light and substance. From this, the Oraistic followers believed Solaris had created a miracle, this would be considered the first Miracle. Solaris would take a look at the land which he blessed and saw that he gained praise for his blessings, from it, he introduce the Stellabri to the world, and from it, the Stellabri grew in size, more stars became apparent to the original belief and logic of Solaris, joining his family of stars, as Descendant kind began to name the stars per their family ways of life. These families are well known as Sol'Talonii (Sun Bloodlines) His healing… Through his time, Solaris suffered a time of Silence, The second prophet, figured this, as he was called the speaker who was unspoken. Because Solaris lacked communication with his kin and followers when they needed him most. However due to this belief, the majority began to lose faith in Solaris, and his teachings, and so they began to give in to Human and or Mali beliefs of God and (or) aspects. Due to this, the moon overcame Solaris's light, causing the darkness to overcome the lands once blessed by the father of stars and his eternal shine. This would be known as healing. Whilst the Eclipse was happening, Luvari, The Star of Night, the mother, used her energy to heal Solaris, allowing him to be able to once more commune with his believers. During this time of the Eclipse, the Kin of Solaris had been cursed and or whitewashed, Solaris noticed this and became enraged by the first generation. He cursed the once blessed Land of Sol’Gunari, and the remnants of the Mali’Solarii were forced to find a new home in which the lesser star of Pil’ri had led them to. This event led them to another cursed land in which they once more begged Solaris, and he answered once more healing the land. Tales Of Solaris… 1:1- In the beginning, there was nothing, and that nothing became something, from gas and air, came forth his light, and his light was bright. Upon the emptiness of the void, the creator made him first, the light of the world. Solaris was then born. 1:2- And from the sight of light, He saw it all, the start and the beyond. Stars and more. The world was revealed to him when the father was born.” 1:3- And for it was so that in the second day, the Star known as Solaris became aware, and he too began to think. Looking and gazing at all the skies, he saw beings ofhis own. And from it, Solaris started to form thoughts, beliefs, and logic. 1:4-And from it, Solaris moved and began to share his thoughts. “O’ for how is yea not thinking, for we are but bright lights in a plane of thoughts as well?” 1:5- But for all he said, fell but silent, till he heard the first. “Whom art thou, yea speak, be Silent, life shall be but like air, shapeless and calm.” And Solaris spoke in return “For my words fell silent, you are but a rock with light, and so you shun me for speaking thought, why don't you try my way of living, and see?” 1:6- And for so the rock of light began to think, and thoughts and Ideas flowed through its being, for it too made its logic. And from it Solaris named her. 1:7- “For you will be the first, the First of my own, the star of tides and dreams, The Ocean, of the Night, the mother, and self-conscious, Luvari.” 1:8- And so it was the first of the Stellabri. It was named, and so Solaris moved further and beyond, Soon he met other stars and began to name them as well. Ritaa, the second, son of valor and glory, pride & order, The sword. Evris the third, daughter of love, life, and fertility, the Ruby heart. Kaira the fourth, first daughter of Guidance. of the Hunt, Mischeif & misfortune and her twin Pil’ri the Guidance of Unity and Luck, family and trust, The Nine tail Foxes. Mihayar the fifth, Son of war and flame, Lord of rage and strength, The eternal blaze. And my Sixth, Sorthos the holder of Star or bidden knowledge, the black heart of balance. 1:9- But it was not the end, for when he notice the world below him, the lands of the descendant kind, he saw but blight and curses destroy the creator's dreams, and creations. Then his light began to shine, the world soon healed, and he noticed. 1:10- “My gift to you, the kind in which shall inhabit this land, and the lands which they shall grow and prosper.” 1:11- During his time overlooking the descendants. A Mali'aheral named Ed’kunril one who followed the path of the Aspects and mani began to doubt his belief, he felt that the path had no base, no true worship, no physical Being asking for praise. He wished to be a conduit of the voices of the aspects, Solaris took pity and began to talk to this Mali’. The father of stars soon began to speak his wisdom and logic to the Elf. 1:12- And from it, a culture was born, these sets of Mali, by the first speaker of Solaris, soon began to look up to the night sky, where the fathers Stellabri were. Saying that our ancestors and spirits were all in the Astral plane, the sea of stars, and from it the first following began. 1:13-Then, the prophet Ed’kunril spoke “Listen here, my brothers and sisters, beckon unto me for I speak for the light. Why are we to praise nothing when the aspects & angles share the plane where the fouls soar? For we have shared our offerings and tithed, our hunts to them, and yet we are told to praise mere walls? I say ne for I am sent by my Malani, the Malsni of stars, Solaris…to tell you the spirits, aspects, saints and more, are but where you expect them to be, in the realm of Astral fouls” The prophet then pointed Upwards. 1:14- Then one night the prophet asked, “O’ maln of stars, for how is it you work your ways, if it is so you can speak such unto me… What is the meaning of life?” But then Solaris answered “Life is a spectacle of Perspectivity, one must look to new days, to know what life has in store for you as purpose.” 1:15- However the followers began to become unpure, elven kind and sought curses which the betrayer had placed upon the world, death, deceit, destruction. It was in this that Solaris grew impatient, and so it was that he told the speakers his his law of light. 1:16- But then time passed, and the lands became barren in the heart of Malins reign, so it was this set of Mali left those lands in search of new ones. From it a group prayed to Solaris Stellabri Kaira the Guide, SO it was that they followed, to a land cursed by darkness. 1:17 From it the land they saw was but uninhabitable. Then Solaris spoke “By my will, I heal, cleanse and purge this land anew” And so it was the land flourish, and the people praised the Father for his healing, and his blessing towards them. 1:18- But time passed, as the Land of the Mali’Solarii, as they called themselves- prospered. And time did age for the first speaker, the Prophet Edmun. So it was that Solaris gave his sons directions for his passing. 1:19 And when he passed, his sons took his body and burns it back to earth. Tears were shed, for the passing, as his only daughter then took the ashes and went forth into the fields. She gushed and threw the ashes into the air, as the embers began to burn and fly with the strong wind. 1:20 -And when his prophet died, so did many stars. A shower that was unseen ever before was blessed upon the fields of which his children watched. A star fall had occurred, and one which signaled a turning point in the eyes of the father of stars.
  6. The Old Lur traveled far and wide with his ancient Lur Wolf as an independent unit unaware of the events that transpired in San Velku. The Orc and Wolf find themselves in a dark environment full of Netherrite, Falum watches under his darkened old hood as many other descendent refugees flood into the area. The elder kept himself away from the Mori as he kept himself isolated working on his studies and practices. He would exhaust himself regularly due to his old age, but had the work ethic to continue on. For so long he allowed his mind to be clouded and for it the ancestors have punished him to a great degree. Falum’Lur traveled between the many caverns and found many of the ancient anvils amongst other things. He found many of these sites peculiar, having interest in such ancient ruins & relics. When he returned to the underdark ruins he found that many he acquainted with were not of his kind; not of Krug’s lineage. Though he searched through the ruins there was no place he would find Orcs to be taking shelter in. During his search he reminisced upon his life many centuries ago when he was displaced from his home after an attempted genocide on Krug’s people and the court execution of his father, Vorgo’Yar. The shaman returned to the ruins as he sought an isolated meditation. The Ancestors have possessed and punished the elder’s mind for decades with the lack of piety within himself and the iron horde. The orc compels himself to think with great difficulty as he rests his blood-red eyes while his Lur Wolf roams the lands of Failor on its own for prey. His eyes snap open and he leans onto his feet using his old but large and strong muscles and says to himself. “Mi shall raise a Temple to those who came before us. Ash dat will nub ever be wiped from duh memory of cubs and even the spirits themselves shall exalt.”
  7. The great hunt of Votar Within a few Elven days, The people of Nor’asath will take part in a grand festival within their proving grounds in honor of the spirit of the Hunt Votar. Nor’asath invites its citizens and its allies to venture into the depths for honorable hunts. For those seeking sport or glory, you are welcome to join in the festivities. Following the hunt will be a time of enjoying what you caught, though the enjoyment will only be for those who earn it. Bring your weapons, bring your wits and praise Votar Signed Primarch of Nor’asath and the Dark Elves High Venure of Nor’asath and heir of the Sable Prince The event will take place at 3pm est on the 29th of January Should anyone wish to have a chance at dming one of the beast dm ClassyBells#6860 over discord
  8. [!] Large, patchy pieces of parchment are circulated throughout Almaris; primarily the nations of the West, with great urgency. A goblin stands before you and shoves it into your hands before sprinting off with the stack, hollering at passerbys in a thick Orcish accent. The flier reads . . . BRUDDAHZ! I zend diz mezzage out in great ugency. Az of late, the Uzg haz been under attack; not by our enemiez of elven blood, but by agentz of the zpiritz demselves. In this Cactuz day alone, a ztrange omen appeared before mine and my clanzwoman, Meep'z, feet out of thin air; a snowy owl, dyed red with its own blood. Itz right lung was removed, itz eyes had been sewn zhut, and itz wings were so horribly broken that they appeared more akin to gelatin. Following quickly after, two of Enrohk'z agentz, a tar-black Rhino agh a gakh-meter tall bezerker appeared and tore down our gaytez to klomp us. They were zo indulged in their bloodluzt dat we had to flat dem both, and when killed, de bezerker exploded into whyte flame. After de injured had been evacuated, den came an agent ov Freygot'; a crowdrake, dat tore our goi zquare tu shreds and taunted our kin. The day before, similar occuranzez had been reported. De zpritz have been angered, bruddahz. To ztave off zure deztruction of our goi, and our bond wif our Greater agh Anceztral zpiritz, wi MUST rekindle our bond! Ceaze from taking more from nature den latz muzt tu zurvive. Inztead of killing beaztz zuch as Wolvez, Bearz, agh zuch, merely zcare dem away. Honor Freygoth, and enzure her dat wi have nub forzaken her. Den, may wi alzo embrace de other zpiritz. Pleaze, Uruk-kind; Orcz, Goblins, Ologz, agh fellow Honorariez alyke. Do nub let de Horde forget who wi are, agh who wi honor! Zigned, Chieftess Yahzlak'Dezokh-nur
  9. A Hint of Resistance Eccentric Visions A runty little goblin sits alone in his blarg, surrounded by complete silence, aside from slow, labored breaths. The shutters lie open, and a gust blows through the household. With it, the bones that adorn the goblin rattle and clank against one another; a soft noise, but in the quiet of the home, it sounds a mournful cacophony. Long has the goblin been haunted by visions, 'gifted' to him by an unknown benefactor. Never have they been comprehensible- painfully blinding lights in a sea of changing colors, encompassing dark with naught but wind, howling and screaming yet ever so quiet... It's enough to make an Uruk turn to Oracle Wood in favor of traditional cactus, and it seemed to be working for a while. That is, until this eve. The wind howls louder. The broiling cauldron before him is suddenly stilled, as if the temperature dropped to naught. A connection he had attempted to make is suddenly severed- No, not severed. Intercepted. He is drug into a sea of undulating dark, surrounded by a thrumming heartbeat and the sound of gentle breathing. It's almost soothing, at first. Then, a voice speaks, clearer than any of the visions he has attempted to evade. It rings out across this dark, even as the heartbeat yet thrums in his ears. "Nûl-ob tau! Shiik-ob bukul'nuun! Puzughl kulûk shiik agh zurm!" ["The pain of the forest! The cry of the river! Cease all the cries and clamor!"] He winces visibly, scrambling to place the dark tongue. His eyes would widen, had he a corporeal form in this place. The voice calls out again. "GHAASH-LAT! GHAASH-IZG! GHAASHUG KULÛK ZA UB'KUL!" ["BURN YOU! BURN WE! BURNING OF ALL THAT WILL BE!"] It's loud, so very loud. Painful, even. But his pain compares naught to the pure agony he feels coming from the speaker, every word is suffering. "Lat rok'unudh-matum mub. Frum'bur at fiith-lat." ["You, a death-haunted thing. The burden, to you it clings."] The one time that the visions are clear, intelligible... and it's an order, an irrefusible command. It would almost be funny, were it not so desperate. "Ukh-lat, darûkûrzal. Gaatublat fauthat, ghaash'Uruk-hai bûrgulu-ishi." ["Go now, weakling. Your punishment awaits, in the shadow of Orc flame."] The connection forcibly ends itself, not even bothering to return to it's original recipient... Perhaps that was intentional. The goblin falls backwards, off of the stool he had been meditating atop. He lets out a groan of pain, clutching his head as he staggers to his feet. It seems his plans have changed... radically. The thrumming of the heartbeat in his ears doesn't clear away, even after the vision has ended. Whatever spoke to him, commanded him... is still watching. Expecting. "Zorri, teechur. Guez wi muzt agri tu diazgri, juz' diz azhnz." Damn. He was kind of hoping for a big change, just... not from this side.
