Difference between revisions of "Shamanism"

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(Created page with "thumb|''The Spirits and how they relate.'' ==The Bond== The bond is apart of the aurum exclusive to shamanism, relating more to the physical worl...")
 
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The list of Domains is as follows:
 
The list of Domains is as follows:
 
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{| style="color:lightgrey;text-align:center;margin:auto;width:85%;"
Fire: The ability to manipulate fire and light in its purest form.
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|style="vertical-align:top;padding:10px;width:50%;"|
Earth: The ability to manipulate dirt, stone, or metal in its purest form.
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{| class="wikitable" style="color:lightgrey;text-align:left;width:100%"
Water: The ability to manipulate water in its purest form.
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!style="width:25%;background-color:#333333;color:lightgrey;"|Domain
Wind: The ability to manipulate wind in its purest form.
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!style="width:75%;background-color:#333333;color:lightgrey;"|Description
Plants: The ability to manipulate plant life.
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|-
Animals: The ability to manipulate and control animals.
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|style="text-align:center;"|[[Fire (Domain)|Fire]]
Shadow: The ability to manipulate darkness.
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|The ability to manipulate fire and light in its purest form.
Emotion: The ability to manipulate the emotions of sentient things.
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|-
Healing: The ability to heal others.
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|style="text-align:center;"|[[Earth (Domain)|Earth]]
Ice: The ability to manipulate ice or other frozen objects.
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|The ability to manipulate dirt, stone, or metal in its purest form.
Sound: The ability to manipulate sound.
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|-
Spirit: The ability to manipulate the spirit of others. This is not the soul but rather one's entire essence.
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|style="text-align:center;"|[[Water (Domain)|Water]]
Portal: The ability to make portals to other places within the same realm or others.
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|The ability to manipulate water in its purest form.
Storms: The ability to manipulate storms, including hail, rain, tornadoes, lightning, thunder, etc. This does not include sandstorms or firestorms on its own.
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|-
Decay: The ability to manipulate toxins and diseases.
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|style="text-align:center;"|[[Wind (Domain)|Wind]]
Sun: The ability to manipulate the day. This includes sunlight and fire.
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|The ability to manipulate wind in its purest form.
Moon: The ability to manipulate the night. This includes moonlight and shadows.
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|-
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|style="text-align:center;"|[[Plants (Domain)|Plants]]
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|The ability to manipulate plant life.
 +
|-
 +
|style="text-align:center;"|[[Animals (Domain)|Animals]]
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|The ability to manipulate and control animals.
 +
|-
 +
|style="text-align:center;"|[[Shadow (Domain)|Shadow]]
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|The ability to manipulate darkness.
 +
|-
 +
|style="text-align:center;"|[[Emotion (Domain)|Emotion]]
 +
|The ability to manipulate the emotions of sentient things.
 +
|-
 +
|style="text-align:center;"|[[Healing (Domain)|Healing]]
 +
|The ability to heal others.
 +
|-
 +
|style="text-align:center;"|[[Ice (Domain)|Ice]]
 +
|The ability to manipulate ice or other frozen objects.
 +
|-
 +
|style="text-align:center;"|[[Sound (Domain)|Sound]]
 +
|The ability to manipulate sound.
 +
|}
 +
|style="vertical-align:top;padding:10px;width:50%;"|
 +
{| class="wikitable" style="color:lightgrey;text-align:left;width:100%"
 +
!style="width:25%;background-color:#333333;color:lightgrey;"|Domain
 +
!style="width:75%;background-color:#333333;color:lightgrey;"|Description
 +
|-
 +
|style="text-align:center;"|[[Spirit (Domain)|Spirit]]
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|The ability to manipulate the spirit of others. This is not the soul but rather one's entire essence.
 +
|-
 +
|style="text-align:center;"|[[Portal (Domain)|Portal]]
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|The ability to make portals to other places within the same realm or others.
 +
|-
 +
|style="text-align:center;"|[[Storms (Domain)|Storms]]
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|The ability to manipulate storms, including hail, rain, tornadoes, lightning, thunder, etc. This does not include sandstorms or firestorms on its own.
 +
|-
 +
|style="text-align:center;"|[[Decay (Domain)|Decay]]
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|The ability to manipulate toxins and diseases.
 +
|-
 +
|style="text-align:center;"|[[Sun (Domain)|Sun]]
 +
|The ability to manipulate the day. This includes sunlight and fire.
 +
|-
 +
|style="text-align:center;"|[[Moon (Domain)|Moon]]
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|The ability to manipulate the night. This includes moonlight and shadows.
 +
|}
 +
|}
  
 
==The Merge==
 
==The Merge==
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The current list of Idols is as follows:
 
The current list of Idols is as follows:
  
Idols
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*Idols
Staffs
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*Staffs
Body Runes
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*Body Runes
Totems
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*Totems
Dolls
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*Dolls
Teeth
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*Teeth
Shrunken Heads
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*Shrunken Heads
Hair Beads
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*Hair Beads
Axes
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*Axes
Spears
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*Spears
Ritual Daggers
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*Ritual Daggers
  
 
==Progression==
 
==Progression==
  
Trial of Bonding
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===Trial of Bonding===
  
 
The trial of bonding is the first trial that a shaman will undergo, in fact this is the trial that gives the shaman their spirit in the first place. A shaman who has undergone the first trial is the most basic of shaman, and is commonplace to see. Those with the Bond only require an event, notable activity, and a character fitting the specific Vaya Lord being sought. Shaman on this level will only be able to access the bond ability given to them by their spirit upon merging with them.
 
The trial of bonding is the first trial that a shaman will undergo, in fact this is the trial that gives the shaman their spirit in the first place. A shaman who has undergone the first trial is the most basic of shaman, and is commonplace to see. Those with the Bond only require an event, notable activity, and a character fitting the specific Vaya Lord being sought. Shaman on this level will only be able to access the bond ability given to them by their spirit upon merging with them.
  
Ten Shakti
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*Ten Shakti
Ten Spells
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*Ten Spells
Three Turn Merge Duration
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*Three Turn Merge Duration
Trial of Harmony
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 +
===Trial of Harmony===
  
 
Shaman who have undergone the Trial of Harmony are much more experienced than those who have only gone through their bonding trial. They are capable of much more than their bonded counterparts, and upon merging can use both the bond and the harmony. Those seeking Harmony must have Three Months of confirmed activity, complete the Trial of Harmony at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Three Months is the minimum time and many will exceed this.) These types of shaman are the most common, but is still something that one has to work hard for.
 
Shaman who have undergone the Trial of Harmony are much more experienced than those who have only gone through their bonding trial. They are capable of much more than their bonded counterparts, and upon merging can use both the bond and the harmony. Those seeking Harmony must have Three Months of confirmed activity, complete the Trial of Harmony at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Three Months is the minimum time and many will exceed this.) These types of shaman are the most common, but is still something that one has to work hard for.
  
Fifteen Shakti
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*Fifteen Shakti
Fifteen Spells
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*Fifteen Spells
Five Turn Merge Duration
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*Five Turn Merge Duration
Trial of Enlightenment
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 +
===Trial of Enlightenment===
  
 
Those who have undergone the trial of enlightenment are few and far between. These Shaman are extremely skilled and knowledgeable, but not only that they have a very intimate connection with their spirit. They have undergone the most tribulations and been through many things with their spirit to the point of them having an unbreakable bond with them. Those seeking Enlightenment must have Six Months of confirmed activity, complete the Trial of Enlightenment at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Six Months is the minimum time and many will exceed this.) This trial is only able to be achieved by those who have worked for a great deal of time in becoming closer with their spirit.
 
Those who have undergone the trial of enlightenment are few and far between. These Shaman are extremely skilled and knowledgeable, but not only that they have a very intimate connection with their spirit. They have undergone the most tribulations and been through many things with their spirit to the point of them having an unbreakable bond with them. Those seeking Enlightenment must have Six Months of confirmed activity, complete the Trial of Enlightenment at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Six Months is the minimum time and many will exceed this.) This trial is only able to be achieved by those who have worked for a great deal of time in becoming closer with their spirit.
  
Twenty Shakti
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*Twenty Shakti
Twenty Spells
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*Twenty Spells
Ten Turn Merge Duration
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*Ten Turn Merge Duration
Spells
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 +
==Spells==
  
Spells are what a shaman casts and is a result of their bond to their spirit and Vaya Lord. Because of this, each spirit is able to control certain domains within the realm that are able to be controlled or manipulated. Spells more often than not are active forms of magic, only some spirits (like those of Magu) are more inclined to do more magic away from the heat of battle.
+
Spells are what a shaman casts and is a result of their bond to their spirit and Vaya Lord. Because of this, each spirit is able to control certain domains within the realm that are able to be controlled or manipulated. Spells more often than not are active forms of magic, only some spirits (like those of [[Magu]]) are more inclined to do more magic away from the heat of battle.
  
 
As an OOC measure, Spells come in largely three different costs. Spells will cost anywhere between 1-3 Shakti. This is a measure of the strength of the spell mostly. Most spells will be a single Shakti, such as a small fireball, a stone fist, or a lightning bolt. 2 Shakti usually is just a change in size or the duration of a spell. Finally, 3 Shakti will be sweeping spells that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for spells should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Spells can contain any of the domains their shaman is capable of learning in any combination. A shaman can learn the spells of another, even if they do not share spirits if they share the same domains for the spell.
 
As an OOC measure, Spells come in largely three different costs. Spells will cost anywhere between 1-3 Shakti. This is a measure of the strength of the spell mostly. Most spells will be a single Shakti, such as a small fireball, a stone fist, or a lightning bolt. 2 Shakti usually is just a change in size or the duration of a spell. Finally, 3 Shakti will be sweeping spells that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for spells should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Spells can contain any of the domains their shaman is capable of learning in any combination. A shaman can learn the spells of another, even if they do not share spirits if they share the same domains for the spell.

Revision as of 00:34, 18 March 2021

The Spirits and how they relate.

The Bond

The bond is apart of the aurum exclusive to shamanism, relating more to the physical world rather than the spark relates to the veil for mages or how a blessed has their Gods’ flame. This bond sticks with the shaman as long as their spirit does, and is only capable of being connected to one spirit at a time. Creating a bond is achieved through trials and tribulations that are presented by the Vaya that rule over the spirit that the shaman is attempting to partner with, with each trial being different and unique to the Vaya’s character and morals. The bond is what allows a shaman to be able to use shakti for spells, and to merge with their respective spirit. Shaman do not have to be tribal in nature even if they are stereotypically. Shaman must however be one with the land and share the beliefs of their Vaya Lord to be able to properly maintain their Bond. When bonding, the Shaman tethers its Aurum to the Spirit’s, sharing their emotions, goals, etc. Shamans as such are considered partners of their spirits rather than the master of them. When a Shaman dies, its spirit is likely to merely return to the area it was guarding. Some spirits do roam or return back to their home realms, only to be replaced by a new spirit. Shamans will not be seen adorning metal armor in large quantities as it hinders their ability to bond with their spirit (gauntlets, pauldrons, and light metal leg armors are fine but full plate, chainmail, etc. is not). A shaman is only able to use three domains and these come from the spirit themselves.

The Trial

Trials are a way that shamans create their bond or progress further within their Bond. Each trial is unique but even so cannot be spoken about to anyone; the Shaman is physically unable to do so as part of their Bond. Should a shaman lose their bond, they forget all about the specifics of their trial. Each trial is unique and is based on the demeanor of the shaman (or potential shaman), the type of spirit they are attempting to bond with, and the Vaya Lord they serve. Trials are extremely personal and are less of a test one goes unknowingly into, but rather something that has been practiced and prepared for by strengthening the bond between them and their spirit. All trials take place at the shaman's site of origin.

Shakti

Shakti is the essence that shamans draw from the realm to cast their spells. Shakti, unlike mana does not come from another realm. Each rock, each fire, each breath of air, water, etc. constantly beats with Shakti which the shaman may utilize. Another way that Shakti is dissimilar to mana is that Shamans do not expend Shakti. Instead they rearrange it in the area to cast their spells. This does take an extreme amount of effort however and will cause shamans to run out of energy until they are able to peacefully meditate.


The Vaya
Aaog - Tletuego - Fire Aisha - Nemita - Order Magu - Loquiti - Chaos
Orono - Yeyeres - Air Thairr - Xochor - Earth Vuona - Atlgua - Water
Aversia - N/A - N/A; Celestial - N/A - N/A


Spirits

Spirits are the most commonly visible part of shamans, though tend to actually be about as rare as the shamans themselves. Spirits are from the respective realms of their Vaya, having ventured forth into the realm long ago to take root in the various. Each spirit will take residence in a spot similar to its original domain in order to protect the domains their home is known for adhering to. For example, a spirit from Atlgua might be found around rivers, beaches, or deep ocean recesses while one from Tletuego might be from a volcanic area or the cause of a raging forest fire. Perhaps the rarest of the spirits are those of Magu who tend to be found in the realms of sentient creatures, lurking in places considered dangerous or suspicious. Each spirit seeks to bond to a worthy person, one who is one with the world and adheres to a creed that aligns with their Vaya Lord. An example of such is a shaman bound to one of Aaog’s spirits tend to be impulsive and ireful while one of Aisha’s bond tend to be more nurturing, protective, and demure.

As the bond between a shaman and their spirit grow, so too do they begin to change. The shaman begins to unlock a fuller potential of the spirit and in turn the spirit continues to grow in strength. The shaman must do what it can to protect the area of the spirit it is bound to and is forbidden from bringing it harm. Should the shaman bring harm to its origin, the spirit’s power is liable to weaken. When the land dramatically changes, new spirits may take over what was formerly the land of their spirit. In cases like this, it is up to the shaman for them to find a new home.

Domains

Shaman have a multitude of domains to work with, however which ones they get to utilize are determined by the spirit they’re bonded with. Each Vaya Lord has a different set of domains that his spirits encompass, with one of them being consistent among the vast majority of the Vaya Lords. Each of the Vaya Lords have a primary domain. Aaog is Fire, Thairr is Earth, Orono is Wind, Vuona is Water, Aisha is Life (split into Plants and Animals), and Magu is Shadow.

The list of Domains is as follows:

Domain Description
Fire The ability to manipulate fire and light in its purest form.
Earth The ability to manipulate dirt, stone, or metal in its purest form.
Water The ability to manipulate water in its purest form.
Wind The ability to manipulate wind in its purest form.
Plants The ability to manipulate plant life.
Animals The ability to manipulate and control animals.
Shadow The ability to manipulate darkness.
Emotion The ability to manipulate the emotions of sentient things.
Healing The ability to heal others.
Ice The ability to manipulate ice or other frozen objects.
Sound The ability to manipulate sound.
Domain Description
Spirit The ability to manipulate the spirit of others. This is not the soul but rather one's entire essence.
Portal The ability to make portals to other places within the same realm or others.
Storms The ability to manipulate storms, including hail, rain, tornadoes, lightning, thunder, etc. This does not include sandstorms or firestorms on its own.
Decay The ability to manipulate toxins and diseases.
Sun The ability to manipulate the day. This includes sunlight and fire.
Moon The ability to manipulate the night. This includes moonlight and shadows.

