Arcane Displacement

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This page is a copy of the original lore which can be found hereand should be rewritten to be a summary of the lore.
Arcane Displacement
arcane displacement.png
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Classification: Arcane
Energy Source: Arcane Energy


History

It is said that beyond the greater reaches of the Arcasian mainland, burrowed within a higher mountain, there nestled – in the heart of a valley – a God-fearing folk who found warmth and fidelity in seclusion, and whose appellation in the common tongue, present culture and history has been lately reduced to naught; churned to the sweltering curse of time. These people were handed down by ancient heredity many of the olden mementoes, many ethics and traditions to which they held safely over millennia with exemplary devotion. Heritage and items of antiquity – among which were tomes of unseen volume – they had come to take as gospels, the profound integrity of which they guarded with all that was then vested in their people. And yet such prideful perseverance was wont, as is the nature of all things, to come with a timeless scourge, a grave price bounden to be paid. Such was it that most children birthed there seldom were free of disease and ignoble malady, as if some curse had tethered to them by their sacred relics. In their ordinance, the destiny to which they were shackled, such children and offspring were fated a harsh death by either inevitable starvation, ill-gotten disease or – with their scarce grasps on the simplest ways of medicine – some common fever. The few who had managed to survive and thence outlived the throes of poverty, able-bodied and stout, did bolster the hamlets’ welfare and presided over as its ancient backbone; an unbroken spine by which the province lastingly abided. Always, until the fateful moon once foreordinated upon them had risen amongst the distant stars. It is in their midst that the Outvoker buried his book, and it was of his will that the illegible remnants of the Planar Dictate were to fall among their declining relics.

At the beckon of that moonlit night, the unborn derelict came to reap what they had carefully sown. And not long thereafter, they (being referred as such for having no discernible gender) took to strewing the fabric written in parchments of altered knowledge into the eye and mind of the unwary; rooting chaos in the realm of the mundane and laying the borders of the veil blurred, arbitrary and of no true definition. The Outvoker had since torn all traces of the original and complete Dictate, for there now remain only several fragments from which one can tease the art of Shunting.


Learning & Teaching

The art of Arcane Displacement, otherwise termed shunting by those who do not think it fit to assort among the arcanes for its absence of voidal conjunction, is one sodden in deep and unfound mystery – those once etched within the volumes of cryptic grimoires and formulae. Through convolutions and methods unversed by only the most learnt of scholars, it accords the patient man, unattuned to the void but who has laid eyes upon its writings from “The Dictate”, or otherwise taught its exercise by an old practitioner, the knowledge with which to transcend the median binds of physicality and into the spheres of other stars and unearthed cosmos, afar the realms of normalcy. Men who dabble in the aforesaid can be left scarred, or lost beyond the reach of sanctuary; were they so unfortunate as to have fallen into the grasps of those who nest the sky.


Abilities

Shunting Shunters may disappear in a fettering of air and accumulation of dust, randomly passing into another realm carrying only non-organic mass with no control whatsoever as to where they will land lest they be familiar with the journey to a specific world, having made it back from the same plane.

- Shunting requires six emotes to perform and to be touched, so much as a poke, interrupts the enigmatic magic wherein it is nullified and must be attempted again.

- Shunting requires complete and total concentration and thus cannot be performed in combat or to evade combat.

- Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in.

- LT must be consulted on the general ideas behind the planes being traveled to but otherwise the player has complete creative freedom in its design so long as it offers their character no inherent power, change, or advantage that does not require an application or lore besides an MART.

- Returning from a shunt with an object of any value more than mundane, useless, and inert must be approved through an MART. The speech and engraved symbolics enacted in one’s circle of ritual are left nigh-entirely to the creativity of the participants, likely consisting of flexion speech and indicative occult imagery (The abuse or memery thereof however is subject to severe punishment).


Coupling

An uncommon practice, although one not at all unheard of is that of coupling; in which a covenant of shunters, led by their most knowledgeable, may bring forth a gate within thin air – of which the frames measure at least four by five meters (blocks), never exceeding seven in either dimensions

- Requires one to have shunted to and from the realm intended and the material plane to map a portal to another realm for a portal alongside four additional shunters to create it unlike Blood Rifts’ more advanced form, Scouring.

- Following the law of equivalent exchange, a portal may only be used to transport five individuals, even non-shunters, before deactivating. The frames remain intact.


Approved Planes

Parum | Land of the Unfulfilled | Lies and Scandal

A plane of unfulfilled promises: soldiers who didn’t return from war, adulterers, broken friendships, children who did not get the toy they wanted, and so on. Full of belligerent spirits and their land.


Louj | The Looking Glass | Glass, Mirrors, Reflections, and Uncertainty

A plane of churning, mental enigmas wherein the physical body is but a reflection and the world is a labyrinthian maze of glass, crystal, and roughly hewn quartz. Here, mental willpower outweighs strength and powerful minds traverse the maze with much greater ease than one who views the world in more physical perceptions. At all times, creatures which enter this world have a doppelganger hidden in the glass manifest whose image distorts and twists the closer it gets to the original, pursuing them at all times. Should they touch this grotesque image will become physical and emerge from the mirrors and glass, attempting to devour the creature. Adjacent to itself.


Anulon | Asulon’s Grandmother | Untamed Wilderness

A plane of vast, sprawling forests and jungles, perilous mountain ranges, arid deserts, grassy plains, and all other sorts of natural landscapes densely populated by predators and their prey of all kinds. No established civilizations reign in order here.


Mechina | Cog Of The Machine | Mathematics, Machinery, and Technology

A plane of metal and fuel, this mechanical world is blanketed in a sky of smog with roaring engines of steam and blistering hot forges speckling its angular, rigid landscapes. Touched by Garumdir, the plane of Mechina is populated by reevers and polyites, mechanical automatons of gears and cogs whistling with steam and pipes of liquid which calculate, measure, and document all possible information which keeps the reevers and polyites busy. Adjacent to Fabul and Liber.

Progression

To teach Arcane Displacement, one must have read it directly from the Planar Dictate and had it for at least 3 months. Moreover, a teacher may have only one student throughout his lifetime; after which they are no longer eligible to teach.

Should a piece of the Dictate not be read from and hoarded for a total of three months, it will be removed by the Outvoker and redistributed.


Limitations

General Redlines

| Locating lore characters / deities or their domains requires express consent from the LT.

| Shunting to new realms will transport the caster at random unless they are visiting a realm to and from which they have already shunted. For example one aiming to find Ebrietas could spend a lifetime shunting between an infinity of realms and have no luck.

| A player-made realm, if approved, could be visited without a roll – provided it is in keeping with the rules, is not a means to gaining boons or powergaming, and is not tied to any of the approved server lore as to avoid any complications. Pre-existent realms however require a roll under LT-oversight.

| The LT must be consulted for approval of realms to ensure that more popular ones are well fleshed out.

| Dying on a plane other than the material plane a shunter is from will leave their soul outside the ropes of the monks and thus a death in another plane is a permanent death.

| Although time passes differently between in each plane as per Gap Theory, the time differentials between the material plane and the other worlds does not allow individuals to learn magic faster or develop in any way, including age (should the player choose) and does not offer any advantage to the character in the way of advancement.

| Shunting may never be used in combat evasion (or in the midst of any conflict).


| Credit to Boruto, Zarsies and Mordu for the writing - [1] |



Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy