Jump to content

[Revision] Nature's Healing - Herblore


Recommended Posts

Hello!  Today I bring before you a revision of a branch of Druidic magic, which has been revised in the past but many have asked me about reverting it and so here I am with the proposal.  I wish to change Druidic healing to bring it back to the key themes of the Druids.  So let's look into the existing lore, shall we?

 

 

 

Spoiler

 

Druidic Healing

Druids are renowned for their healing prowess. Be it a leafy patchup or reattaching a limb, it is said that save for the monks or magical clerics, their natural abilities are unmatched. This art is so interesting as it combines with the practice of Druidic herbalism with their natural magic.

 

Druids are best known within the realm of healing for their unparalleled use of herbs, though this isn’t the limit of their abilities. It is said that druids are able to heal directly to a degree. This practice is rarely seen, however, as it is an exhausting and dangerous ability to the user.

 

Direct Healing:

 

Since the days of Aegis, the Druid have been known for their extensive abilities with herbs. A Druidic salve could do great things, and even bring people back from the brink of death. Yet, in emergency situations, it is rumored that the Druid could heal without herbs…

 

 

Explanation

When herbal healing falls short, a druid healer is capable of channeling the power of the Aspects to heal directly, however, this is a dangerous measure. To heal directly drains the user considerably. Depending on the extent of the healing, a druid normally risks exhaustion, and on severe enough occasions, risks death.

 

Points to Note

Reagents (herbs and salves) can help lessen the risks associated with direct healing, as you can draw less from yourself in the process.

A transfer of natural energies (not life force) between user and the receiver is an act that can be used as a pain dampener and is much easier than actual healing. Moving the affected part of the body can upset said relief, however. Should the user cease the flow then the pain would quickly return, if the cause has not been healed yet.

 

 

Wooden Limbs (Druidic):

 

   Sometimes, through accident, illness, or a bad turn of luck, one may find themselves with a limb less than they had at birth.  Happens to the best of us! However, this need not be the end of that limb. One can consult the temple Monks for a replacement with ease, or seek out skilled, powerful Druids well-versed in Control of Nature to craft them a new limb.  For one not attuned, this would simply be a fancy pegged limb, but for one attuned and skilled in Control of Nature, it can serve as a full replacement limb!

 

Explanation:

It is a completely harmless concept that simply adds more variety to RP, and has been done for a long while now, there are many characters with wooden replacement limbs of various sorts already.  One can simply say “the monks healed me” and have any limb or ailment cured, but this can be rather generic at times, and having other options that provide no additional advantage is completely harmless.

 

Points and Red Lines:

  • Wooden Replacement Limbs provide no advantage over any other artificial or natural limb, and is no more durable than any other limb.

  • Only a Druid of Tier 3 or higher Control of Nature can manipulate a wooden limb attached to themselves. To anyone lacking this skill, or druidism at all, it is just an immobile peg limb that a Druid happened to shape for them.

  • The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.

  • The effectiveness of the replacement limb is entirely up to the player receiving it. It can be a simple peg limb, or of some practical but limited use, or a fully functional replacement able to be manipulated as normal. These exist to enhance RP, and should be left to the recipient's’ discretion.

  • One cannot attach another animal part to someone as a replacement, such as a dog’s tongue to replace a severed tongue, or a spider eye to replace a lost eye. Only wooden limbs may be made and attached.

  • One cannot have more than two full wooden limbs (From the shoulder or hip down), or four half limbs (from the elbow or knee down). ((As a note, this does not negate characters that obtained their limbs before this change. This only affects people going forward. ))

Tier 1:

The Druid has learned much of herbology and has begun to use this knowledge to create salves and poultices. They can then begin to enhance these salves with natural energies, though it is very tiring.

 

Tier 2:

The Druid finds powerful herbs with properties of healing (such as pennywort, calendula, marshmallow, gotu kola, chamomile, echinacea, etc) and meditate with them before preparing salves or poultices with them. They will boost the inherent properties of the plants. Sadly this augmentation fades with time, but it’s still a noticeable increase. Wounds can heal in about a third  the amount of time it would take normally to heal.

 

Tier 3:

The Druid can combine their bandages with herbs and plants that they have enhanced with magical properties to offer quicker healing to the patient. A Druid can give tea that will soothe a cold, even cure it with its enhancements to the leaves. The Druid can also begin to be taught about direct healing with or without reagents, but should they attempt to perform it without the guidance of an experienced teacher, they are almost assured to harm themselves in the process, as they cannot control the flow properly.