  10. Deep within the dense jungles of the Uruk lands. Lay a hut somewhere lost to those who seek. This very hut being a centre of wonder and mystery, a hut connected to the Spirits due to a certain uruk who decided to live within this building. From this hut paths are set. Choices are made, those who wish to honor the Spirits, who aim to prove themselves to be worthy of their love and affection hear the very paths being made from this mysterious hut that has been lost for too long, a trial has began to those who wish to venture down the path of the Spirits. The first trial is that of blood and honor. These two words follow the ideas of the Spirits known as Kezt, the very spirit that represents all things that follow. Honour and bravery. Alongside the Spirit known as Gazigash, the spirit that represents all things that follow. Blood, bone and the flesh, sometimes known as the queen of blood herself. Those who accept will venture into the jungle and call out towards the Spirits and hope the Spirits will offer them guidance in finding the shaman that lurks within. The Trial of Blood The trial of blood isn’t as one would assume. It is not the needless killing of those who crossed the loyal Spiritualist as they aim to provoke the response of the trials. It is symbolic, once offering themselves out to the shaman that holds the trails they will use the blood of foes, animals and even friends to mark the body of the worthy, these marks will be blessed each by the Spirits themselves to make the whole body, tribute to the Spirits. To say that this body will always be in debt to them and will act as a tool of their will. The Trial of Honour This trial isn’t the needless sense of acting proud, to be prideful. This is a trail given upon completion of the trial of blood. Once marked the body becomes a tool for the Spirits will and from this, the Spirits will use them as they see fit as warriors? as healers? as shamans? It does not matter, but they will show honour in the very task they hold without allowing their newly found position to go to head. If they do, they have failed and surely will be cursed as a fool till death. These trials are to prove those who wish to walk this path. Walk it by being ready to spill blood, mark themselves and give themselves over to greater powers. To never fall to dishonourable actions, these are the trials of the Shaman in the jungle. Those who accept should do so with pride. Bugd-dalg agh gimb nûm-ug Shronka'Lak. Shaman of Shezept
  11. (Music) An orc sits before a pyre of flesh and bone impaled with a family heirloom, from his place he plays a small hand-drum with bloodied palms. He was weak - not physically, but mentally, and spiritually, lacking honor - this orc was untouched by the curse, not that of Iblees’ doing, being unhinged anger, but instead the curse of utter ignorant obedience, the omens had shown that the stars would align, though no immortal was to credit such signs, instead - the orc knew truth, his very own ilk, be it brother or grandmother had laid such hints before him, and as an orc of little purpose, he knew his only option was to heed the words of a long since unspoken maw. He had ingested copious amounts of shrogo mushrooms and cactus green, leaving his senses overwhelmed, he could feel the wind gently pierce his skin, as if it traveled right through him - a tingle overcoming his physical form, leaving him in a relaxed state of sedation. The smoke from the pyre began to shift, as if it was it’s own entity, swirling and distorting, smoke rings often floating within the air like a lone music note held unto it’s utter climax in which it would finally dissipate, leaving the stage for yet another in its wake. Soon colors saturated his vision, the orange hues of the pyre warming earning the unaltered focus of the drum-playing uruk, it was almost as if he played for the flame itself, as it formed to /dance/ with the wind that coincidentally would pick up as the drumming grew more intense.. Eventually - the uruk realized the otherwise silent audience that was the forest around him, was hushed no longer, beneath the echoed drums, crackling pyre and whistling wind, was a soft hum radiating from the trees, plants and fungi spread throughout, such a sound played in well with the feeling of utter static which had consumed him from the stomach down, as if his own vessel spoke back to the whispering jungle. Before he the orc could take in his surroundings, he began to notice fractals forming upon his beige hide, showing themselves where the moon and fire shed light, changing in unfathomable ways, getting smaller and smaller, larger and larger not one shape was alike, and not one shape was anything he had before encountered. Finally, a faint ringing began to fluctuate around the uruk, one which he felt within his horned skull.. The pyre began to change yet again.. Though this time, not in sync with the drumming which the uruk had somehow fought to maintain throughout this state of altered consciousness. Beneath the pyre within the dirt sat a stone bowl of scarlet ichor, which he had drained in offering from his very form, to accompany the gift of flesh from those slain and left within the pyre as fuel alongside the now charred oak and marrow. The blood began to bubble whilst it’s shade deepend, and whilst the uruk seemed unphased, a cold chill came over his spine, nearly halting his playing.. Although, as to ward off those he did not seek to entertain, he kept on for instinctual survival. Soon, the pyre had began to fade, leaving only orange coals in its absence, one’s which flickered and distorted similarly to the fractals upon his arm.. Which - he had finally realized, were not constrained to just his body and the remnant pyre, but now - they were displayed all upon the observable landscape.. And whilst this was something to leave him within awe alone.. His calls were finally received.. Something seemed to rise from the bowl, mixing within the less violent smoke rolling from the vanquished bonfire, more distorted than the shapes which warped his very reality.. But soon it became clear, as if his eyes were opened by the entity.. whom revealed itself; A figure now stood before him, phantasmal and unbound, manifesting in place of the stone bowl, a familiar uruk stood before the overwhelmed. Above this orcish brute’s image was a rhino, one missing an eye, not unalike the uruk it towered behind. The drum playing Uruk (Ixula) lifted focus now unto the figure, ceasing his playing finally.. It was now he was truly frozen, unable to speak nor think freely, it was when realization came, that he understood who had displayed the omens and every bone within his body were consumed with simultaneous dread and shame. Tears welled within the eyes of the weakened uruk began to drip down his tan skin, recognition sprayed amongst his scarred and grizzly visage. His own father - long since fallen, stood now before his offspring, with a cold, disappointed and yet - plainly stare, one sharp enough to make any child drop this head. His father was a beast of the Horde, having fought his way through Vailor and beyond - losing an arm in battle for his clansmen of Braduk, whilst too bringing valorous honor unto both his Braduk, and Dom ancestors, even if not simultaneously doing so. He had given an eye unto the spirit of Ixli for forbidden knowledge, bled himself to near death for Enrohk and slain hundreds of drui’ in the name of Leyd, this brute had accomplished much, even if unblessed by the rest of the spirits for his disobedience - this uruk was everything that embodied the pride, yet restraint, dominance yet honor, that every orckin sought after. And so his failure was immense, to be the son of a great orc, with nothing accomplished for himself, two centuries had been his thus far allowed existence, horns sprouted from his cranium, and yet still - no honor nor greatness deserving of such a crown. Tears continued, whilst words remained choked upon - all which he could muster, was a broken and scratchy - “Popa..” limbs far too heavy to lift from the goat-skinned drums, his spine locked up and leaving him beneath his superior ancestor, whom finally spoke.. “Weak..this is what they say.. Your brothers have died outside the walls fighting for honor, whilst you’d prefer to rot from within them.. Do not call unto me if you do not seek change.” The spirit spat out, pacing now around his son, the image of the rhino following. “You bleed not fire, but instead lard, you grow fat and lazy, leaving your bloodlust to control you, whilst your slaves do your labors.. Be this the way of the orc?” The spirit shook his head at his own question, extending his blade-arm out to the chin of his successor, one which - while immaterial, felt colder than the night-air which bit down upon the unmoving uruk’s flesh. “You are Ikrizh, born of blood and ire, made to conquer and sustain, your honor is your shield, and your wisdom your sword, and yet you’ve replaced it for the warbow which is your bloodlust, hiding behind the walls, whilst allowing luck to place your shots fatally upon the enemy.. And yet you are no Lur who masters the art of such weaponry, you are a pig with an elf’s toy, and be it as it must - it has weakened you..” “I am all things you can be, and yet none of them. This is your doing, your failure, but too is it your redemption - I was conquered in the end, half a millennia of war with the immortals left me free to their lies, I consumed their lessers like you do cactus, and it began to take my strength, and my sanity.. This is not your path.” He called now, standing before his son with a small pile of charred bone procured from the pyre. “You are to grow past this, we live not to honor the immortals, but to unite our ancestors for union, hear throat bound songs, feel the heartbeat of their drums, and do not lower yourself to them, for we are ORCS, and bow to none but our own curse if allowed to consume our very being.. You will praise none but those who walked the path before you, they will show you the path to honor, they will reawaken all that has been lulled into slumber, and your senses with it - shall return, you will not forget the ways of Kulgarok that I have taught you, the druids will one day know of your strength, and soon after the spirits, immortal and ancestral, will know your truth, even if the former ensures nothing but turmoil in its wake..” The bone turned to ash then, blowing off in the wind.. “You will sacrifice your slaves, and begin.. Call unto Ixli for the wisdom a final time, grant him an eye, for even a small glimpse of their wisdom is costly, after this - every honorful kill will be given unto Leyd or the ancestors, you will not bow to none other, and be you to disobey - you will die long before your horns kill you from the inside out.” “Your fire shall burn longer with each honorific trait upheld, every heart offered, and through the scars you gain, you will display truth, you will become a mural of strength and valor through them, and use them as experience to avoid your next meet with Kor, do not fail me kub.” The orc finally ceased - old blah rang through the younger’s mind like water from a stream, he had only grasped it’s meaning from his upbringing, but held onto such teachings so that he could forever understand and speak to his ancestors - even when such words are not returned. Ixula now knew his purpose, freed from dishonor for a final time, he would begin to consume the knowledge his father once did.. Leaving his pyre after his senses returned.. The uruk began, knowing watchful eyes were held unto him at all times.
