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Shamans


(The contents of this page are NOT common knowledge)  
"...and Hanan, drew their bow and shot the wolf that stalked among the stars."
— Shaman, The Shaman
 

History

Introduction

The first recorded Shaman comes from a Giantblood hunter by the name of Ornulf Blanktounge. The Blanktounge is an old clan famed in their tribe for their focus on the silence that allows for their incredible hunting feats. Ornulf himself was a prodigy amongst his people, having taken down three polar bears on his own through traps, planning and observation of their behaviour at the age of 17. After he accrued legends over the years he rose to be his clan's tactician, carefully forging strategies that tricked, deceived and outwitted their enemies.   It was in the midst of a civil war for leadership of his tribe that Ornulf earned the title that would be passed down in the legend that would become his left. Ornulf the Schemer. Having sworn an oath of brotherhood with a friend of his childhood, Ornulf aided Dalla Spearheart in achieving her dream of taking control of the tribe. His stratagems and understanding of the terrain, weather, weaponry, and the minds of his opponents alongside Dalla's leadership in battle lead them to crush their opponents regularly with occasional losses that only taught Ornluf more. When supernatural creatures would change the state of the battlefield, Ornulf remained calm and silent, learning to utilize their presence to squeeze the enemy troops.   The Schemer and the 2nd Coming of the Spear were rising in strength. Our clan moved to stop them but…   Ornulf and Dalla marched their final battle against the only other clan that would attempt to refute their claim for leadership of the tribe. At this time, passing through this part of The Isles of Viggo was The Allfather, draped in bear fur and wolf skulls. Sensing the feeling of battle and war nearby he casually made his way to the spot of the battle to be, hoping for a war of grand proportions as he always does. Dalla lead her followers into the flat ground spare forest, spear and shield in hand. By her side stood Ornulf issuing commands before the battle started. The Allfather’s attention was drawn to this man but he instead took the form of a hawk to better view and hear the commands. First, he flew to the pair's opposition and was quite pleased with the worship he received as well as the plan he overheard. Then he flew back to Ornulf and Dalla and as he witnessed the formation They placed their followers in, he began to laugh.   I think…that was…my greatest victory.   After the battle subsided Dalla, Ornulf and their followers relished in the decisive victory, cheering for the 2nd Coming of the Spear and for the great deeds of war that Anomolaus witnessed. These cheers died down as storm clouds quickly gathered, blackening the sky and thunder roared. The Allfather appeared amongst their numbers and in a flash of light appeared in his form. With a word from his mouth the Jotunblood’s recognized their god and kneeled in reverence. He commanded Ornulf to step forward and spoke of how he was impressed with his tactical mind and had earned his favor. With one tap of his staff on the ground, the Allfather conjured a spirit owl, instructing Ornulf to follow its instructions to further his legend and one day walk the halls of Valsgard. With a strike of lightning, the Allfather vanished. From that day onward Ornulf became the first recorded Shaman in history.   Across Gildaran and Rehkara rumours of the magic, he controlled spread, tales of cunning ambushes, lightning-fast attacks, and warriors rising out of the water in full armour.   Our ancestor was one if not THE greatest strategist of the Isles.   In the case of Beastfolk, Javaliseems to have been partaking in Shaman magic for as long as they can remember though they do not treat it the same way as the denizens of the Old World. To them, it is magically bestowed upon them by Cahiltzur for the sake of waging war, hunting or interpreting the will of the spirits. This is not to say Shamans of other species have not been recorded in tales or songs.

The Allfather

The Allfather is known as one of @The, deities residing within the Material Plane in which the mortal races inhabit, designated as one of those who defend it from otherworldly threats. This God in particular takes on an important role, overseeing war, and hunting. They are, inherently, a “chaotic neutral ” God, usually siding with none of the other Mortal Gods. They grant their Divine Favor to any, turning those who relish in war and battle into Shamans capable of utilizing the spirits of war and violence. All in all the practice of their Divine Gifts revolves around enhancing their physical capabilities and mimicking hunted animals, and rituals born thereof.  