 

Tier 4:

The Druid can enhance poultices without meditating with the plants. They can heal wounds in less than a day depending on severity. As well, the Druid has learned how to control the flow of natural energies and can now heal small wounds on their own.

 

Tier 5:

The Druid has mastered the art of healing, and can heal most wounds within an hour or two. There is no true mark as to what they can and cannot do. Some healers have even been rumored to be able to reattach a dismembered limb if treated soon after injury. Leafy stalks tend to grow from their finished work!

 

 

 

 

 

 

 

Now, let's highlight some points here.

  • Druids use herbalism and their powers to create interesting remedies unlike other races.
  • Druids can replace limbs with wooden appendages at certain levels of power.
  • Druids, at certain levels, can directly heal wounds without the aid of herbs and such, just heal wounds with their own energy.

 

 

Druids should not be able to direct heal.  I've been against this for a long time and was against it when they changed it before, and then they changed it back, then they changed it back again, and now I'm looking to revise it once more.  So let's discuss which parts we should remove.

 

Replacement limbs:

 

Replacing limbs for Druids to control shouldn't be a part of healing.  This doesn't take any knowledge or skill with healing, simply a proficiency with Control of Nature.  Thus any Druid who has trained in that department could create and use these limbs, even the "peglegs", as they would simply grow them around the affected area.  Certainly treating the wound would require knowledge, but nothing related to the replacement limb itself.  This should be moved over entirely to the Control of Nature department. 

 

Direct healing:

 

Direct healing should be removed in favor of the herbal route Druids have traditionally gone.  Druids have a unique opportunity to provide interesting RP that other groups can't do.  It's very rare for somebody to suffer an injury that can't be healed totally by a magic of some kind.  And if somebody is RPing an injury they have to RP it for a good while to properly feel it.  However with the Druid's herbal augmentation players can seek first aid from druids in wounds that they can RP out over a couple IRL days and then be healed from, thus being able to feel the inconvenience of being wounded or crippled without having to permanently feel it, or be healed instantaneously of it.  Also, the flavor from this type of healing is all but incomparable, with different acts such as scabbing over wounds with bark or sowing seeds into an arm wound to have grass grow from it when it has healed.  Really interesting and quirky ties to the overall flavor of Druidism.

 

With the new version, I wanted to emphasize that Druids can leave a legacy with their healing.  The better the Druid is, the more powerful the remedies they can create and any Druid with knowledge on how to apply the bandages and such created are able to do so without performing magic.  Although, there are actions that a Druid can do on the spot at higher levels, such as closing wounds with wood and such, but there are still ways to pass on the power and effectiveness to others in a tangible way.  So, let's post the edited, proposed version, shall we?  Striking away "Nature's Healing", we shamelessly present "Herblore"!

 

 

Spoiler

 

 

Herblore

 (title shamelessly ripped from Runescape Herblore but the lore is not)

 

 

latest?cb=20150529173349

 

Druids are renowned for their healing prowess. Be it a leafy patchup or reattaching a limb, it is said that save for the monks or magical clerics, their natural abilities are unmatched. This art is so interesting as it combines with the practice of Druidic herbalism with their natural magic.

 

Druids are best known within the realm of healing for their unparalleled use of herbs, and even those who are not adept at performing the magic are able to use

the wonderful remedies crafted by other Druids to astounding effect.  The Druids love to build storehouses of bandages and poultices, salves and potions that others can benefit from in the event of a great healer's absence.

 

Tier 1:

The Druid has learned much of herbology and has begun to use this knowledge to create salves and poultices. They can then begin to enhance these salves with natural energies, though it is very tiring.  These augmentations last only an hour or so, and must be changed often for maximum effectiveness.

 

Tier 2:

The Druid finds powerful herbs with properties of healing (such as pennywort, calendula, marshmallow, gotu kola, chamomile, echinacea, etc) and meditate with them before preparing salves or poultices with them. They will boost the inherent properties of the plants. Sadly this augmentation fades after a few days, but it’s still a noticeable increase. Wounds can heal in about a third  the amount of time it would take normally to heal.

 

Tier 3:

The Druid can combine their bandages with herbs and plants that they have enhanced with magical properties to offer quicker healing to the patient. A Druid can give tea that will soothe a cold, even cure it with its enhancements to the leaves.  The Druid can also enhance potions or beverages at this point, with powerful augmentations that can last a respectably long time, even a couple years.   Druids can also perform different methods of treating wounds by combining control of nature with their healing abilities, and doing things such as closing wounds with bark (very painful for the patient), or creating casts from wood, etc.