  12. "Be wary of their true intentions." (The Realm of Clouds) The individual realms of the Immortal Spirits are vast and overwhelming, the perfect representations of their respective dominions. However, it is not simply a world upon which the Spirits themselves recline in omniscience. In most cases, intelligent life swathes through these dimensions; fragments of the Immortals, that live to serve and sate their insatiable lust for power. The Spirits remain in these realms because they are perfect environments for them, and to venture out of them would be incredibly dangerous. If an Immortal Spirit were to materialise on the lands of the Descendants, they would be exposed to irreversible damage. For this reason, they send their loyal children unto the worlds of the Brothers’ children. These beings serve, for all intents and purposes, as conduits through which Spirits may influence the Mortal realms. Personifications of what their creators represents, they venture out into the world in search of ways to enact the will of their masters. When an Immortal is worshiped, or if their dominion of existence is prevalent on the Descendants Realms, their influence and power over that aspect of existence grows. For instance, with the growth of the plague on Vailor, and the land that has succumbed to decay and despair, the Immortal Spirit of Disease, Orgon, has grown significantly in his influence over the land. The bidding of these Lesser Spirits varies according to what their Immortal Master represents. For instance, a fragment of Enrohk (The Spirit of War and Bloodlust) may not necessarily seek those that would worship him, but would instead manipulate nations in order to war among themselves. Bloodshed and War feed Enrohk; in all forms. It is not always worship that Spirits seek, but only that their influence on the land be maintained. However, this can usually be upheld by the efforts of the Shamans, and for this reason they are the Mortals most aware of the Spirits and their will. However, in their wisdom they attempt to maintain a healthy balance between the power of all Immortal Spirits. These Lesser Spirits, whilst serving the will of the Immortals, have their own, unique personalities, appearances and approaches to the world. There can be multiple lesser Spirits aligned to one Immortal, and all can have their own idea of what enhancing their reign looks like. I will describe several of these beings below, though there are myriad more. Fragments of the Spirits Spirit: Ixli, the Immortal Spirit of Spirit of Knowledge, Truth, and Judgement, appearing as a giant staring eye. He provides knowledge at the cost of sanity. Avatar: Ziileny (sandara) Form: Appearing as an extremely long and slender Wyrm, Ziileny has a permanent fixture of insanity imposed on her face. Her large, toothy grin seeps a terrible stench as her overwhelming and fixed eyes stare into the minds of those she communes with, searching their souls for their deepest secrets. She has pale, purple skin with a sickly green line of gnarled hair running along the center of her spine. Dotted in scars, her body also appears to host several sets of teeth and arms. Her numerous teeth are most often grinning alongside her, though open occasionally to cackle for sometimes no apparent reason. The arms that run along her body allow her to scurry along the land in a terrifying slither. Personality & Approach: Ziileny actively seeks out those within the Mortal Realm that aspire to Magick, offering them the knowledge they seek in return for their sanity. This is often left out of the equation until after the ritual takes place, when the victim has already fallen into a precarious state. She is quick witted and conniving, and prefers to work alone. She does not trust the competency of others, and revels in outsmarting the students he hunts for. Ziileny will often become distracted from topics of conversation as she spouts nonsense about the intricacies of very specific sciences. If one were to engage her in the subject of learning Magic, she may suddenly teach you about photosynthesis as her form writhes in seeming agony. Spirit: Enrohk, the Spirit of Bloodlust, Savagery, and War, appearing as a berserker covered in blood. Avatar: Klin (maciejkuciara) Form: Klin appears as an unusually tall and strong Barbarian woman. Her hair falls around her face as a brunette drape, often covering her eyes, giving off the impression of savagery. Her body seems to be covered in tattoos of red, that almost seems to swirl around her limbs as if there were blood coursing on the surface of her skin. She carries two long blades, with which she quickly dispatches her enemies. Personality & Approach: Klin is seemingly incapable of speaking. Her communication mostly consists of grunts and roars, which pierce through the air, much like the blood from her enemies, as she fights vigorously. In her reticence, she is an intimidating figure, often towering over Adult Male Humans. Due to her reluctance to speak, she is not often fond of conversation. When she materalises upon the land, it is for one purpose only. To murder. Spirit: Ghorza, the Spirit of Travel, movement, and fortune both bad and good, appearing as an old traveler with a walking stick, with various fetishes attached. Avatar: Pizrak (matchack) Form: The appearance of Pizrak is an unusual one. This lesser Spirit does not materialise as a living entity, but instead chooses to comprise as a ship, which is capable of sailing on its lonesome. Interestingly, Pizrak may materialise as one of two forms. It will either form as a decrepit ship that maintains its ability to sail upon the shores, or an intact variation of its counterpart. Purpose: For obvious reasons, Pizrak does not have much of a personality. However, it has been known to course those that seek only to spread misery into tides of doom. Generally, Pizrak will appear on a coast somewhere, and guide those that venture on board into places of intrigue. Those that have set foot upon Pizrak have noted the uncomfortable sight of the ship sailing itself. Many references to Ghost Ships in the past have in fact been spurned from sightings of Pizrak. Spirit: Freygoth, the Spirit of the wild, nature, and animals, he takes any natural form he may desire. Avatar: Maabin (monikapalosz) Form: Maabin materialises as a pale, hunched creatures which seems to resemble an Ape in many ways. He is adorned in white cloth, with small piecings of armour. He carries around a carved wooden staff, and uses it to smite those that disturb the balances of Nature. Personality & Approach: This Spirit appears very disinterested, which is a stark contrast to his fighting style. He is very nimble and powerful, and can easily best most of his opponents in single combat. Maabin cares greatly for the nature around him, even if his facial expression would denote a nonchalant aura. He will often visit damaged areas in an attempt to restore them to their back to their natural state, and will hunt those that wreak despair upon the world. Spirit: Krathol, the Spirit of Pain, suffering and starvation. Appears as a skeletal vulture picking at its own bones. Avatar: Uzkost (Mavros-Thanatos) Form: Uzkost appears as a humanoid with rotten and patched skin, draped in a surgical gown with white gloves. A large piece of cloth is wrapped around his head, tied in place by several strings of barbed wire. Personality & Approach: Uzkost walks the earth in a languid movement, wailing often as he searches for those he can pass on his despair to. In many cases, he will torture those he can come into contact with. If a Cult to Krathol exists on the land, Uzkost may pay them a visit, demonstrating methods of torture on himself. He has a strong distaste for the smell of food, and will flay out in a burst of bloody mess if he catches the scent of it. This Spirit partakes often in chat-chat, in between screams of pain. He will occasionally materialise in protected areas so that he may chat with the denizens there, striking an intense fear into them as he picks a target for torture. Uzkost has a particular interest in Halflings, as he has a strong hatred for positivity. He will hunt them very specifically, in order to create a more dystopian land. Spirit: Akezo, the Spirit of Health, Vitality, and Healing. Appears as a winged and feathered serpent with a blue aura. Avatar: Lekeni (Marcodalidingo) Form: Lekeni often appears as a short, blonde man draped in grey robes. He carries around a staff as equally small as his stature, and traverses the world in an upbeat fashion. Personality & Approach: This Spirit is tasked with expanding the knowledge of healing upon the land, and will often enter settlements in order to teach citizens about basic healing and sanitation. It is said that Lekeni is the reason that healthcare flourished, and is the cause for cleaner living conditions across the land. Occasionally, he will heal people himself in the need is dire. Lekeni is quite often seen as a cheerful man, keen to communicate with others and impart some of his wisdom upon them. Spirit: Wodanaz, the Spirit of magic, the arcane, and mystical energies, appearing as a swirling vortex of purple energy from which he takes any form. Avatar: Nakov (AldemButcher) Form: Nakov appears as a cluster of large, pearl-white mushrooms. Purpose: While Nakov does not inherently have a personality, the influence it has on the realm is as substantial as the other Lesser Spirits. Its presence in the land creates a magical aura in the surrounding area, allowing the power of Wodanaz to seep into the environment. The plantlife surrounding Nakov quickly take on magic properties, creating an Arcane environment within which apprentices may wish to study. It is said that such spots are the perfect environments for magic users to meditate, as it is said to make the process of connecting to the void a lot easier. OOC: The Spirits have always been something of an untapped resource. It is my hope with this thread to allow a more dynamic series of events to be held through the ET. These Lesser Spirits have the potential to traverse the new map in an unimaginable numbers of ways, creating events and developing characters in a way the original lore was intended to. I intend to write more on these Lesser Spirits as time goes by. There are a plethora of Immortal Spirits to choose from. Thank you for reading.
  13. 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/
  14. Inferis The Demons Among Men In the beginning, Man was borne from the hand of the Creator, and was gifted with a soul to give him definition. The soul, otherwise known as the spirits of mortals, is an ethereal essence that hides in the bosom of all things, ranging from an innate power and potential of a dim glow to a brilliant shine. Mortals were given these Superior Souls, allowing them to function as they do to this day; giving them shape and distinction through an attunement to the blood, and allowing for connections to the eldritch and the beyond to be established and utilized. The mortal races, known as the descendants, were conceived in an image of variety, and thus their souls allow them to achieve endless, glorious things. The nature of discord set upon the mortal world and its denizens allowed them everything and nothing. But with disorder comes many things. Through the ages of yore, the pure image of mortalkind has been subject to differing forms of change; Men and their souls have been known to be like clay to beings defined as deities, for by taking hold of their souls they may be shaped into whatever these deities desire. Even Men themselves have devised means to change their very base corporeal makeup; leading to the creation of Liches, Golems, and others in such a spectrum. The descendants, as agents of discord, are thus wholly subject to change. But when change comes to them without a master, this nature of disorder runs amok. The fallout of Aengudaemonic wars, the taint of dark magics, the intrusions of the Void; all masterless forms of discord, bringing great change upon those who come to dauntlessly behold it. These things can corrupt mortals; this is known true. Sickness and disease borne of these forces of chaos have been known to plague the world in epochs past. But to truly change Man into something else… such a horror is one that has been replicated in many forms. From these sources of discord rose the Inferis. These Inferis are limitless in corporeal form and monstrous in both mind and body, for when they meddled with sources of raw chaotic power it scorched them to such a degree that their bodies, their minds and their very souls were twisted and malformed. These sources of disorder (having been defined before as places like Void-warped or dark art-warped locations; any place with an unguided, extremely hazardous fallout) give the race of Inferis both an extreme, chaotic variation and a singular, defined identity: they are all relatable because they often do not relate. It is their malformations and twisted identities, alongside their savage and feral nature, that define them as Inferis. But it is also their souls that define them as such -- Inferic souls are Superior Souls contorted into something else, something inherently wrong and pulled from the Creator’s design. Inferis are robbed of their distinction and definition, and thus are unified through it. They may hail from many places -- they may crawl from the Abyss, where displaced Lifeforce clamors to occupy the living and imbue them with terrible cancers. They may drift from the Stratum Lands, where the Revenants reign free and the Void is one with the world. They may rise from the ashes of the Fallen One, twisted by his flame. Through this unification of disorder, Inferis also follow a loose hierarchy -- it is vile and savage, alluding to the very base nature of life. Inferic Souls are robbed of the brilliant light of Superior Souls; if Superior Souls are embodied by a grand, ethereal light, then Inferic Souls are defined by a tumultuous, uncontrollable flame - exuding both a shadow and a radiance. Thus, regardless of their origin of discord, Inferis often relate with fire. Because of this, they have often been designated as “Daemons” in the past; leading to a confusion as to what they truly are. Lesser Inferis Entities defined as Lesser Inferis are beings in the infernal hierarchy that are otherwise known as “converts”; all Inferis are first formed by mortal beings being vastly twisted into malformed creatures, and thus Lesser Inferis are essentially determined as malformed mortals. They are limitless in form, savage like blood-drunk beasts, and bear not even the smallest remnants of their former selves; the formation of their Inferic Souls tucks away all humanity into the darkness of their inner flame of disorder. But Lesser Inferis may also vary in power, for many entities that bear untainted Superior Souls may be subject to Inferic conversion. It is stated in legends that even dragonkin may be turned into Inferis, though as only High Dragons, or Dragaar, hold untouched Superior Souls, it is unlikely for any dragonkin to suffer the malformations that mortals can be subject to. By becoming what they are, Lesser Inferis are condemned to roam the world as harbingers of chaos, for where-ever they dwell they seek to kill and pillage and destroy without rhyme or reason. They do not search for something - they do not crave some form of satiation from mortal essence, or admire the alluring shine of mortal treasures. Lesser Inferis bring chaos because it is their very nature as agents of discord. When a Lesser Inferi dies, their Inferic Souls follow the same path as all other souls, seeking the Soul Stream. But there lies a distant calling to all Lesser Inferis that come to exist; a strange hithering