Forging a Connection

Becoming a Shaman is no easy task, requiring one to receive the favor of The Allfather. They enjoy those who show skill, ferocity, and/or stalwartness in conflict. The same goes for hunts, the enjoyment he gets from the internal and external battles between the hunter and hunted is seemingly bottomless. Sometimes they may spy potential in some and grant them a trial to pass to earn more of his favour. Most importantly are those who sacrifice the strongest possible beasts they could find to him, and grants them the ability to enhance their capabilities. When these such individuals continuously sacrifice impressive beasts or people and perform incredible acts of warfare all for the sake of it or for him, they reach out a steady hand to guide them into his servitude with powers and promises of aid should they swear themselves to them. In this, they seek warriors, hunters, bounty hunters, sailors, generals and soldiers to be their followers. When this connection is formed, a Shaman is found by their spirit animal, stalking the earth, falling from the sky, or merely appearing at their bedside with a mark of the selected patron on it. Any number of ways exist for a Shaman to find theirs, but all do in time. A spirit animal is a spirit which helps guide and protect a Shaman on their journey and whose characteristics match those of their person. This animal specifically guides a Shaman by teaching them how to cast spells and incantations by speaking Common and the Shaman’s native language. The spirit animal will also place the Allfather’s blessing on the weapon or staff of the Shaman’s choosing, allowing it to act as the medium for casting spells. The spirit animal is visible to all and is made of a purple mist, like most spirits. A Shaman can control their spirit animal through a spell later learned.
  • A Shaman gains their connection through continuous sacrifices of impressive creatures, passing a trial, achieving great feats on the battlefield and worshipping him/showing devotion. The Allfather will reach out and offer them a place as his servant. This connection also allows the Allfather to speak through the Shaman if he wishes.
  • A Shaman must be a Gaian.
  • A Shaman gains a book after forging their connection, allowing them to learn how to cast their spells and incantations, learned more properly as the Shaman progresses through the magic Ranks.
  • A spirit animal must be a mundane animal native to the Prime Materia.
  • A Shaman who loses their spirit animal ceases to progress as Shaman until they recover it.
  • A spirit animal cannot participate in combat or do anything beyond teaching spells and speaking until they learn and utilize the [ Command Spirit Animal ] spell. A Shaman’s player emotes for the spirit animal and defines its voice, its personality is also up to the Shaman’s player but should be consistent. A spirit animal does not procreate or produce anything.
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Mechanics

Favor of War

Like all of The Mortal Arts, the use of the magic bestowed upon Shaman is measured in “Favor.” A form of exhaustion measuring the loyalty of the Shaman to their ferocious God, consumed upon the use of any of their Spells. At a base level, all Shaman have Eight points of Favor; Eight instances where they can cast their magic before being unable to do so anymore. This Favor does not regenerate naturally however, the Shaman being required to perform certain actions to regain it. A single action will restore anywhere from one to two Favor, and only one may be performed per IRL day. Due to the difficulty in regaining favor, most users of Mortal Arts try to refrain from casting where possible. The ways to regain favor are as follows:
  • Sacrificing a creature or something similar will grant the Shaman a single point of Favor, provided they dedicate it to The Allfather. Winning a fight/battle/war will grant the Shaman a single point of Favor.
  • Convincing an unrelated mortal to fight someone or hunt something will grant the Shaman two points of Favor.
Performing any of the above methods of gaining Favor must be screenshotted, but need not be shown to any LT unless explicitly asked for it. Being caught abusing this system will result in instant denial of your application and a Magic Blacklist.  

The Allfather Pact

A Shaman who seeks to further the connection between them and The Allfather may perform The Allfather Pact, a deal no normal individual would ever take. Those who take this deal will find that the Favor they have will always return to a minimum of two at the start of each IRL day. They cannot exceed this number still without performing the proper rituals mentioned above however. To make this deal, a Shaman must relinquish their ability to wear metallic or wooden armours, a lifelong challenge that the Allfather adores to see people triumph. Their armours must be made of treated hides, leather or cloth.  

