Jump to content

Search the Community

Showing results for tags 'phobism'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 1 result

  1. Yo. So, this is lore that hasn't yet been posted on the forums nor reviewed - we've worked hard on the lore with the cult, special thanks to the father of the cult - Watyll, Hugo, Spiffy and everyone else in the cult. Even though this is supposed to be pretty much fleshed out already, we really appreciate constructive criticism and questions about lore will be answered - so don't hesitate to comment. The lore itself is a bit diverse, due to multiple different writers, as mentioned above, but that's the way lore should be! Everything started out as events, and the whole thing really got out of proportions for an eventline, but we ain't done yet so here's the actual lore. This lore is divided in a few parts, the spirit, the cult and the magic - that being said, think of it as a sort of compendium of lore. Here's a link about the first discovery of Ikuras. https://www.lordofthecraft.net/topic/105303-ikuras-daemon-of-fear-and-insanity/?hl=ikuras ..and here's a link to our beloved dark language. https://www.lordofthecraft.net/topic/104774-altahrn-durngo/?hl=al%26%2339%3Btahrn-durngo Spooky music Ikuras Lore The History of Ikuras Ikuras started out as a simple Greater Spirit in the Spirit Realm of the Orcs. He did not start out as an evil spirit, and it is unknown as to what he was the patron of originally. However, it all went downhill during the first war with Iblees, in which the mighty host of Aenguls and Daemons descended and imprisoned him. When the Orcs were cursed with a terrible black rage and bloodlust, Ikuras was truly born. Affected by the ravings of Orcs consumed by violent madness, his nature was changed and warped, he was driven totally insane. Ikuras became the Greater Spirit of Fear and Insanity, and in his great madness deemed himself the successor to Iblees, placing himself on par with a Daemon or Aengul. To begin his reign, he devoured smaller spirits that were in the Spirit Realm nearby him, who were unprotected by patrons with greater power. This made him mighty indeed, and he was able to reach into the mortal realm and corrupt lesser beings, such as an unknown elf maiden who became the first Kknotos. His magic was also used to create three groups of beings that served him faithfully, but these are now gone. His followers, the Ikuras Cult, started a small war, not nearly as large in scope and scale as the war with Iblees, but still enough to spread widespread bloodshed and carnage. In time, the Descendant races responded to this threat, and the three most powerful magical groups in existence at the time--Clerics, Shamans, and Druids--came together in order to imprison Ikuras. The Spirits, who were enraged with Ikuras for his dreadful cannibalism, personally interfered and assisted with sealing Ikuras away into the Crystal Key, which was kept in the mortal realm. The Key was passed down from shaman to shaman, until one shaman who was tasked with scouting out Asulon as a new home for the Orcs took it with him. In the strange new world of Asulon, the Orc was killed, whether from hunger or beasts, and the key was lost. It ended up in the hands of a monk named Gregory Adeveci, a follower of the True Faith of Oren, and studied it before it drove him mad. This attracted the attention of another Orc shaman, who had been hunting for the key. He took it and entrusted it to the group of beings he had created: the Lethani. The Lethani took care of the key for many years until it was stolen by the Ikuras Cult once again. When the stars were right, the Cult coerced a young Scourgeborn to willingly give her life in Sacrifice to Ikuras, freeing him from the key once more. The Cult The Ikuras Cult or al’Kfurl zu’Ikuras, has had two separate incarnations. The first cult was led by an elf maiden named Kknotos, and was far more powerful than the second incarnation, able to wage total war on the Descendant races and aided by three separate groups of beings, and an army of cultists. This incarnation died out after they were destroyed in the final battle of that war. The second incarnation began with a young electromancer named Trevor, who was foolishly trying to learn necromancy to resurrect his dead wife. He was pushed over the edge when the necromancers refused to teach him and the Lich of the Witch Woods destroyed his wife’s body, eliminating any chance of resurrection. With his mind thoroughly snapped, Ikuras spoke to him and ordered him to start a new Cult, first finding three other beings of great power and creating the Four Horsemen (a now obsolete idea). These positions were known as Vorrul, Kraal, and Siggourdnbad. There have been two Vorruls and three Siggourdnbads, but the position of Kraal has always been held by the Lich, who is also known as Kraal. The Cult’s first act was to steal the Crystal Key from the care of the Lethani, which earned them a gift from Ikuras in the form of the magic Phobism, of which Kknotos became a master of. The lich, Kraal, was also said to be quite competent. It took another few years until their first attempt to break Ikuras free on the volcano near the Cloud Temple, with the sacrifice of the Scourgeborn Dhaun’che. However, the volcano erupted at an inopportune moment and Kknotos was sealed in a bubble of hardened rock, shielded by the Crystal Key’s magic. Kknotos survived off nothing but the energy of Ikuras, growing even more mad than before. Upon being released from his rocky prison, he brought the cult back together and an alliance was made with the Dreadknights and Necromancers. When the cult arrived in Athera, they made their home in Embermoor along with the Necromancers, Dreadknights, and Wraiths. From this staging point they