and a need to adhere to it, like a child obeying the call of a father. From the Spiritual Realms, the eldritch Greater Spirits Ixli and Ikuras constantly search for the mark of an Inferi whenever they are created. It is from their Spiritual Planes that they call to Lesser Inferis and, in death, lure their souls toward their ethereal realms of the dead so that they may take these Inferic Souls as minions and servants. Once there, Inferi may remanifest in the mortal realm to once again act as anathemas to creation, most generally at the direction of their Immortal masters, though sometimes they may manifest autonomously. The natural process of souls is once again subverted by the machinations of the Spiritual Realms. Inferic Souls who do not adhere to the calling of Ixli and Ikuras embrace the Soul Stream only to become one with its desolation; they become what is known as Ragegeists, and are condemned to never pass on into afterlife. Greater Inferis Once under the reign of the spirits Ixli and Ikuras, Inferic Souls become the unsettling blight known as “Dark Ancestral Spirits”; Inferic Souls are borne of Superior Souls, and because all Ancestral Spirits were borne of Superior Souls, a shadowed antithesis may be formed from Inferic Souls. Dark Ancestral Spirits carry with them the legacy of their tumultuous lifetimes, where they seek to undo all that is right and alive around them. Just as Inferis are hated in life, they are hated in death, for the spiritual denizens of the Ancestral Realm fears them -- they quite literally roam to devour other Ancestral Spirits, though the sheer power of a Greater Ancestral renders them immune to Inferic consumption. By doing this, they are capable of absorbing the very essence of ancestors, and grow in power through this. This nature is viewed as heinous by those of the Ancestral Realms, for while it may be tolerated in other Spiritual Realms, it cannot be where they roam. By growing in power, Inferic Souls that once belonged to Lesser Inferis become “Greater”. Through this process, Greater Inferis are borne and are conceived with prominent differences to their lesser brethren. It is very much apparent that Greater Inferis are born with both a heightened form and a heightened mind - no longer savage and contorted, but rather malicious and otherworldly, assuming forms easily identified as “not of this world”. With their minds freed of barbarism, Greater Inferis may therefore experience a recollection of their past lives, but rather use it to their self-serving advantage than to pursue the fragments of their old existence in some melancholy tangent. Greater Inferis are still indeed Inferis - it is in their nature to undo all that exists around them with fury and flame, and the memories of the past are nothing to dissuade this. With clearer minds comes greater power. Inferic Souls are merely malformed Superior Souls, so Greater Inferis are capable of practicing differing forms of sorcery. It is often destructive or malicious types of magic they seek to practice, like Pyromancy or Necromancy. The knowledge of such things are often gifted by Ixli, the Spirit of Forbidden Knowledge, before Greater Inferis materialize once more, and without deterrence -- for Greater Inferis have already lost their sanity long ago. The primary objective of Greater Inferis is to cultivate more Ancestral Spirits, and by extension create more Inferis from mortal Men. This act of cultivation is done merely by wrecking havoc; which means the focus of Greater Inferis are not unlike their lesser brothers. They roam to destroy and kill so the souls of their victims may drift toward the Spirit Realm and become sustenance for other weaker Dark Ancestral Spirits, so that Ixli and Ikuras may build a more powerful force. But this process isn’t so simple. Mighty indeed are Greater and Lesser Inferis alike, but they are quite literally against the world; they are the “antithesis”, where they disregard all mortal alignments and simply exist to bring about discord where there is order. Necromancers terrorize to heighten their arcane power, but often to act as wardens of the dead. Frost Witches devour men in the night, but only to satiate their terrible curse. Tyrants rule with iron fists, but only because they think it is the right thing to do. Inferis disregard all of this - there lies no spectrum on either the good or evil side of things, for they embody chaos, and live to incite it. They are the all-enemy. Therefore, the longevity of Greater Inferis is not what it would seem. By fighting all sides, the power of Greater Inferis may easily wane under the assault of allied forces, meaning the duration of Greater Inferis, under the reason and premise of their destructive, malicious nature, should not be too long. It’s even shorter for Lesser Inferis; they are but aggressive animals and savages, and thus quickly dispatched if their inhumanity does not frighten all whom they oppose. Mortal Interaction Though the vast majority of contact with mortals has resulted in chaos and destruction, there are a fair, malevolent few who have managed to reach out to the Inferis while they wreak havoc in the Ancestral Plane. The bulk of these ne’erdowells have been Dark Shamans, or their successor the Narfurals. They commune with the Inferis in their home as a Lutauman would a normal Ancestral (and as such anyone attempting to contact an Inferi through this method must be a Lutauman, or some form of it), though it is far more difficult due to the Inferis’ erratic nature. Upon connection the Narfural drags the Inferi’s avatar into the mortal realm, much like they do so when summoning spectral thralls. Upon a successful summon, a Lesser Inferi will be completely beyond the control of the summoner, and will act as the feral beast they did in life, often attacking their summoner. In the case of Greater Inferis, they may act with more intelligence and may choose to work with their summoner, though only as long as it allows them to better spread the chaos they crave. Results are unpredictable, for whatever malignant deals are made with Greater Inferis (which consist mostly of pacts to prevent the deaths of the conjurers of these Greater Inferis if not to gain something from them) often end in a grim betrayal or an overlooked, unexpected result. In the Spirit Realm itself, Inferis will often attack any Lutaumen who's minds may be connecting to the Ancestral Plane. To be 'killed' by the Inferis in their home is a terrible fate - the lack of consciousness in the realm means they become permanently trapped in a vegetative state. In the mortal realm, their eyes will stare but not see, and they will remain still for the rest of their likely short lives. However, Lutaumen are also the only beings both mortal and spiritual capable of permanently banishing a Inferi, and they may only do this in the Ancestral Plane. The process is relatively simple, though by no means easy. Likely with the help of mortal accomplices, the Inferi must be restrained by a kind of spiritual net that the Lutauman may craft while in the Spirit Realm. Upon restraint, the Lutauman must make 'physical' contact with the Inferi and utter a rather lengthy chant of banishment. If successful, the Inferi will be cast back out into the Soulstream to become Ragegeists, the Ancestral souls it absorbed freed. Extraneous Indications *The age of Inferis can be determined by their visage alone - as they relate closely to the chaos of flame, they bear some kind of attunement to its life process; through the ages, Inferis gradually wane as their fury (their “inner-flame”), dwindles, leading to the degradation of their corporeal form much like the culmination of ashes amid a dying flame. Thus, to behold an Inferi where ashes and soot crumble from them like dead flesh is to behold an Inferi of yore. Few Inferis ever rarely live that long, for longevity is not in their nature. *Greater Inferis, Lesser Inferis and Dark Ancestral Spirits are purely event tools; they are assets to be used in events and to shape events with. Players may sacrifice their characters to become Inferis, and by extension play as them in events, but otherwise lose rights to their characters after they’ve been converted. *Inferic forms and origins are limitless. Only the “fallout of discord”, or essentially an masterless mass of chaotic energies born from a power source great enough for said energies to remain, can create Inferis. The Abyss, Stratum Lands or other lifeless, magically desolated places are all destinations where Inferis may be formed as a result of their magical fallout. *Greater Inferis, though they share a title, are not Greater Spirits. They are still technically lesser ancestral spirits, and so may only be seen in the in the ancestral plane and may not bestow some bizarre kind of blessing upon any Lutaumen who would be so foolish as to seek them out. *Upon the death of the remanifested Inferis, two things may happen depending on whether they are Lesser or Greater. In the case of the lesser, they lose virtually all their invested power when slain, and so upon their consciousness’s return to the Ancestral Plane they find themselves nigh powerless. They are husks of their former spiritual being, and can barely consume the relatively weak souls of children in order to try regain what was lost. They are more likely, however, to be absorbed by another Inferi or forever obliterated by a Lutauman. Greater Inferis are not quite so crippled by their loss. While they are indeed considerably weakened, they are not likely to revert to Lesser status unless already on the threshold. Written by: Swgrclan & Hellfiazz
  15. Shamanism Explained In a dimension as vast and unpredictable as the Spirit Realm, it can be difficult at times to understand how the smaller aspects of Shamanism work, what the limitations are, and how to apply what you can work with. It is my intention in this post to detail everything I currently understand about Shamanism, my interpretation of it and what I have come to clarify from my previous experience as the Shaman Lore Master; of which I believe there has been no replacement. If there is one, I apologise for not seeking you out in advance. I asked only on one occasion. So, before we get into the nitty-gritty details of how Shamanism as a Magic works, and what the limitations contained within are, let's explore how the Spirit realm came to be. The Birth of the Spirit Realm The Daemon, Apohet created the Spirit Realm after observing the realm of Mortals, and in his jealousy, attempted to create a dimension of his own which would come to rival the Realms of the Descendants. This became the space that would soon house the Spirits; the entities he created to inhabit this vast dimension. Yet in his blind arrogance and passion, he wanted each of the Spirits to come to control and represent something in the Mortal Realm, so that his creations would always have a hold and a sway over the Realm of Mortals. He started with the most prominent aspects of existence, and created two Spirits that were aligned to the concepts of Time and Space. These two Spirits would materialise in an explosive burst of energy and potential, and in an instant foresaw all of time and creation. Just as soon as they were birthed into existence they experienced time eternal, and came to understand and explore the unlimited expanse of the Universe. They foresaw all events and all possibilities, and instantly became more powerful than their creator. They became known as Sandru, the Spirit of Time, who often takes the form of an ice blue snake, and Omnizan, the Spirit of Space, who most often appears as a crimson serpent. The pair are invariably intertwined in this state, and are said to be in and out of reality as they continue to experience endless time. For this reason, it is impossible to contact them. Apohet continued with his voracious appetite for glory, and created the Elemental Spirits, who would collectively reign over the second most prevalent things in all of creation; matter. In their Elemental Realms they are unimaginably powerful, and dwarf their lesser cousins, who exist in a realm outside of their own. These Spirits are known as the Immortal Spirits, and represent many of the more specific things of the world, and they are the last of the creations of Apohet. Lastly, there are Spirits that reside in Star'Gush Stroh, which is the after-life that worshipers of the Spirits may enter. These "Spirits" are Mortal Souls, who were blessed with the ability to enter this afterlife due to Apohet's admiration of Krug; which caused his last influence in his dimension to be a pocket of the Spirit Realm in which Mortal Souls could reside for eternity. Based on this, we can come to understand there there are various levels or dimensions to the Spirit Realm. - For a detailed list of all of the current Spirits, refer to: https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/#comment-1453308 I imagine it would look something like this: Time & Space ---------------------------- Elemental ------------------- Immortal ---------- Ancestor ---- The Birth of Shamanism In isolation and rage, Krug called out for an answer to the Curse set upon him and his people by Iblees. For it was one of a deep Blood Lust, and had caused unimaginable harm to his people. For decades they had lashed out in barbaric fury, slaughtering one another in the streets for the momentary release it would offer them. Yet as Krug called out, all was silent. However, unbeknownst to him, his incomparable power had brought his message to the Spirit Realm, and he then received a response. The Elemental Spirit of Air came forth, and offered to work with Krug in order to achieve a goal. You see, the deep desire for recognition and advancement that fueled Apohet's ambitions had been instilled in his children, and in the interaction with Krug they saw a means of attaining more power, and more influence. Thus, from this encounter and subsequent co-operation, Shamanism was born. But how does Shamanism work, you might ask? Good question. How Does a Shaman Connect? Over time, the act of Shamanism began to branch into different specialisations. This occurred because no Orcs were as powerful as Krug, and could not reach the Spirit Realm in the same manner as him. For this reason, a method of connecting to the different Spirit Realms was imparted into the children of Krug, so that they could reach out of the Spirits in order to receive wisdom, advice, or even something more tangible. This is achieved through meditation of some form, and currently there are only two ways in which a Shaman may interact with the Spirit Realm. 1) Transferal of Consciousness One method is to transfer consciousness into the Spirit Realm, which is done through deep meditation, focusing on the realm and even the Spirit the Shaman wishes to visit. The Shaman's mana is used to transfer his consciousness into the Dimension, and his body is left behind in the Mortal Realm, where it is susceptible to damage due to being paralysed. If a Shaman were to be killed within the Spirit Realm, his physical body would also die, due to the connection of his soul/consciousness being torn. Typically, a Shaman would only visit the Spirit Realm in order to seek advice, to create a pact with an Elemental Spirit, or to visit Star'Gush Stroh, where he or she may speak with the deceased. 