The Merge

The merge is something unique to Shaman, as nothing else is entirely like it. A spirit and their shaman will merge together, fusing into one being. This merge will get progressively stronger and last for a longer amount of time as the Shaman gets more bonded to their spirit. Visibly, the shaman takes on features of their spirit that they themselves otherwise would not normally have. These can be purely aesthetic changes, however the spirit will grant the Shaman up to three abilities to use freely during their merge. A shaman cannot use spells while in their merge, but they should not need to as the power gained from their spirit is more than enough to overwhelm the use of their spells. A shaman will have to go through trials in order to make themselves closer to their spirit to achieve this stronger merge but this is considered an innate part of their progression. A merge has a two turn cast time, the first turn of the merge the shaman cannot do anything else, and on the second turn, their merge begins and they may start casting abilities of their merge.

Idols

Shaman have idols that they can use to cast with, these can be a variety of things ranging from teeth to body runes to totems. All idols are capable of casting the same as any other idol would, as the only difference between them is aesthetic or practicality. The Shaman will tie their idol to their aurum, making it unique to them and unable to be used by other shaman to cast with. An Idol is much like a hammer to a smith, as its vital to how the Shaman cast. Idols are relevant to their spirit, themed to them such as a Vuona shaman having shark teeth as an idol, or an Aaog shaman having something made out of burnt or scorched wood as their idol. Each idol should be themed and used in relevance to the spell that they are using, however body runes are generally universally accepted for all types of spells. A shaman can have as many idols as they wish.

The current list of Idols is as follows:

  • Idols
  • Staffs
  • Body Runes
  • Totems
  • Dolls
  • Teeth
  • Shrunken Heads
  • Hair Beads
  • Axes
  • Spears
  • Ritual Daggers

Progression

Trial of Bonding

The trial of bonding is the first trial that a shaman will undergo, in fact this is the trial that gives the shaman their spirit in the first place. A shaman who has undergone the first trial is the most basic of shaman, and is commonplace to see. Those with the Bond only require an event, notable activity, and a character fitting the specific Vaya Lord being sought. Shaman on this level will only be able to access the bond ability given to them by their spirit upon merging with them.

  • Ten Shakti
  • Ten Spells
  • Three Turn Merge Duration

Trial of Harmony

Shaman who have undergone the Trial of Harmony are much more experienced than those who have only gone through their bonding trial. They are capable of much more than their bonded counterparts, and upon merging can use both the bond and the harmony. Those seeking Harmony must have Three Months of confirmed activity, complete the Trial of Harmony at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Three Months is the minimum time and many will exceed this.) These types of shaman are the most common, but is still something that one has to work hard for.

  • Fifteen Shakti
  • Fifteen Spells
  • Five Turn Merge Duration

Trial of Enlightenment

Those who have undergone the trial of enlightenment are few and far between. These Shaman are extremely skilled and knowledgeable, but not only that they have a very intimate connection with their spirit. They have undergone the most tribulations and been through many things with their spirit to the point of them having an unbreakable bond with them. Those seeking Enlightenment must have Six Months of confirmed activity, complete the Trial of Enlightenment at the bond site of the shaman, and be deemed by their Vaya Lord and Lore Team to be able to continue. (Note that Six Months is the minimum time and many will exceed this.) This trial is only able to be achieved by those who have worked for a great deal of time in becoming closer with their spirit.

  • Twenty Shakti
  • Twenty Spells
  • Ten Turn Merge Duration

Spells

Spells are what a shaman casts and is a result of their bond to their spirit and Vaya Lord. Because of this, each spirit is able to control certain domains within the realm that are able to be controlled or manipulated. Spells more often than not are active forms of magic, only some spirits (like those of Magu) are more inclined to do more magic away from the heat of battle.

As an OOC measure, Spells come in largely three different costs. Spells will cost anywhere between 1-3 Shakti. This is a measure of the strength of the spell mostly. Most spells will be a single Shakti, such as a small fireball, a stone fist, or a lightning bolt. 2 Shakti usually is just a change in size or the duration of a spell. Finally, 3 Shakti will be sweeping spells that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for spells should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Spells can contain any of the domains their shaman is capable of learning in any combination. A shaman can learn the spells of another, even if they do not share spirits if they share the same domains for the spell.


Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
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