finally managed to break Ikuras free, granting him greater power in the world. Dhaun’che was sacrificed, but in the blast Kknotos’s soul was consumed by Ikuras. The other three horsemen, wishing him returned, asked Ikuras to return their leader, and he agreed on the condition that the Cult taint the Druid grove. They did so with the help of the massive Balrog, Vorrul. Kknotos was brought back into the mortal realm with no vestige of sanity and no recollection of his life before becoming Kknotos, thus destroying his motive of bringing his wife back. Kknotos led the Cult in a few more escapades, including the attempted creation of the Chelion Kravt, before succumbing to weariness and sealing himself inside a large crystal. This crystal is sometimes called upon for counsel, and gives dark prophecies in rhyme in the Black Language. Embermoor in its prime. After Kknotos’ disappearance, another man appeared claiming to be Kknotos, effectively taking his place. The cult kept operating at a slower pace than it had operated before, sacrificing to their patron spirit slightly less.. Rumours of the cult spread - of the cult being in hiding, or even dead. No one but the actual followers of the mad spirit knew what had happened. Another imbalance in the power hierarchy, as replacement for the horsemen couldn’t be found, and the new Kknotos abandoned his position as Embermoor crumbled into dust.. It seemed that the cult would be doomed at this rate, yet a new prophet appeared in the ruined fortress looming over Cerulin.. Dun’Sildur was the location in which the new leader was chosen - - - and a veil of mystery shrouded the cult yet again, as its members vanished only to be forgotten. (We were told to put our RP on hold until lore was revised and reviewed.) Kknotos, circa 1450. Power Hierarchy The cult used to be led by Kknotos and under him, the Four Horsemen (him being one of them). However, as replacing Horsemen has been found to be difficult, and the fact that many of the former Horsemen now find the name stupid, they have been removed as positions. After a few successive Kknotos’s that left the cult almost as quickly as they arrived, it was decided that this position would also be retired and replaced with two prophets, Akra-Serthek and Skaldn, the Prophet of Insanity and the Prophet of Fear. They are the secular leaders of the cult, and direct both its actions and the worship of the greater spirit. A third phobist is chosen as Ikuras’ final vessel; not as a secular leader of the cult, but as a guide to the prophets - The Sethorek. The cult now has a very simple rank system. Cultists: People that have come and sworn their allegiance to Ikuras. All and any are allowed in, provided they perform an initiation task decided by one of the Prophets. Ikaya-Frer: A rank that translates to “Mad Watchmen” these are people who are dedicated to the cult and have been gifted Phobism in order to further their service to Ikuras. Akra-Serthek, Skaldn and Sethorek: the two prophets and the guide. Al’bhaktal zu’skaldn The magic of Fear and Insanity (Phobism) Phobism, the twisted magic Ikuras bestowed upon his followers and the mad alike, capable of snapping the minds of those unlucky enough to find its users. Falling under the category of dark arts and deity magic, it gets powered solely by the spiritual energy of Ikuras himself - while there isn’t exactly a limit to it in comparison to the mana pools of the mortals, the magic itself is so corrupting that one can only channel so much of Ikuras’ power through them. Phobism as a magic works a bit like shamanism, except instead of telling the lower spirits what to do by gestures, you lend the power of the mad spirit itself and channel it to do the desired action with words from the dark language - calling it a prayer would be a fair comparison. The magic is only capable of doing the two exact things Ikuras governs over; fear and insanity. The possibility to tear the vulnerable minds of the descendants asunder and poison them with his maddening taint, or once again show them what it means to fear. Fear, the one emotion many descendants had already forgotten, is what the twisted spirit wanted to use to humiliate the mortals further for his own maddening games. Much akin to Ikuras himself, the phobists are capable of showing the definition of fear for those who come in contact with them. Phobism could be compared to limited illusion powered by a deity instead of the void, the difference is that the array of spells in the use of a phobist revolve around touching their desired target with their hands. In addition to the rituals used for imbuing the power of Ikuras into something, the spells the magic has are ‘Touch of Fear’ and ‘Touch of Insanity’ - both of which, in fact, are much like imbuing power of the spirit into yourself or something with certain consequences. As using yourself as a vessel for magic comes with a high risk, the spells naturally backfire easily. Each of the effects that the spells cause are temporary, and last for around 30 minutes or longer should the victim choose so, with the exception of some items imbued with the power of Ikuras. (For example, a blade imbued with insanity, would affect both its user and its victim.) Explanation and Effects of the Magic on the Phobist: All spells of Phobism have one trait in common; they require the user to touch the target with their hand. The spells are performed by summoning the power of Ikuras upon yourself temporarily with a chant in the dark language. A circular mark written in the very same lingo forms on the back of the hand of the caster, to signify that the spell has been activated. The circle also tells what spell is being used with the script, and what it will do. The mark will lay on its spot for an indefinite amount of