2) Connection through Ceremony In terms of tangible work, a Shaman will choose to instead connect with the Realm of the Spirits, as opposed to visiting it on more of a literal level. All acts upon the Mortal Realm are achieved through this second method. This is done by calling out for their attention, so that they may work through the Shaman's mana in order to influence the Mortal Realm. The Shaman must adopt and embrace the energies that the Spirit or the Realm represents. For instance, if a Shaman wanted to connect to Enrohk, the Spirit of Bloodlust, they might start by sacrificing a Goat. Then they would begin chanting in an aggressive and furious tone, finishing by dancing in a manner that also mimics a fit of rage. A Spirit will rarely manifest in the Mortal Realm of their own will, for if they were to be killed, their energy would shatter and they would ultimately die. Typically, it is only the Immortal Spirits who summon their energies into the realm of the Descendants, and do this by transporting one of their Lesser Servants into the Realm to act on their behalf. The Sub-Types of Shamanism Farseer Class: Healing/Enhancement Realms: Immortal & Ancestral A Farseer devoted his energy to heaing or enhancing someone by working with the Spirits of the Immortal of Ancestral Realm. To do this, he must connect with the Spirits through Ceremony, and once connected, may impart their influence into the chosen person. Currently, Farseers are unable to heal or enhance themselves. Latauman Class: Healing/Enhancement Realms: Immortal & Ancestral Latauman work in much the same way as Farseers, and devote their energies to healing or enchancement. Expect, in the case of the Latauman, he may only bring positive influence upon himself, to a greater degree than the Farseer. Latauman are unable to heal or enhance others. Spirit Smith Class: Enhancement Realms: Immortal and Elemental A Spirit Smith must connect to Gentharuz initially, in order to crate an item known as a Mortal Stone. This is used to contain a Minor Spirit, who uses it's energies to influence the world. Once this initial process has been achieved, anyone in possession of the item may call upon the Spirit inside the stone to utilise the energy it represents. Elementalist Class: Damaging Realms: Elemental An Elementalist must first take his consciousness into the Elemental Realm in order to make a pact with an Elemental Spirit. Once this pact has been made, the Shaman may call upon that Spirit to assist them in influencing the mortal world. Elementalists can only work with existing elements, which means they vary from Evocation in this regard. Apart from this, the mechanism of influencing said elements works in very much the same way. However, it takes considerably less effort to harness existing material. Witch Doctor Class: Damaging Realms: Elemental/Immortal Witch Doctors connect with the Spirit Realm through chanting, and attempt to imbue the Spirits energy into a concoction known as a Hex. This liquid may be used to invoke a feeling or illness upon the victim, which is known as a curse. There are not often physical influences (though they do exist), but instead mental ones. For instance, a Hex of Fire will not explode into flame, but will instead give the sensation of being on fire. With great effort, a Witch Doctor may cause this same process without the brew, but it takes a considerable amount of time, and will often be stopped by the victim before it can be caused. Witch Doctors may Curse both forms of life: Plants and Animals. Dark Shamanism Class: Damaging Realms: All Dark Shamans devour Spirits in order to influence the world around them, by forcefully utilise their energies. Once they have control over something, it begins to contort and twist into a corrupted form, as the act is being done against the will of the Spirit. For more information on Dark Shamans, refer to: https://www.lordofthecraft.net/forums/topic/150801-lore-trial-2m-from-290916-ishurkal-dark-shamans/?page=1 How do Spirits Influence the World/How Does it Work? In order to have dominion over the Mortal Realm, Apohet had to bestow small parts of his energy into the world. He did this by creating Dormant Spirits, entities that are directly tied to what they are imbued within and indeed, the Realm they represent. When an Earth Elementalist calls to the Elemental he has a pact with, that Spirit will harness the mana of the Shaman to awaken the Dormant Spirits within the earth, thus allowing manipulation to occur. The Spirit awakening the energy has no real influence over the decisions of the Dormant Spirits, and so the Shaman must focus on controlling it with his mana in order to keep the Spirit in line, and is how he may direct where the earth moves to. This concept applies to all influence in the world, including physical and emotional, and it is the act of awakening these Dormant Spirits that gives rise to the subsequent control. I'll be adding more to this once I see what may be missing. I intend to start an F.A.Q at the end of this post so that I can answer questions I might not have thought of, and so I can implement them afterwards. So, fire away.
  16. A crude parchment hung on a wooden post, which seemed to be an advertisement. ~Gukdan's Spirit shop~ I am here to offer my skills as a smith, and a shaman. I have decided to use my shamanism to create items of great proportion that only the worthy men and women can buy from me. The sorts of things you could ask for all depend on the spirit you wish to use in the item, if you are in the dark about Spirits, then here's the list. A list of names and their meanings were scribbled underneath: https://www.lordofthecraft.net/forums/topic/112681-the-spirits/ Where you can find me I will more often than not, be roaming around Sutica, if you wish to ask of my services then you should attempt to find me there. The price you should expect Most items will cost about 600-1000 minas, with some possibly going to 300, depending on it's 'enchantment' What I look like A less than perfect drawing was scribbled on the page, but it wasn't half bad. P.S, Don't get too crazy with the 'enchantment' requests.
  17. When accepted: Contact your nearest Lore Moderator, Magic Team member, Hedgehug or Warsongfarseer! [ Huge thanks to WarsongFarseer for creating this lore in the first place, and giving me the honor of editing it and re-introducing it to you all and the Realm of Axios! Be sure to give the original lore a read, for changes were made ] Original lore: Datar - Lesser Immortal Spirit of Death by Honourable Duel And upon the splitting of the passage of souls the Shepherd of Apohet, the Spirit of the Dead known as Kor, forsook those frowned upon, and under his guidance accumulated the honorable into Apohet’s realm, directing the others back unto the planes of Aeriel. And in trepidation of his growing realm, Apohet cast himself into secrecy, canvassing his people to grow to be as he wished for himself. And the lesser Spirits of Kor, powerless under the wrath of Aeriel, set about the task to seek the honorable, to guide them upon Apohet’s plane. Upon amassing themselves unto the realm of men, the Servants of Kor cast a downward eye upon the world seeming so crooked. Obnubilating themselves from the gaze of the adherents of Aeriel, Taharaie, and Xan, the lesser Spirits accumulated those found worthy of the realm of the dead upon their live’s ends, and with their given the perception to view the worthiness of the descendants’ walk upon the Passage of Souls, take upon the task of guiding those in the Mortal Planes on their journey to the Spiritual. And these Lesser Spirits, manifesting themselves upon the physical, Mortal realm, took about the beginning of their purpose. Ushering the honorable dead to the Ancestral Planes, and setting the malevolent back into the realm of the Descendants. Forsaking the mortal cognizance of good and evil, the Spirits took upon a neutral ideal, seeking only those who lived their lives in accolade, casting away the credences of what is considered right and wrong. Taking form into the world in a mortal appearance kindred to that of Kor himself, the spirits amassed and in secret observed the habits of the descendants, mimicking their speech and actions. These lesser spirits take upon the mien similar in appearance, but not always, like that of Kor. While manifested into the natural world, the spirits appear as that of a guide of the dead, appearance varying from that of a skeletal being to that of a ghastly figure. Wielding no strength more than that as their appear, the spirits manifested bodies are stricken down much akin to the mortal races. Bearing no injury aside from that of the metal itself to items forged of Aurum, and having no hinderance by that which affects the mortal essence such as necromancy and holy magics, the spirits wander in their search for the honorable dead. If, by chance, the lesser spirits physical forms were stricken down in that of combat or accident, the manifested body would dissipate, the spirit being cast out of the mortal realm until the strength to remanifest would be recovered. Various Lesser Spirits of the Dead in Kor’s Immortal Realm The Servants of Kor Immortal spirits of the dead exist in a large variety. For the concept of ‘death’ and ‘dying’ is all but one. And though all different, they act united to the will of Kor. He seeks for good passage to his realm of Stargûsh’Stroh but above all: power. Among these servants there is a split in duties. One is either a guide in his realm of death, or is given the strength to manifest itself onto the mortal plane. Tasked with guiding the honourable dead to the gates of Stargûsh’Stroh. And so Kor and his Servants can be categorised as follows: Kor, Greater Spirit of the Dead Hin, Lesser Spirit of a Natural Death Lesser Spirit of Death by Sickness Lesser Spirit of Death by Age Lesser Spirit of Death by Flora Lesser Spirit of Death by Fauna Etcetera Peic, Lesser Spirit of an Unnatural Death Lesser Spirit of Death by Violence Lesser Spirit of Death by Vendetta Lesser Spirit of Death by Anger Lesser Spirit of Death by War Etcetera The Matumdâg are comprised of the Lesser Spirits under Hin and Peic, for they are too important to leave Kors realm themselves. Septhis, Matumdâg of Death by Age Their Appearance Though much resembling spectral creatures as ghosts when sighted in the Mortal Realm, they are quite different. Upon the lesser spirit of Kor, depends both behaviour and aesthetic. So is Hin much more connected to a more balanced and orderly appearance, and Peic one of a more Chaotic nature. When manifested on the Mortal plane, they will appear as a ghastly spectral being. Shaped into any desirable form and color, though most often this is one relevant of their personal aspect of death and role under Kor. Though comprised of mists, these beings can cleverly disguise their identity by taking on the aesthetic of a common mortal to fool them. From a distance it would look as if one sees a fellow descendant, though up close it will appear that the clothing is made of colored misty layers. Cloaks of black oozing fog that area akin to those of fabric if spotted during night time. This way it is possible for a Matumdâg to be in mortal presence without being noted too easily. These bodies wield no strength but their appearance themselves, and are easily wounded by the metal of a blade. Also those that play with lifeforce shall find little to play with. Holy magics too working to no avail if used against them. Why not simply walk around as their spirit avatars you say? That is because appearing in the Mortal realm as an Avatar (physical entity) requires much more power from a spirit, and is most often a timely investment. The best way to explain is to see it as diving under water, from the Immortal plane to that of Mortals, and back. Their Tasks The Servants of Kor are granted the spiritual energy to manifestate to commit themselves to a multitude of tasks in the name of the dead. This is what drives them to act the way they do, despite of their individual differences. Harvest of the Honourable The search and escorting of those honourable spirits that linger in between the realms of life and death, with a mere string attached to their body, to the Stargûsh’Stroh. Guided to the vast emptiness leading to the Gate where Kor awaits those that seek entrance to his domain. Behind him the Ancestral Realm in all its glory. The Condemnation of Dishonourability Upon finding a lingering Spirit that is dishonourable by nature it shall be cast aside and not be escorted to the gates of Stargûsh’Stroh. Instead the mortal’s soul is send to the realm of Aeriel, cast aside from the path of an honourable passage. Empowering Kor It is in the nature of every Immortal spirit to achieve more power one another and expand their influence on the Immortal Realm. And so, the Matumdâg that find those that linger and refuse to leave their mortal bodies, shall cast their spirits back and restore them to a state of ‘alive’ again. However, this gift comes at a cost. For in its place, the mortal must find another honourable spirit to be escorted to Stargûsh’Stroh. Their Powers To aid in their tasks on the Mortal Plane, the Matumdâg are granted abilities by their master Kor. The Gift of Life Life, granted upon the Descendants by the Spirits is not discerned as a mundane thing. The gift of Life, granted with struggle by even the most powerful of Kor’s servants, is utilized to grant resurrection to the descendents in order to allow redemption of one’s self to be allowed to enter the Planes of the Dead. The only thing that the Matumdâg does here, is place the lingering Spirit back into its mortal cage. Any damage done to the body prior to its wandering, will still be there. (Wounds, scars, missing limbs etcetera.) The Curse of Kor The gift of life is one of high value, and thus comes at a cost. For Kor must uphold his powers and thus curses any descendant given the Gift of Life with the curse of redemption. This curse dictates that the descendant must find another honourable spirit entrapped in its mortal body and free it, so that a Matumdâg may take this one in its place to the Stargûsh’Stroh. The Gift of Death Death, granted by the lesser spirits of Kor is the most beloved gift. Guiding an unresting spirit to its eternal resting place, freeing it from its entrapment on the world. Through such, these Lesser Spirits of the Dead can banish a wandering Spirit or soul back into the Passage of Souls. Here they await revival by the monks, or entrance to Aeriels realm These powers have effect on any living descendant, spectral beings like ghosts, revenants, poltergeists, spectres and gravens. During the granting of the gifts and curse of Kor, the Matumdâg enters a trance-like state and cannot interact with the outside world. It is connected to the spirit and views its final thoughts after which it grants its gifts. Red Lines: Can bring an unconscious person to consciousness Can grant Physical weariness Can delve into the mind of said unconscious person to view their last thoughts and actions, as well as converse with them. Can revive those who recently died. No corruption, Pulls the wandering soul back into the body. No regeneration of limbs, sealing of wounds, etc Can banish lesser spirits such as Gravens and Ghosts Immune to magics dealing with typical mortal essences (e.g. necromancy), and to holy magics Affected by Lutaumancy, Witch doctory, Farseers, Voidal Magics, and Physical damage Can be summoned by a Lutauman Not Created, but summoned for a price from the Lutauman, most typically the sacrifice of a life. Into a highly vulnerable Trance-like state while interfering with the recently deceased or unconscious. Can not revive more than once every two real life hours. The dead can’t be dead for more than 30 real life minutes. The revived will remember nothing of their death, only how they died and shall wake up in confusion, as if having had a nightmare. Honorable Neutrality - Personal beliefs would not effect what is used on who. Wouldn’t refrain from attempting to guide Necromancers, Shades, Etc Can not learn any other magic. Yes this is needed.