Body of the Shaman

The price of a God’s intervention in your casting however does not come without sacrifice. Whereas an Enigma Magi may grow physically vulnerable or weaker from many sessions casting their spells, the Shamans suffer modifications to their emotional and mental state. You see, the exchange and connection to that of The Allfather is not a fair deal for both sides. The Spells of the Fate God slowly whittle away at the mental state of each of their connected followers with every single spell that one may cast. An idle drain of the essence in one’s soul which often leaves the Truthseeker relatively worse off than how they may have started. The progression of this madness goes as follows:   All forms of Magic come with a price. An Enigma Mage grows physically vulnerable from the strain of their casting, Darkspawn slowly ceases to function as living entities. Shamans, however, begin to undergo a mental strain as they progress through the four stages of progression. Not only is this due to their connection with the Prophet but due to the myriad of futures that they may see in their dreams.
  • A Basic Shaman undergoes no physical alterations just yet, The Allfather’s influence only just now beginning to make its way within the corners of the Shaman’s being. Slight changes in measuring risks, still in its early stages and oftentimes negligible.
  • An Adept Shaman begins to undergo the first instances of change. They are minor and allow them to maintain the same kind of lifestyle; They experience a weakening body, their bones slightly easier to break. For example, if a Shaman is not careful they could break or fracture their collarbone by placing too much pressure or stress on the shoulders or when the arms are stretched out. Mentally their mind begins to slip more and more to the joys of hunting or warfare.
  • An Expert Shaman undergoes larger mental changes, desiring hunts for even greater beasts or glorious battles to witness. The physical drawbacks of the Shaman have reached their height. Any broken bone takes an additional 7 Phases to heal properly.
  • A Master Shaman undergoes no further physical changes having already reached the outer limits. Master Shamans instead suffer from outbursts of aggression, sudden silence, violence, and desire for hunting and battle at least once per Phase.
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The Four Ranks

To judge the progression of a Truthseeking Shaman, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Truthseeker must abide by their Rank for a minimum of Two Months, allowing them to become a Master Truthseeker at six. Each Rank achieved grants the Spellcaster access to a new list of abilities:   Basic Shaman | Fog of Spirits, Spirit Fox, Spiritual Boar, Spirit Hare/Tortoise
Adept Shaman | Spirit Shark, Spiritual Huntresses, Spirit Hawk
Expert Shaman | Command Spirit Animal, Spirit Scorpion/Penguin, Truce
Master Shaman | Return to Ash, Reposition, Second Wind   -=-

Truths

Spells

The Spells present in a Shaman's arsenal span mostly across the domains of boons, hunting, and war. Some Spells require careful planning and preparation while others are spontaneous. Each and every Spell is known by a Shaman’s spirit animal, though unable to be utilized until the Shaman is of the appropriate Rank, having gained the practical knowledge to manage the magic. A Shaman may choose if their conjured spirit remains over their target or fades right after.

[ Fog of Spirits ]

Rank: 1 |   Description: Purely an aesthetic ability to aid in the telling of stories or explanations and serves as a basic milestone for Basic Shamans. By calling on a sliver of the Allfather’s power a Shaman can call forth purple mist that can take the form of spiritual creatures.  
  • Cost 0 Favor
  Redlines:
  • Cannot be used in combat. It is solely for aesthetics.
  • For example, a spectral head of a bear could form out of the mist over a Shaman's shoulder. Spirits made of this fog cannot affect anything physical and are clearly ethereal images.
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[ Spirit Fox ]

Rank: 1 |   Description: The Shamans of the Allfather are normally loud and boisterous like their patron but can mitigate this for a time. A Shaman can cast a spell on up to 4 people, silencing their footsteps. Mostly used by the soldiers and generals amongst the Allfather’s followers.  
  • Requires 2 actions.
  • Cost 2 Favor.
  • A Shaman may conjure a spirit fox over 4 creates including themself and silence their footsteps, breath and sounds of their armour.
  Redlines:
  • This does not silence their voice or sounds any abilities or using a weapon would make.
  • The effect lasts for 4 IRL hours or when a target tries to attack something, breaking the spell on themselves.
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[ Spiritual Boar ]

Rank: 1 |   Description: A Shaman may summon a spiritual boar around themselves or another that spurs them in one specific direction. This boar knocks over creatures or knocks them back.  
  • Costs 1 Favor.
  • Requires 2 emotes while being still for both.
  On casting the Shaman or target charges forward in the direction they’re facing by 7 blocks, and then again the next turn. The Shaman or target knocks over any and everything 300lbs or lighter, if a being/beings got knocked back or over they are placed into a prone position.   Redlines:
  • While charging they may not take any actions nor stop.
  • Lasts 2 rounds.
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[ Spirit Hare/Tortoise ]