time, depending on the skill level of its caster, and shall only fade when the spell’s effects have been cast on someone, in which case it transfers to them, in the form of a red, four pointed star. The phobist would then gain blackened veins, a sign that the magic has taken effect. They shall be unable to form another phobism spell with that hand until the blackness has faded. What is most important to understand about the spell, is that it is tainting a part of your body with a taint that can make one insane or fearful, and if it isn’t passed on, it will seep into its user. This brings us to backfiring. Backfiring: This is as simple as the phobist suffering from the effects that they had designated for their target, instead. If they are unable to touch the target before they are overwhelmed, the spell shall backfire. Their veins shall turn black, and they shall be unable to form more spells of phobism with that hand. Al’Yfad zu’Calfaxgno (The Touch of Insanity) With the chanting, and the pressing of a hand upon the target descendant within a suitable timeframe, the wrath of Ikuras would surge through the victim, rendering their minds incapable of normal thought. The target would fall to the depths of insanity. Roleplaying the insanity itself, is up to the victim - though the caster can give some direction in what kind of insanity it causes. Though, it is supposed to be something akin to temporary hallucinations and terrors, and paranoia - it is the taint of Ikuras afterall. Example chant for the spell; “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” Al’Yfad zu’Skaldn (The Touch of Fear) This spell is cast in the exact same manner as the touch of insanity, the only difference being that the chanted words are different. The effects of course, are different. The touch of fear displays something that the victim finds innately terrifying, showing both the caster and the victim the subject of fear. The opposing partner in roleplay, of course, decides what their character is afraid of, and the rest of the roleplay is up to the caster. Example chant for the spell; ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” Imbuing Rituals Imbuing rituals, consist of imbuing the power of Ikuras into an item with a ritual in which multiple phobists use their bodies to channel the power into an inanimate vessel to bind it in it. These imbuing rituals are the form of enchanting unique to the cult, and are very rarely used yet possible. As before, the phobists gain marks upon their hands when commencing the ritual, but a four-pointed star is not formed where they touch. Instead, the letters crawl off their fingers and onto the object, meaning that any versed in the dark script and language are capable of reading what exactly the item does. The products of the rituals are always hard to use, as their very point is to act as a cursed object, slowly taking their toll on the user and the victim. The effects of the imbuing rituals are limited to what both ‘Touches’ can do. The Imbuing Rituals cannot be performed on anything animate, unless a specific chant is yelled by all the phobists involved. Only then can a person be imbued with the powers of Ikuras, connected to him until it is seen fit that they are not. There may only be three of these people at one time; Akra-Serthek, Skaldn and Sethorek. Ikuras Summoning Ritual When all three chosen ones of Ikuras are assembled, a ritual may be had so that the greater spirit may be summoned. Once again, chanting must be done, and a large circle must be drawn or carved into the ground in the image of a four-pronged star. Each prophet must then locate themselves on opposite sides of the circle, at a point of each prong, with Sethorek being sat at any of the remaining prongs. If sufficient sacrifices are made (or enough fear/insanity is within a condensed area), Ikuras shall be pleased enough to present itself. Manifesting as a rift with an unfathomably large number of tentacles spewing out, and the screams and wails of a thousand mad voices, Ikuras releases a sensation of fear that is likely to rend even the hardiest of minds into momentary insanity. Tier progression; Even though the tier system isn’t exactly in use with the server right now, it’s easier to explain how the progression in mastering phobism works and helps with the time. Tier 1: Around one week in, the novice phobism user slowly begins losing their sanity, if they weren’t insane to begin with. In addition, they begin learning the dark language, as susurrations of words and even entire sentences in the ominous lingo pop up in their minds. They begin learning on how to bind the power of Ikuras onto their body, but hardly ever manage to cast a spell without it backfiring on themselves. Tier 2: A bit less than a month in, the apprentice phobist becomes capable of unloading spells of fear or insanity upon other people through touch. The spells remain on their hands for only some seconds, so it should mostly be used for restrained or bound victims. The users of the magic are still capable of thinking rationally, but their decisions don’t always seem like that - they are a bit crazy after all. Tier 3: Couple weeks after the first month, the caster has gained a bit higher immunity to the taint they cast upon themselves, becoming able to hold the spell for several dozen seconds - making it somewhat usable in combat, though with high risk. Talking to them might give away that they aren’t exactly in their sane mind. Tier 4: After two months of using the magic, the phobism is almost mastered. The time the phobist can keep their spell ready, is almost at its limit, a minute. They seem insane in their own way, usually unable to live with normal community. They may also take part in the rituals for creating cursed objects. Tier 5: After