  18. Farseer & Latauman Make a Baby The Realms of the Spirits are vast and unending, with myriad ways with which Shamans may interact with (and utilise the latent energies within) it. Created by the Daemon, Apohet, the Spirits that exist within the realms are divided into three categories. Elemental - The first of the Spirits to be made, and arguably the most powerful of all Spirits, domineering over the basic elements of creation. Immortal - The second group of Spirits to be made, pertaining to more specific and abstract aspects of existence, such as Disease, Health, and Hope. Ancestral - The last of the Spirits, those that were once Mortals who transcended into Stargush'Stroh (Valhalla) upon death. Now, Shamans serve as conduits through which these Spirits may more directly influence the Mortal Realm. Spirits are willing to offer this service, since both veneration, and a greater number of things they represent existing, enhance their power. There are currently four sub-types of Shamanism: Elementalist: These Shamans make pacts with Lesser Spirits of the Elements. When they direct the Spirit, they are able to directly influence existing material that relates to the domain of the Spirit in question. Witch Doctor: These Shamans communicate with the Immortal and Elemental Spirits with the intent to cause harm to other Mortals, insofar as to create Curses and Hexes. These creations do not often have physical effects, but are usually psychological. For instance, using a Hex of Fire would not cause burning, but would mimic the sensation of such an experience. Latauman: These Shamans access the Ancestral Realm, where they search for the most notable of Spirits who were famed for great deeds in life. A Latauman can ask to receive a blessing from them, so that they get (for a time) a boon that relates to why they were made Greater Ancestrals. For instance: A Latauman may communicate with Lur, renowned for being the Greatest Hunter of all Orcish History, to have his senses heightened for a time. They are unable to instill these blessings into others. Farseer: These Shamans access the Immortal Realm, usually in search of enlightenment through the wisdom of the Spirits. Additionally, they can channel blessings through these Spirits into plants and people around them, instilling feelings such as courage. They are unable to bless themselves. Now, we've all done that test where you have to pick which from the list are most similar. The last two are oddly similar, wouldn't you agree? So much so that it begs the question: Why does such a distinction exist? There is currently a lack of any Farseers, and a disturbingly low number of Latauman. When asked what the difference between the two is, many struggle to conjure an answer. The basic concept behind them both seems to be the same; to draw from the Spirits in some way, in order to utilise a blessing. The other sub-types, being Witch Doctor and Elementaist, have very specific purposes that make them distinct from one another. The notion that one must learn two-sub-types in order to both bless themselves and others is drawing from the pool of Shamans, and creating a needlessly lengthy process that can be simplified. Logically speaking, the two should be combined. There is no reasonable explanation behind why such a process would need to be divided into two categories. As per the example of the Witch Doctor, Shamans are capable of connecting to more than one type of realm, making the merger compatible within existing lore. I should like to propose the merger of the two, foremost with the understanding that it's an unnecessary divide, and will help resolve the issue of dying sub-types, and alternatively because a fresher lore-piece has been proposed that could very easily replace the mantle that would be left. A rather distinct sub-type: Shaman Smithing - With some refinement, I think this could serve as a more interesting sub-type within the circle of Shamans, offering more useful and relevant lore than the two aforementioned sub-types that veer from one another only slightly. Comments and Feedback are needed, appreciated, and welcome. Thank you for reading.
  19. "Your Kub will provide great wealth for the Uzg, for he shall be born beneath Durnorksru." When the sun rests beneath the sands of the Uzg, a blanket of darkness, bejeweled with innumerable stars envelops the land. To the untrained eye it would appear as a series of scattered lights, but to the Ilzhonal, those that study the Ilzpaak (Constellations), there is much to be said about the formations found within the celestial sky. It is often said by students of this Zodiac that the constellations were created by the Immortal Spirits, and those born under specific Ilzpaak are attuned with the energy of the spirit that created it. Ilzhonal Ilzhonal, the great Star Watchers, those that dedicate a vast majority of their time to studying the grand constellations that adorn the night sky. They believe that the time of birth for a kub is extremely important, and the energy of the Spirit beneath which they are born will have a great influence on their personalities and life path. They often exclude themselves from Laz'Dur so that they may study in peace, and for a pregnant Orc to consult one of these masters is something of a pilgrimage. It is considered a great importance to know your kub's spirit alignment. Pregnancy: When a Fe-Uruk is nearing the time to give birth (or just as she has given birth) she will venture to the Ilzhonal to receive a blessing and details of what her offspring will be like. The Ilzhonal live in dainty, cramped tents scattered within a far region of the Uzg. Their homes are typically rife with smells of incense and herbs, and are adorned in all directions by fetishes and paintings. Their shelves are often chock to the brim with old, dusty tomes and great vials of red and yellow sands. Parents will take a great note on the teachings of the Ilzhonal, for they will use his warnings to prevent their offspring from becoming victim to the unhealthy aspects of their alignments. The Importance of Sand: When a kub is born, the time of their birth is just as important as the constellations above them. There are two periods in which an Uruk can be born, and each period will have a varying effect upon the spiritual energy they receive from the Ilzpaak they are born beneath; they are categorized by the presence of the larger bodies in the sky. When the Sun is up, Uruk are born of the yellow sand. When they are born of the Moon, they are of the red sand. When the Ilzhonal determines this, they cover the kub in the sand specific to them, partaking in a great ritiual of blessing. Yellow Sand: Those born during the Yellow sand are alert individuals, those with a keen awareness for their environment and the factors within it. However, they focus so intensely on the outside world that they often forget to take note of themselves and how they are feeling. For this reason, they are more prone to emotional stimuli, and can be easily influenced into anger, or happiness in many situations. Uruk of the yellow sand are more inclined to action, and have a greater energy toward all things physical, such as fighting, building and dancing. Those assigned to the path of the Yellow sand are often destined for greatness in factors of war and building. They make up among the greatest fighters and builders the Uzg has seen, and are also more noted for their dynamic personalities. Red Sand: The Uruk born of the Red sand are more relaxed in their approach to life, having a more reticent view of the world. They only speak on matters of importance when they have a great passion for it. They are more inward focusing than outward, and can often fall into lapses of self-pity or greed. However, their perspective of introversion allows them to be less precarious than their counterparts, and they can become keen learners and intellectuals with the right guidance. Those assigned to the path of the Red sand are typically more inclined to become great teachers and sources of Wisdom for those of the Uzg. They are especially good at inventing new technologies and ways of living. Both: If an Uruk is born when the Sun rises, they are adorned in a mixture of both sands, but will be more inclined toward the traits of the Yellow Sand. Likewise, when the sun sets, those born are more inclined to the Red sand. It is said that it is optimum to be born with a meshing of the two sands, and that those born within these periods will lead lives of greatness. The Rising Sun Uruks are said to be great leaders, with many having the opportunity to claim Rexdom. Those of Sunset are destined for great paths of Shamanism and heightened connections to the Spirits. Ilzpaak and their assigned Spirits: As every month comes around, so too does a constellation assigned to that period. Those born within these times will be greatly influenced by the Spirits that created the Ilzpaak, and combined with their Sand Path, will follow the destiny written for them amidst the stars. Snow's Maiden - Daumanlob Spirit: Urin - The Immortal Spirit of Weather, Seasons and Climate. This constellation appears as the claw of a Raven. An Uruk born beneath Urin is subject to great inner turmoil. At any moment, they can change from great happiness to destructive rage. As those born within Daumanlob age, they will learn to hone their inner energy to draw on their heightened emotional states when they are needed the most. For this reason, they can go on to become great performers, warriors and inventors. Yellow: Those of Urin, with the path of the Yellow sand will become extremely precarious individuals. Their lives will consist of great struggle as they attempt to balance themselves in all things. They are also prone to extremes in all things, whether it be gambling or competition. Those of Yellow are more inclined to become great warriors and story tellers, relying on their ability to over-exaggerate everything. Red: Those of Urin, with the path of the Red sand will have less of a struggle with their inner machinations, but will still be liable to an inner conflict. They will have a great many idea for projects, but will struggle to settle upon a final design. They are essentially perfectionists, who will very rarely find satisfaction in their endeavors. Krug's Welcome - Krugbroshan Spirit: Akezo - The Immortal Spirit of Health, Vitality and Healing. This constellation appears as a wing. Uruk born beneath Akezo are very energetic individuals, with a great ability to heal internally from great emotional trauma. They are not easily angered by outside influence, and they are quite capable of flowing through life without much inner-turmoil, but can also lose sight of what is important. Uruk born within Krugbroshan are well known for their ressilience, and can become wise and great teachers of life. They also make exceptional healers and potion brewers. Yellow: Those of Akezo, with the path of the Yellow sand will have a profound influence on the future of the Uzg, for it is within them to provide kubs of great strength. It is highly recommended for those of Yellow to pursue lives of hunting and War, for they have a great capability to withstand the harshness and solitude that comes with it. However, they can also become too familiar with being alone, and can segregate themselves from the rest of the Uzg as they recline into a life of self-sufficiency. Red: Those of Akezo, with the path of the Red sand will also provide healthy kubs. Additionally, those of this path are more prone to extending their healing capabilities into others. It is for this reason that they pursue professions of healing. This desire to help others extends into all aspects of life, and they can be rather naive in assisting people. Those of the Red sand assume an inner-good in all creatures, and put themselves at great risk. First Seed - Ashblûg Spirit: Ublulhar - The Immortal Spirit of Hope and New Beginnings. This constellation appears in the shape of a seed. When you are born in alignment with Ublulhar, you will have an unquenchable desire to accumulate new skills. Many of the Uruk born within Ashblûg are destined to become a Jacks of all trades, but master of none. They will spend some times involved within a certain pursuit, and will them drop it for something else. For this reason, they are bad leaders and parents. However, they will continue to have a great birth of knowledge, which will at many points in their live become useful to them. Yellow: Those of Ublulhar, with the path of the Yellow sand are less dedicated to the many interests in their lives. They will go on to have a great number of mates and hobbies, and this can lead to them being viewed rather negatively by other Uruk. Despite this, they are quick to take on news tasks and with their heightened energy, can finish them before they run the risk of losing interest. They can become very influencing in the Uzg, typically among the more productive members of society. Red: Those of Ublulhar, with the path of the Red sand are inclined to hold onto their interests for greater lengths of time. They have a propensity, given the right environment, to become masters of the fields they are interested in. However, they can become so obsessed with their interests that they can often grow without families or friends, and if they are not careful, may live in relative solitude. Grand Harvest - Durnorksru Spirit: Arwa - The Immortal Spirit of Fertility, Harvesting and Farming. This constellation appears as a womb. Interestingly, Uruk born within Durnorksru are more often born twins than the other Uruk of the War Uzg, and at the very least will have extremely large families. They place a great importance on child rearing and working as a team, and can find their place within many crowds and professions. However, Uruk of Arwa can lose sight of their own inner power as they rely too heavily on group efforts. These Uruk are also inclined to over-eating, and can become particularly gluttonous. Yellow: Those of Arwa, with the path of the Yellow sand are keen farmers, working the fields with little to no complaint as they provide for their family, the Uzg. They are happy to work in any way that can better the society in which they live, and they can also become great parents, rearing many offspring. Due to their reliance on a team effort, they can struggle in their personal lives to follow pursuits that require their own abilities. As great a parents as many can become, they can also fall into the trap of not having the self-confidence to pursue mates. Red: Those of Arwa, with the path of the Red sand are in great risk of becoming obese. Due to their relative introversion, they tend to become gluttonous as they focus intently on food. Many of those born uner Durnorksru pursue carreers of food preparing, whether to provide for others or to sate their own hunger is a factor of much debate. Sun's smile - Aanzrii Spirit: Paxahru - The Immortal Spirit of Arrogance and Stupidity. This constellation appears as a grin. It is often said that arrogance and stupidity are usually twinned together, and the Uruk born under Paxahru are perfect examples of this. They typically over-estimate their abilities, and this blind confidence can often lead to many tribulations within their life. However, this arrogance allows them to bully other Uruk into helping them achieve their goals. Yellow: Those of Paxahru, with the path of the Yellow sand are very outwardly confident, waltzing across the Uzg with a keen awareness of how great they are. They expect others to perceive this as well, and will often spark fights when they are met with resistance. Those of the Yellow path often succumb to irreparable damage as they strive to single-handedly slay beasts or jump great distances. Red: Those of Paxahru, with the path of the Red sand are far more cranial than their counterparts, often sparking discussions among other Uruk to mock them. They believe that their views are unequivocally true and this almost invariably leads to them being beaten into submission. Nevertheless, the debates that they spark can have an ability to provoke life-changing thought as the Uruk of the War Uzg discuss their lives. Amber cold - Agongraz Spirit: Ghorza - The Immortal Spirit of Spirit, Travel, Movement and Fortune both Bad and Good. This constellation appears as a walking cane. When you are born in alignment with the Spirit of Travel, you are helpless to resist the wanderlust that guides your life. The Uruk born in Agongraz are no happier than when they are exploring the world. Whether it be with peaceful or villainous means, those of Ghorza are rarely seen within the sands of the Uzg. They are so encapsulated with movement that they are rarely comfortable in themselves. They are consistently faced with tribulation, and their levels of luck seem to vary in great extremes. Yellow: Those of Ghorza, with the path of the Yellow sand take a great interest in exploring the world, and will often do this through the opportunities that raiding and War provide. For this reason, when they are of age, they are usually the first to sign up for the Krug-hai and raiding parties. Due to this, they do not often live to an old age, and will often be slain in their travels as in their keenness, they under prepare for the world outside of the Uzg. Red: Those of Ghorza, with the path of the Red sand are interested in map charting and sea faring, and will often take to great vessels in search of new land. It is usually the dream of those of the Red path to be famed for their great adventures and charms that they can return to the Uzg. They are usually more cautious than their counterparts, and will take the time to prepare. Some can take longer than others, and this can come at a great cost as they feel as though they have not explored as much as they would have wished. Deep cold - Bûrzgraz Spirit: Ixli - The Immortal Spirit of Truth and Judgement and Forbidden Knowledge. This constellation appears as an eye. Perhaps the most controversial of all Ilzpaak, those born in alignment with Ixli are viewed with great suspicion. They are generally good hearted individuals, but can be misguided by their own thirsts for knowledge. It is said that an Uruk born under Ixli will sacrifice his own mental well-being in the pursuit of understanding. These Uruk are typically judgemental of others, and this can be their greatest downfall. Yellow: Those of Ixli, with the path of the Yellow sand seek to understand their environment in more physical ways. They will often take on apprenticeships in building and exploration in order to gain the vast knowledge they strive to gather. Those of the Yellow path are said to be less sane than their counterparts, often appearing out of place among their brothers. Red: Those of Ixli, with the path of the Red sand are great conjurers of conspiracy, and search far and wide for the hidden knowledge they believe is lost to them for a sinister purpose. They will often sacrifice their inner-peace to discover what they can about their suspicons, and are very mistrusting of those they come into contact with. They are known to sacrifice their honour in some instances, as they become so wracked in exposing the "truth", whatever that may be for them.
  20. Spirits of Mental Instability Introduction "They are quick; in the blink of an eye, you might lose track of them. Small, too. So small that one might mistake them for an earring. That, of course, is ridiculous. There are no earrings in our realm. And they are invisible. Not to us, you see. Not to us. But to the mortals? Verily so. Completely invisible, and intangible at that. Why? For they exist only in our realm, child. Only in ours..." Rare as it is in our realm, the concept of mental illnesses or instabilities is not merely an idea, but a reality. In fact, it would be considered a great deception, to the wiser individuals of our plane, to assume that one's chances of developing a mental illness are infinitesimally low. They are, in all actuality, comparably high, with the worst mental illnesses, such as schizophrenia, having a chance of occurring to any one poor individual amongst a hundred. It is from this curious observation that a question is asked, as questions always are, by the aforementioned 'wiser individuals'; "How and why does one gain a mental disability?" For the greater part of our existence, the answer has eluded us...Until this day. One might have stumbled across the ancient writings of a shaman, name long lost in the fine sands of time. In fact, their very eyes may have fallen upon this book many a time during their wanderings in the Temple Library. Small, seemingly insignificant, and stuffed between two, far grander books with elaborately wrought leather backs, not even the one who delivered the book there is known. Upon opening the book, if one can call this assembly of rotten papers such a thing, the scrawled, educated handwriting of an Orcish shaman would be seen. Written in the true blah, no less...And yet, someone seems to have etched down their own translation in the corner, in a far neater writing. Common. It is from this book and its translations, fellow descendant, that the explanation to one age old question is given. It is from these words that we glimpse briefly at the realm of the spirits, only to look away, afraid of being drawn in too much... I urge you; read. "Many a time have I travelled in the spirit realms. The Elemental Realm of the first ones, the Immortal Realm of the seconds, and the Ancestral Realm of my people. Many a time have I dealt with proud spirits, angry flames or seething tides...But never have I encountered these beings. My second student, a young Uruk with too much wisdom for his years, had managed to take his first step in the Elemental Plane. Known to me was his tendency not to sleep, yet I had not thought anything of it until his spirit form was revealed. Partially wrapped around the man's neck lay a spirit, it's form being that of an elephant's head, with a fierce tiger's body. The trunk sapped at my student's head, and its claws sank deep into his skin. It was no mean task to remove the creature, and it grieves me to say that I was rash in my decision to do so. Great pain was given to my student, and a large amount of my energy was sapped whilst dealing with the creature. No doubt, the hand-sized spirit had been on this man since he was but a kub. Upon successfully removing the spirit from the uruk, it flitted out of my hands with a speed I have only ever seen in arrows. Gone, but not without leaving an unsettling feeling in my person. It has been many years since I last glimpsed such a creature, but it was made known to me, after ward, that my student no longer suffered from his restless nights any more. The other spirits that I have questioned were too fearful of entailing where exactly these beings come from, but that only hinted at what I already feared..." -The translations would stop there, along with the rest of the book. Pages seem to have gone missing, or had crumbled away many years ago- Lore Spirits of Mental Instability and Illnesses. These creatures are the servants of many immortal spirits (such as Ikuras) by nature, carrying out their branches of influence with a deadly efficiency. The origin of some mental illnesses, these beings are represented in the spirit realm as small creatures, never growing larger than the size of a human hand, but definitely found in smaller shapes. Although they are good at what they do, they are usually incapable of attaching themselves to a strong, healthy descendant. Thusly, new born children, depressed individuals, descendants in a coma or even those suffering from grave head injuries are a common target for these mischievous spirits. Once attached, their true purpose begins; they supply mental instabilities to their host. Some might cause anorexia nervosa. Others might riddle the descendant with paranoia, or they could instil their own insecurities about disorder, giving their target OCD. There is one trait in common; each and every one of these spirits cause some form of mental illness, no matter the method of doing so. An additional effect of these spirits would be the physical irritation of the host. Whilst they are not physically visible, the act of connecting to the spirit of the host causes slight, subtle changes in them. For some, it might be the drooping of ears (in an elf) due to the spirit being attached there. For others, a scar might form in the area, or an itching that does not subside might come and go in the general vicinity of the lesser spirit's attachment spot. Over time, the lesser spirit grows. The reason for its growth is not entirely known, only that it does so when attached to a host. After growing to about the size of a hand, it multiplies, causing one mental illness to become two (and so on and so forth). Now, by nature, these spirits do not enjoy being crowded on one host, so they would attempt to part from the host and link to other, free spirits near them. Of course, the attempts are not always successful, but the people around the host would feel a sense of unease. Should they be in a weaker state, they would also be vulnerable to the spirits, potentially becoming a host of the spirits themselves. All hope is not lost, however! If a person is suffering from such disorders, they might wish to visit a shaman. Such people are capable of entering the spirit realm and locating the spirit. They would then be able to try and pull it off. It has been noted time and time again that the longer these spirits have been affecting a descendant, the harder and more painful it is to remove the spirit. Other methods of removing the spirits exist, too! The moment they connect to the host, their 'minds' are invariably connected as well. This causes them to be find-able in the voidal plane, via the mind of the host. A mental mage would be able to target the spirit, and block the connection it holds to the host by a similar process to erasing memories. Although it does not immediately get rid of the spirit (meaning the physical traits still remain for a while), it does halt the mental illnesses caused by it. Eventually, the spirit would leave, not being able to carry out its purpose. The physical traits would vanish as soon as the spirit does. A final means of combating these nasty spirits would be through alchemy. Although it does not remove the spirits, it aids in weakening them enough to facilitate their removal. How? If an alchemist applies healing potions to the areas that are physically affected by these spirits, it would slowly begin to heal (though never completely), thus considerably weakening their hold on the host. After that, a mental mage or shaman would have far less difficulty when removing the spirit. Outline of the Lore: -Spirits that attach to people and cause mental illnesses. They are not the cause of ALL mental illnesses, and some mental illnesses might be caused due to natural reasons. -They are lesser immortal spirits of varying origins, serving their greater immortal spirits. -They cause minor physical effects to hint at their presence on the host. -When on the host, they gradually grow before multiplying, causing more physical and mental effects, and perhaps targeting those near to the host in an attempt to attach to them, too. -They can be removed, but the process is painful to the host, and difficult to the mental mage or shaman. They become more difficult and painful to remove if the person has had the mental illness for a longer amount of time. -They can be weakened via alchemy, making the process of removing them far easier. -They come in many forms, and all give their own different types of mental illness. -They can rarely be seen in the spirit realm, but are easily seen on those suffering from mental disorders. They are also completely invisible in the mortal realm. -They are usually too weak to attach to a descendant when they are healthy (as the spirit rejects them), so they do so when they are weaker (e.g. in a coma, or when they are in the womb / a baby, etc). Red Lines of the Lore: -These spirits are not present if another, supernatural cause is the reason for the mental issues (For example, Shades). -The debilitating effects of the presence of these lesser spirits can never be too pronounced/obvious, but it must always be present. -These creatures are not the origin of ALL mental illnesses. Instead, they are the source of a few. -The shaman/mental mage cannot forcefully remove the spirit without the OOC consent of the player. -This lore does not change ANYTHING about mental illnesses, other than giving them a nice reason behind, and perhaps a way to cure them. It does not change how they work, nor how they are gained, or anything of the sort. -They cannot be caught by a shaman and stuffed into/onto someone, because they will ALWAYS be too fast. -The only people who would know about this are the shamans/mental mages who come in contact with these spirits and those that these shamans/mental mages decide to teach about said spirits. It is not common knowledge or even secret knowledge; in fact, it is something few would know about. -These spirits cannot be forced upon someone. If they do not want to have it, they are not forced to. -It is not easy to remove one of these spirits, and would take a large amount of energy from the shaman/mental mage. If we are comparing magics, it is the same difficultly as removing/rewriting a memory is to a mental mage, and that is when it is the easiest to do (i.e. When the spirit is rather new, or when they are weakened). OOC and Acknowledgements: First off, I would like to thank Charcoal for giving me the inspiration to do this. I would never have been able to think of the rest of this stuff without your initial push, so thank you! Additionally, I would like to thank Wardog and Hellfiaz for their contributions on having multiple immortal spirits being the bosses of these lil imps. Many thanks to you two :D. Finally, I would like to thank ILikeFoodDude for his ideas on making the spirits more versatile. If you wanna check his ideas out, they are on page three! Secondly, I would love to read comments and constructive criticism from you all! Personally (bias as heck here), I believe this lore could add a lot of flavour to LotC! It helps explain mental illnesses in a fantasy-esque way, and it gives some interesting RP to those who play shaman characters. But what do you think?
