Difference between revisions of "Shamanism"

From Lord of the Craft
Jump to: navigation, search
m (Linked Elementalist to Elementalism)
Line 77: Line 77:
 
== '''Shaman Types''' ==
 
== '''Shaman Types''' ==
  
Elementalist: Pacts with Elemental Spirits to mold the mortal realm to their own will, whether offensive or defensive.
+
[[Elementalist]]: Pacts with Elemental Spirits to mold the mortal realm to their own will, whether offensive or defensive.
  
 
Farseer: Looks to the future through their farsight, and acts as a mediator between the spirits and the realms. They can bless others, based upon the powers of the Immortal and Elemental Spirits.
 
Farseer: Looks to the future through their farsight, and acts as a mediator between the spirits and the realms. They can bless others, based upon the powers of the Immortal and Elemental Spirits.

Revision as of 15:08, 9 June 2017

Shamanism

Born from the strength of Krug, shamanism exists as the staple magic for the orcish people. Having pacted with a Spirit of Air, Krug was the first shaman, and used the power of the spirits to carve and claim the world as his own. Taught only to his children, the magic of Krug has expanded into various forms and permutations on pacting and working with the spirits.

The Daemon Apohet

Apohet is the Daemon of Faith and Ambition, and the creator of the Spirit Realm. In the ancient history, he crafted the Spirit realm and the spirits originally to serve as intermediate beings between the mortal realm and the Seven Skies, but later intended to use them as his personal weapon, which failed. His involvement as the creator of that realm and its inhabitants is unknown by any mortals, however. To the Shamans of the Orcs, the Spirit realm is a plane completely separate from the Seven Skies, and they do not even know who Apohet is.


Spirits

There are three types of spirits that a Shaman may interact with. These are:

Elemental: These spirits interact with the physical plane the most, containing spirits such as Fire, Water, Earth, and Wind,Storm, and Metal.

Immortal: These spirits represent the cultural aspects of the Orcs, and may also manipulate certain aspects of the world. These contain spirits such as Spirit of the Hunt and the Spirit of Fertility.

Ancestral: These are the literal ancestors of the living races, including Krug, his children, and any honourable fallen men or women.

To prevent confusion, the Elemental and Immortal spirits are usually referred to plainly as “Spirits”, while the Ancestral spirits are usually referred to as “Ancestors” or “Ancestrals”.

Different types of Shamans use these spirits in different ways, which you can read more about under the specific Shaman sub-types. Below, you will find more information on all the types of spirits.


Greater and Lesser Spirits

Not only are there three different types of spirits, but there are thousands upon thousands of spirits overall. There are an infinite number of spirits of Water, spirits of the Hunt, spirits of Lust, and so on. However, the most powerful spirit of a specific type (like Water or the Hunt) is called the Greater spirit. Every other spirit -- the ones that are not the most powerful spirit of their kind -- are called Lesser spirits.

A Greater spirit, as the most powerful spirit of its kind, rules over all other spirits of its kind (almost like a King ruling over citizens of a kingdom). When a Shaman wants to convene with the spirits, the Greater spirit will usually send one of its Lessers to deal with the situation. The Lesser spirits themselves are always fighting with each other for dominance, but the shift between Lesser spirit and Greater spirit is one that seldom happens. It is very hard for a lesser spirit to gain enough power to challenge the most powerful spirit and take its place.

Spirits and the True Blah

The True Blah (also known as the Old Blah) was the original language used by the Orcs during ancient times. It differs greatly from the Blah that Orcs speak now, and few of these Orcs today even know of its existence. Because the Greater spirits were created back in these ancient times, all spirits speak the True Blah fluently. This means that if a Shaman wants to communicate and understand a spirit of any kind, they must learn the True Blah. A Shaman can do this through long meditation and experience, speaking with several spirits and deciphering their meaning, or studying tomes or books left behind by the ancestors.

Spirit Names

Whenever a spirit is created, it is given a name by the Daemon Apohet, called the true name, or Gijak’Bugd in the true blah (“Blood Call”). This true name separates that spirit from all others, gives it personality, individuality, and the will to function by itself. Without its name, a spirit would be nothing but a hollow shell. Because of this, spirits are highly protective over who knows their true name. Generally, a spirit will tell no one its true name, not even those of its own kind. They will often create a fake name, or a Lodar’Bugd in the true blah (“Drum Call”). This is what others address them as, and this protects their true name from being misused. If someone, like a shaman, were to learn the true name of a spirit, the shaman would have overwhelming power of that spirit. The spirit would be forced to follow their will, no matter if they consented or not. However, if a spirit is tricked into revealing its true name, it will call out to the other spirits of its kind, that will immediately fight against the corruption of the shaman misusing the power.