Rank: 1 |   Description: Like the children’s tale of the tortoise and the hare a Shaman may enhance themselves or another with increased speed for a time, though this comes at the temporary cost of their armour or focus. Alternatively, a Shaman could invoke the tortoise  
  • Requires 3 actions.
  • Cost 1 Favor.
  A Shaman conjures a hare over themselves or another for 3 rounds. While the spell remains the Shaman or target may move +5 blocks but loses the effects and protection of armour they are wearing.
  • If they are not wearing any armour they instead find it harder to focus on the tasks at hand.
  A Shaman conjures a tortoise over themselves or another for 3 rounds. While the spell remains the Shaman or target has their armour level raised by 1 and receives corresponding shield protection against ranged weapons and gets the appropriate decrease in block speed.
  • If they are not wearing any armour they are raised to light armour.
  Redlines:
  • None.
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[ Spirit Shark ]

Rank: 2 |   Description: The Allfather ‘s domain of hunting extends to the depths of the most ink black of oceans. With concentration a Shaman can conjure a spiritual shark around themselves or another, allowing them to breathe underwater and swim despite their armour or weapons.  
  • Requires 2 actions.
  • Cost 1 Favor.
  A Shaman conjures a shark over themselves or another this lasts for 8 IRL hours. While within the water they may breathe it like air and may swim as if they have no armour or equipment on their body.   Redlines:
  • Large objects will still weigh the Shaman or target down.
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[ Spiritual Huntresses ]

Rank: 2 |   Description: The last of a Shaman’s basic spells. A servant of the Allfather can call forth shades of huntresses from their culture to bestow upon greater strength to allies.  
  • Cost 2 Favor.
  • Requires 3 emotes while being still.
  A Shaman summons 3 spiritual huntresses of their who go to 3 targets within 10 blocks grants them Rehk-ur level strength, if they have Rehk-ur level strength they receive Ogre level strength.   Redlines:
  • Does not work on creatures with Ogre level strength or higher.
  • This lasts for 3 emotes.
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[ Spirit Hawk ]

Rank: 2 |   Description: The hawk is the prime example of a predatory bird, intelligent, efficient, and spiritual. A Shaman may summon a spiritual hawk over themselves or another that allows them to reach higher heights and descend safely from them.  
  • Requires 2 actions.
  • Cost 1 Favor.
  A Shaman creates a spiritual hawk over themselves or another for 3 rounds. During these rounds, a Shaman can jump 4 blocks and can glide down from heights safely.   Redlines:
  • While a Shaman is gliding the hawk remains but will fade upon touching the ground.
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[ Command Spirit Animal ]

Rank: 3 |   Description: A Shaman invokes the power of spirits, the embodiment of a being's abilities, powers, memories and personality but not their soul. Shamans can command their spirit animal to do various tasks from delivering letters, fetching things and lastly attacking.   This is not a spell but rather an ability for 0 Favor. Upon reaching this level a Shaman should seek out an LT to create a creature token.  
  • All Spirit Animals have a Tamability of 4 that cannot be changed under any circumstance. Its Aggression starts at 4.
  Redlines:
  • Shamans must train their spirit animal like a pet or mount.
  • Spirit animals may deliver letters and messages similar to a private bird.
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[ Spirit Scorpion/Penguin ]

Rank: 3 |   Description: The Allfather ‘s domain of hunting extends to the hottest deserts and coldest snow-covered wastelands. With concentration a Shaman can conjure a spiritual scorpion or penguin around themselves or another, allowing them to survive in hot or cold climates.  
  • Requires 2 actions.
  • Cost 2 Favor.
  A Shaman conjures a scorpion or penguin over themselves or another, this lasts for 8 IRL hours. The spirit grants the target the respective temperature resistance.   Redlines:
  • While active the target can survive the depths of Covrudruth’s tundra or Lacerta’s desert.
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[ Truce ]

Rank: 3 |   Description: The Allfather despises the undead. For what point is there in war and hunting if the opponent or prey can simply stand up again? Those who died for good should remain dead. This spell enchants a Shaman's staff or weapon with increased damage against the undead for a short period of time.  
  • Requires 1 action.
  • Cost 1 Favor.
  This enhancement only works on the Shaman's weapon/staff and solely works on undead (skeletons, zombies etc.) creatures, burning and causing ash.   Redlines:
  • Bows are included.
  • The effect lasts for 3 rounds.
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[ Reposition ]

Rank: 4 |   Description: A favoured spell by tacticians, this Shamanism spell allows for a leader to help place their group into more favourable positions. The targets disappear into a purple mist and reappear where they wish.  
  • Requires 3 actions.
  • Cost 4 Favor.
  A Shaman may select up to 4 friendly creatures (one of which can be themself) within 10 blocks. Each target teleports to an unoccupied space of its choosing that it can see within 5 blocks of itself.   Redlines:
  • Each friendly creature selected immediately teleports to their desired location, regardless if it is their turn or if they used movement.
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[ Second Wind ]

