Shamanism

From Lord of the Craft
Revision as of 16:40, 9 June 2017 by Yank33 (talk | contribs) (Added: How it is Practised and added more to the overview of shamanism)
Jump to: navigation, search

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. Those that fully understand the ways of the magic, divided into the sects of Elementalists, Lataumans, Witchdoctors and Farseers, each have their own role in the Uruks’ society and all put the needs of their race above their own or any singular individual.

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.


How it is Practised

The Connection

For the following section, we’ll be referring to the connection of the Farseers to the Spirit Realm, as it is held as the both the most complex and developed form of the art among those who practise it; being one that these Shamans use to constantly and fully transport their consciousness to another plane. This forced passage between realms begins when a Farseer cuts off the link between his consciousness and his body, and ends when he, or in turn a Spirit controlling him, returns the stream to his mortal person. Unlike any other magic, the beginning of Shamanism actually requires the limitation of Mana being spent, rather than an increase in such. The regulation of mana use is vital in both entering and departing the spirit realm, and as such is vigorously practised by all Farseers. To let their mind wander to the place of spirits, they must almost entirely cut off the connection between their mind and their body- leaving only a trickle of mana as an anchor to return. When they wish to come back, they increase the mana flow to their mortal person, and their thoughts will begin to travel back to their body. Now, that being said, although controlling mana plays a massive part in connection to the Spirit Realms, it isn’t so that anyone that can do such may actually make this connection. When an aspiring shaman is first taken on as a student, they will be put through several trials and tests, dictated by their teacher. Although they are sometimes seen as a filter to weed out the dedicated from the short-sighted, they are indeed much more; as a pupil’s action in these tests decide whether or not the spirits themselves will allow a him or her to move their consciousness into their realm. An intangible filter of sorts is present, at which a group of minor spirits regulate the influx of those entering and leaving the Spirit Realm. Those that have been seen bearing positive attributes during these tests may be, for the first time, allowed to enter this new realm. It should be noted that the longer a Shaman has been connecting to the Spirit Realms for, the easier it will be for them to pass through the filter without the spirits scrutinising over them- and as such it’s important for these Elder Shamans to do their best to regulate their own actions as honourable or otherwise.

Traversal

Once a Shaman has connected to the Spirit Realm, an incomprehensible variety of circumstances may occur. For the first few times, chances are their senses will be dulled or non-existent as their mind struggles with the lack of bodily connection. Their vision may remain pitch black, and the only ‘input’ they receive may be a soft, niggling feeling of being watched. As time progresses, aspiring Shamans learn to deal with what information they’re given, and soon the senses return, albeit in situations much different from those in the mortal realm. Their vision may be hued; the world they seen filtered as if through coloured glass. Hearing may be non-existent, or they may hear cries far away as close as if whispered in their ears. The sense of touch usually comes last for those that travel the spirit realm, and it can be the most confusing of all to deal with. Sometimes, should they come across a vision of a man being slaughtered, they would feel a phantom sense of pain- like a slash across their neck as they’re decapitated. It’s important for a Shaman to differentiate these Empathetic feelings to others from their own, especially in the Spirit Realm, as it’s been known to drive some blindly mad. Now, on to what actually occurs in this realm. When a Farseer, presumably with full use of his senses first enters the Spirit Realm, they’ll find themselves, most likely, in an environment they haven’t yet seen. It might be a dense forest or a dank swamp; either way, a Shaman learns quickly to adapt when they traverse the spirit realm. With them is usually their Spirit Guide; a creature in a form important to them or their heritage which will lead them through this realm away from, or into danger, depending on the situation. A member of the Ugluk clan, for example, might have a Spirit Guide in the form of a bull, as it is Ugluk Bulls that their clan is so famous for- and the same can be said for Lur Wolves or Braduk Rhinos. So, led, or not, by their respective guides, a Shaman will eventually come across what they will refer to as a vision. It may be an event of the long past, the distant future, or the twisted present- usually representing something that has or will play a major part in the development of either the Uruks or the Shamans. These won’t be straightforward events, however; one may see only the form of a crying Uruk mother and her child, and from there they must learn to decipher its potential meaning. And it is from that that a Farseer’s real skill is discovered; the ability to learn from these small snippets of information and then advise their leaders or people for or against certain actions that could, potentially, bring massive consequences for their race. Another form of visions, much rarer in comparison to these odd events, are those brought forth by a spirit himself. These are no tricks to be deciphered; if a spirit goes to enough effort to force a Shaman into a vision, their vision will be straightforward and commanding. Usually, these occur when the Spirit feels as if their influence in the Mortal Realm could be increased, and they are to call upon the aid of a Shaman to spread their influence. The Shaman, of course, has no real choice in the matter, but those stronger in the way of words may be able to convince a nagging Spirit to change their mind on a matter which might be otherwise impossible, or at least very consequential, to perform.