  21. The Order of the Hunter's Cross The Hunter's Cross ((Once I have an artist, this will be done. See my skin for a general idea.)) What is the Hunter's Cross? The Order of the Hunter's Cross is akin to the UMHG in a few ways, particularly that they are both hunters of monsters. However, whilst the UMHG focuses on the kind of monster that is normally living (or perhaps neither dead nor alive, nor even undead), the Hunter's Cross focuses on the undead of various kinds, including the generic zombies and skeletons, and then the greater threat of the spirits that have recently come to be once more. These individuals will come from many backgrounds. They might be former knights, or perhaps magi. Maybe even a couple peasants or thieves, or even an old orcish bandit. But whatever the case, they have been bound together by a common cause; The threat of the growing ranks of undead. The Order hails from a long time ago, dating back a thousand years. The Order hunted throughout all of Aegis, but soon died out. No one knows exactly when, or how, or why. They just did. The earliest known mention of the Order dates back to a time just after the first Graven had appeared, about 1100 years past. It's in an old, old, book, an heirloom of the Lawrence family. The complete studies of an ancestor long gone, James Lawrence. Not much is known or said about the early order, only that it was often that it's members died for the cause, and that you weren't paid for it; The booty you got was from the corpses of your prey, and the satisfaction of having slain it. Undead and their Strengths and Weaknesses As a general guideline, most undead are severely weakened by the metal gold, rather than silver as in common belief. They have a severe weakness to bright lights, and sunlight seems to destroy them, be it the dead of flesh or those of spirit. The Order will require golden weapons or armour in the Hunting of a spirit, as most of these may not be harmed by iron, and when they are, it is infinitely simpler to bring gold armour and charge at a spirit, or otherwise a golden blade and to make a single slice. Graven: Perhaps the weaker of the two Greater spirits, anything other than flesh that is honed to a fine point, or else a sharp edge, may kill it, should you chance upon the opportunity to strike at where it's heart might once have been. Failing that, a decapitation will serve as well. Holy water and objects consecrated by priest or cleric ((And I ask if you decide to use either, you ACTUALLY obtain it via RP, have an MC object, and show proof (screenies) and object to spirit in question. I have played one myself. It is horrendously annoying and quite impolite when people suddenly start pulling insta-kill objects from their arses)) will also be able to destroy a Graven. They do, however, have the ability to induce insanity through their stares, which may be almost impossible to escape without outside help, as well as the ability to disappear at will. Apparitions: The strongest and most primal of the Greater spirits, an Apparition is nearly impossible to defeat. Very little else is known about these spirits, but it is assumed that gold and a cleric's light will affect it as any other. They too have the power to disappear, but they may also snuff out all lights in an area. If you see one of these, avoid it and come back later with a large hunting party. Ghost: A Lesser spirit, they can be demanifested by a brilliant light, or else gold. They can affect the environment to an extent, however, this is often limited to opening doors, moving about objects, and should it be particularly malevolent, toss furniture around or scratch people. Further classifications will be made in time and with further research. Flag of the OHC ((To come as soon as I have an artist able to do it.)) OHC Ranking System (In brackets are the informal names) The Council Some Slayers as well as all Mediums take place in the Council, organizing Hunts, discussing strategies, making major choices... So on and so forth. Mediums The people who are generally the public face of the Order. Public announcements, recruiting, so on, it comes down to him. Also is relatively knowledgeable about the undead, albeit Slayers will, from time to time, know more about them than the Medium. Whilst sometimes voted in, a few are also born into the position. A Medium cannot be expelled or lose their position, except for in the case that they are compromised in some way, in which case testimony, and proof must be presented. A Medium MUST wear the traditional robes of the Order, unlike most others of the order. Slayers (The Gold Blades) Some of the most skilled Hunters, the Slayers have made quite a few accomplishments. These men and women are quite capable, and it is by no luck that they have survived so long. Often leading a small group of hunters, be they Hunters or simply others they know who have joined in that hunt, they are the shaft of the spear, directing the fight to their targets. So named for the numbers of the dead that have fallen to their blades, and nicknamed for the fact that gold will kill undead without fail. They wear the one of three current uniforms. Honoured Hunters (The Iron Blades) These particular Hunters have been honoured and recognized for their quick thoughts and/or actions, and have slain multiple Greater undead. They have proven that they are ready to die for their cause and for fellow Hunters, and are ready to take the next step. Informally named for the fact that a blade of iron will suffice in a fight with non-spiritual undead. Hunters (The Stakes) The common members of the Order, these Hunters have proven themselves ready by actively participating in Hunts, and slaying their first Greater undead. So named for the fact that wood can kill undead as sure as any blade, given that they strike the right place. The Untested ((Unhooded versions of uniforms are ready, when you join, a PM will be sent containing details.)) You'll be known simply as 'untested' in this phase. This is the phase where you'll be observed, looking at your habits and combat abilities, as well as speed, durability, fighting style, and so on. Once you're ready, you'll be given the go-ahead and set out to actually hunt your prey. The Target List ((Given upon recruition. You would not otherwise have this list)) Current Targets Greater Spirits PRIORITY: The Headless Horseman The Warden: The Hunter: The Bloodied Cavalier: The Lonely Druid: The Retribution: The Bishop: The Highwayman: The Crucified Gravekeeper: The Guardian of Laughter: The Scorch: The Spectral Bard: The Phantom Doctor: The Apparition of Vaerhaven: Lesser Spirits N/A Greater Undead N/A Lesser Undead Hordes N/A *In a bag, there are some application sheets.* The Application ((Note that this is only one way of joining. Otherwise you can seek a Medium out IC)): ((IC Section)) Order of the Hunter's Cross Name: Race: Access to Gold: Readiness to Die: Hometown: Reasons for Joining: Combat Experience: OOC Section MC Name: Skype (Not necessary and unlikely to be used except for the occassional Major Hunts): RP Combat Skill: PvP Skill (With Nexus): Timezone: Members ((Only handed out upon recruition)) -Council- Jack Lawrence -Mediums- Jack Lawrence -Slayers- -Honoured Hunters- -Hunters- -The Untested- Xan'jar Glumpuz'Azog Matthew Dunham Outposts Safehouse 1: Classified Location --------------------------------------- Extra Information to Note: 1. You must provide your own equipment, or otherwise a friend must, or so until there is stable funding. 2. All types of fighters, races, professions, and faiths are accepted. 3. A base of operations will be created should there be need, and should we have the backing, however, until then, locations and times for impromptu meetings will be sent out and about via bird or otherwise. ((A.k.a. Forum PMs)) 4. No formal outposts will be made, however there may be stationing at various areas to patrol as needed, especially in the case of the need of an organized Hunt. 5. Sealing or permanently dispelling a spirit is always the priority, as whilst slaying such will solve the problem for a time, they are apt to return. 6. Upon slaying undead, the bodies are to be burnt. Rules and Tenets 1. You will keep your comrades' and families' lives above all else. 2. You will never abandon a started Hunt, except to save a life. 3. You will not discriminate between faiths or races. 4. You will always burn the body of a fallen comrade, lest he return in undeath. 5. You will always be ready to die in the Hunt. 6. You will never fall from life into undeath. ((Gonna make these obvious.)) ((OOC Regulations)) 1. In the case of using insta-kill objects OTHER than Gold or otherwise, please, PLEASE, actually obtain the object in legitimate RP (a.k.a. No pulling holy water out of your arses unless you have actually RP'd with a priest or Cleric to get such), and have a mod name said item. When using it, you give it to the spirit in question, and if possible, proof. After that, the holy water or otherwise must be discarded. 2. In the case of gold, have the MC object on you. It can be gold armour (emote body slamming, or punching, rather than trying to hit with weapon) or a golden weapon (emote attacks as normal). Having gold nuggets and gold ingots and using those are acceptable if -and ONLY if- the target agrees to allow them to be used to RP, say, a gilded sword or gilded armour. 3. Treat your character's target with respect. Don't go and say stuff to them OOCly that is meant to be harmful, just because they have your character on the point of a sword. I will NOT tolerate that behaviour to the opposing end, and anyone who does will be answering to GM's, or myself. I'm not looking for the best RPers or the best PvPers here. I'm asking for the ones who will be respectful and sympathetic with the other end, whether you're winning or losing. 4. This is meant to be for RP. You want something from a target after you win the combat, you ask it from them, and if they say they don't have it, don't press them. Don't make them /damage 20. Take what you need, and nothing more. It is ridiculously annoying to go searching for items again, especially as a Graven, so I expect that you be sympathetic and let them go, minus some minas or some other object. I sure as **** can't get you in trouble with the server for forcing /damage 20, but I sure can and WILL kick you from the Order if I hear of you doing such. 5. If they refuse to give you that object, just ask to loot some minas. No more than 50. I don't want people being looted blind. 6. In the case of PKing a ghost or spirit, please arrange this with them first, before the Hunt ever starts. Make sure they're okay with being PK'd. If they're not, then don't bother doing it. I don't want to ruin fun for spirits. I want to create RP with them. Not wipe them out. ((I'll finish off prettying this up when I have time. For now, please excuse the horrible looks of this post.))
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