With this said, the Greater spirits (like Votar of the Hunt or Bregthar of the Earth) are actually known by their fake names.

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 Elemental spirits are the most powerful, and such, pacts with their lesser forms allow them to shape the material realm. Currently, there are only a few kinds of elemental spirits able to be pacted with, that being of Earth, Air, Water, Fire, Storm, and Metal. Any elementalist, having pacted with their spirit would be able to call upon them, before being able to shape the world.

Immortal Spirits

The Immortal spirits encompass an entirely different aspect of Orcish culture, rather covering the ancient, historical prayers and beliefs that Orcs have had since the days of Krug. Whether it be the fabled spirit of the Hunt or the infamous spirit of Fear, there are many aspects of emotions and concepts that have been paired with a spirit.

These spirits originally came into existence as the offspring of the elemental spirits. The elementals believed the immortals to be inferior, and did not wish to associate with them. It was then, at the request of the elementals, that Apohet created the Immortal plane of the spirit realm. These spirits are not as powerful as the Elemental, and as such, a shaman would not be able to evoke their wrath upon the world. Rather, the shamans who call upon the powers of the immortal spirits can bless and curse with their aspects.

Ancestral Spirits

It is said that when the most honourable die, they pass through the Spirit Realm of Apohet, and are put through a mystic trial to see if they are worthy to reside within it. For those that succeed, they live on forever alongside their brothers, looking down at their Descendants. These Ancestors include Krug, Lur, Dom. Azog, which are the greater known, yet it is believed that the other brothers are in the spirit realm. Ancestral spirits of other races are hardly ever contacted, due to shamans being mainly Orcs.


The Spirit Realm

Located within an alcove of the Seven Skies, the Spirit Realm (or Frum’Stroh in the True Blah) is the realm created by the Daemon Apohet where spirits of all kinds live. It is split into three parts: the Elemental Plane (Voga’Stroh, from “Vogaumtar” meaning “Mystic”), the Immortal Plane (Narma’Stroh, from “Nar” meaning “No” and “Matuurz” meaning “Mortal”), and the Ancestral Plane (Stargush’Stroh). Between all of these planes is an ethereal barrier, one which can only be bridged by Apohet himself. This prevents Immortal spirits from warring with Immortals and Ancestors, and so on.

The Elemental Plane

The first plane created within the Spirit Realm, the Elemental plane (Voga’Stroh) is a celestial land crafted especially by the hand of Apohet himself. Because the elementals can morph the realm to their liking, it has changed drastically since its creation in early Aegis. One moment, the Earth elementals may be erecting a mountainous temple for them to reside in -- the next, they are living within mounds of the ground. This makes it hard for a Shaman to try to map out the spirit realm, and because of this, many of them have to feel their way around every time they visit.

The Immortal Plane

The second plane= within the Spirit Realm, the Immortal plane (Narma’Stroh) was created after the elementals requested seclusion. Once they had a plane completely to themselves, the Immortals immediately began warring and fighting. With each Immortal representing a heavy aspect of emotion, culture, or society, it was in their nature to bicker with each other. Nowadays, the Immortal plane is a flurry of warring spirits, hardly ever a restful place for a shaman to visit.

The Ancestral Plane

The third plane within the Spirit Realm, the Ancestral Plane (Stargush’Stroh) was created after Krug proved his prowess of mastering and bending the will of the spirits. Here, the most honourable of Orcish descendants prosper, living without the drama of war or bloodshed. It is said that sometimes, the greatest klomps in the Ancestral Plane can cause thunderstorms on the mortal world.


Shaman Types

Elementalist: Pacts with Elemental Spirits to mold the mortal realm to their own will, whether offensive or defensive.

Farseer: Looks to the future through their farsight, and acts as a mediator between the spirits and the realms. They can bless others, based upon the powers of the Immortal and Elemental Spirits.

Lutauman: Invokes the power of the Ancestors to increase their power in combat, and communes with these spirits to satisfy their view of Orcish culture. Able to take others upon spirit walks, a Lutauman can have the living visit their ancestors, and banish the spectral who wish to linger.

Witchdoctor: Mixes and boils the wrath of spirits into viles and jars, creating hexes, special potions, brews, and curses. A witchdoctor also possesses the ability to curse others with their terrible afflictions.


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