 

Tier 4:

The Druid can enhance poultices without meditating with the plants. They can heal wounds in less than a day depending on severity, and their remedies can last several years unused.  These Druids pass on their knowledge to other Druids so that they too may learn the secrets of Druidic Medicine.

 

Tier 5:

The Druid has mastered the art of healing, and can heal most wounds within an hour or two. A Druid who is tier 5, and blesses or augments a plant or creates an augmented remedy, can be sure that this remedy can be passed along to other druids to use in the future and it will never wear off or fade.  Some Druids spend their entire lives creating remedies for other Druids to use, and when something bad happens its these Druids' bandages and salves that everyone tries to get their hands on.  Their healing has become a lasting legacy that will endure long after the Druid is gone, even.  

 

Points and Red Lines:

  • Wooden Replacement Limbs provide no advantage over any other artificial or natural limb, and is no more durable than any other limb.

  • Only a Druid of Tier 3 or higher Control of Nature can manipulate a wooden limb attached to themselves. To anyone lacking this skill, or druidism at all, it is just an immobile peg limb that a Druid happened to shape for them.

  • The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.

  • The effectiveness of the replacement limb is entirely up to the player receiving it. It can be a simple peg limb, or of some practical but limited use, or a fully functional replacement able to be manipulated as normal. These exist to enhance RP, and should be left to the recipient's’ discretion.

  • One cannot attach another animal part to someone as a replacement, such as a dog’s tongue to replace a severed tongue, or a spider eye to replace a lost eye. Only wooden limbs may be made and attached.

  • One cannot have more than two full wooden limbs (From the shoulder or hip down), or four half limbs (from the elbow or knee down). ((As a note, this does not negate characters that obtained their limbs before this change. This only affects people going forward. ))

These spoilers were brought to you by your friendly neighborhood GM, Finalhazard.

 

 

Link to post
Share on other sites

Seems like good solid lore, i'll support this druidic lore renewal as it gives more depth. 

 

Though if you could put in some Rp scenarios of how this'll effect a non-druid and a druid (just two paragraph examples can work) for better explanation on people if they don't want to read the revision if accepted. 

 

Thank you. 

- Westen

Link to post
Share on other sites

make druid healing able to be self taught

Link to post
Share on other sites

I support this alteration on the grounds that it gets rid of direct healing - a thing which should have never been added in Athera and which I have constantly opposed.

 

HOWEVER, I think an edit should be in charge regarding the wooden limbs. Druids with the Control of Nature subtype can make the limbs, BUT only other Druids with that subtype would be able to make use of these limbs with the magic. I think Druids with the Nature's Healing subtype should be able to make the limbs useable for even non-Druids, as the way I have always RP'd it as Callax involves a specific remedy and blessing on the wood that allows it to morph to an extent with the physical body of the person receiving the limb. Therefore, it becomes useable for that non-Druid as an alternative to Runesmithing or Alchemical limbs.

Link to post
Share on other sites

Updated with suggested edits of limbs and non druids.

Link to post
Share on other sites

I like the new Druidic clarification stuff that keeps being written. It has my support. 

Link to post
Share on other sites

As someone who uses Nature's Healing frequently, and as a teacher of it, this has my complete support. 

Link to post
Share on other sites

+1

Link to post
Share on other sites

idk you linked this so here are my suggestions on how to fix nature's healing

 

Make it self teachable

Make actual alchemy guides, so people can actually RP this. Hard to RP the alchemy bit when you have no way to really know the exact drawbacks and good things about all the different potions n' ****

Either make direct healing the main point of the magic, or take it away. Whatever, idc.

Do something so that you guys can have teachers, since there is a single active healer (Corvo)

 

and other **** i forget exactly

Link to post
Share on other sites

Just a gentle bump to raise LT awareness.

Link to post
Share on other sites

I see no reason to hold this back, would be much better and the removal of direct healing is a blessing, as for the whole self-teach, well, it'd be like other sub-types, no? Where you must be taught up to a certain experience 'level' and from there, you can learn more from doing it yourself.

Link to post
Share on other sites

After a few changes were asked and performed (removal of non druids able to move wooden limbs and red lines of wooden limbs added), this lore is accepted!

Link to post
Share on other sites

Moved to Outdated Lore Archive. Please refer to the below post for all things Druid magic.

 

 

 

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...