Rank: 4 |   Description: Shamans are not only people of hunting but of war. The Allfather’s influence extends to those who craft the most stunning of tactics on the battlefield, outsmarting their opponents. Sometimes these strategists stretch themselves thin and need a second wind. A Shaman may imbue their allies with renewed stamina, the healing of only large wounds, new ammunition and temporarily repairing weapons.  
  • Requires 4 actions.
  • Cost 7 Favor.
  A Shaman calls upon the favour of their Mortal God and heals the large wounds (via conjured cloth or bandages) of their allies sustained in the battle or over the past hour. These allies also have restored stamina and receive 2 of their ammunition (arrows, bolts, bullets, ballista etc. this ammunition is akin to Iron, Adept quality). Weapons and armour damaged in the battle or over the past hour are temporarily repaired for 5 emotes.   Redlines:
  • Can only be done in combat.
  • Ammunition received is of Adept quality and the material of the last ammunition fired, unless it is Wonderous rarity or higher, in which case it becomes Iron.
  • Heals ONLY large wounds (and properly treats severed limbs for 5 emotes), not medium or smaller. This heal is just enough to get people fighting again.
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The Shamans and Sacred Sacraments

Unlike the other magics gifted by other Mortal Gods Shamans do not have Sacraments they cast with a number of them. Instead, they have Sacraments that can be cast with 1 Shaman and a number of others that share their faith. These two new abilities are referred to as their Sacred Sacraments, they can be cast with one Shaman of Master Rank or higher and three others that share their faith. On casting any of these abilities, a total of three Favor must be spent.

[ Commune with Ancestors ]

Description: Knowledge and stories are often lost to the past, known only to those who were there or experienced them. With sufficient time and offerings to the Allfather, a Shaman can become a vessel of spirits of the past, taking on their personality and memories for a short period of time.   Mechanics: A Shaman may temporarily be possessed by a spirit of their ancestor or another’s. While possessed, an ET/LT controls the Shaman’s body and depending on the power of the spirit may have their voice change and/or carry the powers they had in life. To call on another’s ancestor requires the Shaman to have one of their descendants before them and consume some of their DNA through hair or blood or flesh.  
  • Calling forth the ancestor of another requires OOC consent.
  A Shaman can call forth an ancestor who is a Claimed Spirit, an Awakened Spirit or completely dead and they Shaman remains possessed for as long as the Shaman wishes (unless the spirit they called is hard to control).   After the spirit leaves the Shaman will be exhausted and unable to do another Commune with Anscetors for 7 IRL days.   Redlines:
  • An ET/LT must act as the DM for the performance of this spell. Attempting without will cause the spell to fail for 2 Favor.
  • Besides the Shaman, three others must be within 20 blocks that share the same faith as them.
  • Once the Shaman is possessed they are no longer controlled by the Player.
  • The exact abilities and limitations of a called spirit are left for an ET/LT’s interpretation.
  • The personality of the called spirit is entirely dependent on how they were in life/how they are now.
  • This spell requires 8 emotes to cast and once started a Shaman must remain in a 7x7 square centred around where they started.
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Summary

Shamans of The Allfather offer a range of war spells and abilities that allows its users to enhance their capabilities or their allies. The counsel of a Shaman is sought by hunters, warriors, soldiers and generals alike. Shamans strive to help their people in combat, provide proper sport and interpret the will or their god. They work to master spells of the capabilities of animals. In terms of generally summarized redlines and other tidbits they go as follows:  
  • Aesthetic actions, done in good faith in which no parties are hurt, and done in a way that makes proper sense, are completely fine.
  • Any spells that greatly affect the landscape, such as some Sacred Sacraments, require RO Consent if used on a region tile.
  • By attaining Shamandom, you are no longer able to gain any other magics. The only exception would be Feats which may be applicable to one’s race (E.q. Fel Flame/Golemancy.
  • A Shaman must ensure to follow the proper guidelines outlined in the appropriate rank as for their physical form.
  • You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.
  • For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Favor Value in their persona prefix.
  • Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.

A Shaman Performing a Ritual
Artwork by Monika Eidintaite
Rarity: Rare
Danger Level: Medium

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