Utilisation

Last but very much not least, we come to a Shaman’s real use in Orcish culture- their ability to manipulate the Mortal Realm around them. As said earlier, each sect of Shamanism has their own way of doing this: Elementalists by meddling with nearby elemental, Lutaumans by blessing themselves, Witchdoctors by cursing others or creating tribal elixirs, and Farseer by blessing Orcs or others around them who are in need. Usually, they go about these things in similar ways. Elementalists must bind themselves to an Elemental by first impressing them by going on certain quests to draw their attention. Then, they promise the Spirit something that it seeks that they can give, and then a bond will be made. As more Elemental Spirits are bonded to, sometimes a Elementalist’s proficiency in the control of a certain element may be hindered; like if one Shaman has bonded to a spirit of water as well as fire, or earth as well as lightning. It’s up to the Shaman himself to decide what they’ll sacrifice, or if they’ll instead focus only on one element to become utmost proficient at it over all others. Lutaumans go about creating their influence similarly. They first must call upon an Ancestral Spirit to meet with, and then they will try and gain their favour by promises of impressive feats or proof of their past honour. Once a Spirit agrees, they will temporarily bind their essence to the Shaman; giving them massively increased attributes such as strength or bravery for a short amount of time, which may just turn the tide of battle in their favour. The more they do this, the more word of their feats will spread among the Ancestral Plane and the more likely it is for these Spirits to accept their deals. Witchdoctors go about things a bit differently than others. During their rituals, they’ll present certain objects which hold relevance to the Spirit they are trying to evoke. For example, should they be trying to create a potion which causes the drinker to have insatiable hunger, they would perhaps need something such as the stomach of a large animal, such as a bull, or they may burn and char excessive amounts of savouries in hopes of gaining the attention of the spirit of Greed and Gluttony. Should they do so, they’ll begin to call to their desired spirit in the tongue of Old Blah, asking for their aid and promising that the attributes that they represent will somehow be more prominent after the use of said potion. Should the spirit agree, the mixture will be cursed, and the Witch Doctor can use it as he will on his unfortunate victims. However, these Shamans must be careful, as it’s sometimes not apparent how a spirit has cursed the potion, and unintended effects are rampant in the brews of inexperienced Witchdoctors. Finally, the Farseers’ blessings are actually quite similar to that of the Lataumans’, in the way that it requires sharp tongue and wit to convince the spirits to give them their boon. When a Farseer decides he wishes to bless something, he must travel to the Spirit Realm and begin calling the name of the spirit that hold the attribute he needs for the blessing. Should the spirit answer, then the Farseer must try and convince it that the blessing will, in some way, benefit the spirit. If this outright fails, and the Spirit refuses, a Farseer may do something else that no other Shaman may do; that being fight the spirit for his blessing. This is very dangerous, and is usually done only in times of desperation, as when a Shaman dies or is injured in the Spirit Realm, he dies or is injured back in the mortal realm. Once he’s either convinced the Spirit of the need of the blessing or beaten him in battle, it will then begin to take over a Shaman’s body. Back in the Mortal Realm a Farseer’s limbs may start to move under its will, and words in Old Blah will be said to give the blessing direction. A mist, usually hued the colour that best represents the spirit doing the blessing, will pour from the Shaman’s orifices and encompass the person, animal or plant he wishes to bless. When it's finished, the Shaman need only to return his connection to his body and admire his handiwork; the fabric of the mortal world being shifted in his favour, albeit in only a small front.


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 / Elementalism: 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