three months of using phobism, the dark mage has finally mastered the twisted magic. The caster can be a vessel for a spell barely over a minute without it seeping into them and backfiring. Their entire world seems twisted, believing in their own insanity to the extreme. The masters of phobism have a chance of becoming a prophet. Akra-Serthek, Skaldn and Sethorek Three of Ikuras’ chosen. The two Prophets who lead, and the one that guides them from behind the scenes. All three are linked to Ikuras via a powerful Imbuing ritual, and each have their own boons granted to them by the greater spirit they worship, so that they may carry out its tasks more efficiently. To all, they are bound to the immortal spirit of Ikuras, fed by his very power. They are thus made immortal. To Akra-Serthek, they are given the ability to surround themselves in a pervasive field of insanity, one which gradually affects the minds of those within until they are nothing but mumbling husks of their former selves. To Skaldn, they are given an aura of fear. All who enter it will feel their heart tugged with anxiety, and visions of that which they fear start appearing in the corners of their eyes. Soon after, they would see their greatest fear before them, and might even lose all sense of the world around them until they flee the fateful aura. To Sethorek, they are given a greater clarity than any other phobist. For it is their purpose to guide and act as a mind of reason amongst madmen, those with the title Sethorek are able to rid their minds of Ikuras’ maddening embrace. They are not made sane as normal men are, but they are capable of reasonable thought and deduction. (For both auras, the maximum range is about 6 feet in radius, but it takes a greater toll. A comfortable range would be 4 feet.) Red lines: Casting multiple spells at once is not possible at all. No ‘Fear hand’ on the left and ‘Insanity hand’ on the right. Attempting this will simply result in the spells backfiring immediately. ‘Holding’ a spell in the ready for a long time is not possible. The spell must be unloaded on the target before the tier-determined time passes, or it will backfire on the caster. If the spell is interrupted as it is being chanted, it will backfire on the caster - as the words are what keep the spell together in addition to the body of the caster. After each spell cast, the veins in the hand used bulge in darker hues - perhaps even black, signifying that the part of body can’t be used to channel the power for some time, meaning that mass-insanity can’t be done without a lot of phobists. What this means, is that only two spells can be cast before the phobist must rest for a bit, and their hands will be weak for that time. The spells can be ‘passed on’ through clothes, but not through shields or heavy armour. The effects of the spells can be purged/cleansed by clerics. The magic is limited as void magic is limited. The more powerful the effect of the spell, the harder it is to do. The more detailed the effect of the spell, the harder it is to do. Phobism Guide: Ex. T1 Phobism and Backfiring- Thomas stares at the man unknowingly sitting beside him, muttering a phrase under his breath as he attempts to flood his mind with insane thoughts. “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” he whispers. Almost immediately, his eyes widen, mistake realised. Thomas pauses for a moment, the hand that attempted to do the deed flopping uselessly as its veins turn a sickening black. Thomas falls from his seat, landing on the ground to his side, unconscious. Thomas shakes violently, the spell having backfired due to his incredibly low knowledge of the magic. Insane thoughts and images flow through his mind as he ‘rests’, looking as if he won’t be back up for a while in his insane and shaky state. Ex. T3 Phobism - Cal looks to the man he previously tied up in a chair, beginning to murmur a phrase under his breath as he stares into his eyes. ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” he murmurs, an odd symbol suddenly forming on the back of his right hand. The symbol glows a dark purple hue as Cal slowly moves his hand toward the victim, the palm of his hand pressing against his forehead. Slowly, a four-pronged, red star would well up in that very spot. Cal quickly steps away, the veins in his hand once again turning a faint black color, noticeable through his pale skin. The victim’s eyes suddenly begin to dart around the room, trembling in fear before he sets his gaze upon Cal. The man shrieks in terror, waddling backward in his chair with as much movement as he can, still bound in his chair. Additional information: While its immediate effects can, in a way, be mimicked through mental magic- it differs by being a lingering taint of the spirit. Similarly to the taint of other antagonizing parties made for generating events, it gives a curse-like effect, which isn't simply something in the realm of possibility with the form of illusion known as mental magic. Not to mention that it doesn't even work when the user can't see their target. While someone may argue that this is simply illusion regardless, it could indeed be viewed as an alternative of illusion magic, yet kept in tasteful borders within fear & insanity, and most importantly - out of the void. The magic is generally used as a part of the sacrificial rituals for Ikuras - instead of the victims being killed and executed, their minds are broken by the taint and they are left alive to generate more roleplay. Not to mention that there can never be too much dark magic :D this all being said, I will personally be very disappointed in the lore-team if the only thing keeping this magic from being accepted is that 'similar things can be done with illusion.' Thanks for reading!
×
×
  • Create New...