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Druidic Transcendence

 

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“Though it is a great loss, feeling those brothers and sisters that depart this realm, we know they only return to that of nature

and wander eternally within the realm of the Aspects.” ~Arinislia, the Owl Druid

 

 

Origins

 

Stories held within the old tomes of Druidic lore tell of the legends and myths that hold the vast secret knowledge of nature and the realm of the Aspects. Visions caught within the dreams of the Elders speak of the brilliant majesty that is the realm parallel to our own yet entirely different in its own right. The feeling within a druid’s connection as a brother or sister perishes from this world is an indescribable loss, yet also known deep within there is a certain peace and unspoken truth that they now rest within the Eternal Forest. The Demi-Aspects of old carved in stone and displayed in various shrines of druid groves gives a hint to this very thing that perhaps those druids that have departed may eternally wander there.

 

Communion being more than just speaking to flora and fauna, is a step above that which the eye merely sees and opens up to many possibilities. As such, a Druid has attempted to study and find a means acceptable in the deities’ eyes to transverse and commune with those departed. Without the approval of such, one could never truly transverse such a realm without feeling the absolute wrath of such divines. Thus an acceptance was sought and found through the hints and studies of the Fae creatures, but most notability the mysterious Fae Rings.

 

 


 

 

Transcendence Ability

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The connection made uses the existing tether between the Eternal Forest and the Mortal Plane - empowered by a full Moon. Similar to a shaman's spirit departing from their body, leaving but an anchor behind, so will the druids soul exit their body and leave an anchor. Their body is left behind in a state of meditation and connection whilst their mind enters the Fae Realm. When here the druid’s spirit is free to choose a form in which to display as, be it their original bodies, animal, and/or flora of some kind.  The disguise being left to the creativity of the player. In this disguised form they are free to exit the Fae Ring in the Fae Realm and roam freely in this divine garden.

 

When wandering around they are able to encounter many a kind of Fae that naturally live there. Though more interesting are encounters with passed Druii - who have lived in the Fae Realm ever since their departure from the Mortal Plane. These ancestral druids are capable of communion with the wandering, disguised, druid. This is achieved through nature's communion, much like how this is performed on the Mortal Plane. A logical way of communication - for the Fae Realm or Eternal Forest is considered a mirror dimension of the Mortal Plane. One where nature prevails above all through the Aspect’s influence and Fae rule.

 

Disclaimer: The ability to transverse to the Fae Realm falls to a direct event. This firstly needs to be approved by Story Team Management to begin the ritual and travel there. Once approval is granted, the event begins with the Druid who knows the Transcendence Feat to have those that are traveling with them (up to two other druids) step into a Fae Ring. It is then that the Druid starts to cast, giving general effects of the Fae Ring’s mushrooms glowing, wisps now appearing in the air, flora moving, and so on. The aesthetic effects are left up to the Druid performing said ability. The Story Team Member as well can emote these effects. When the last emote is done, the Story Team Member then teleports those of the party to the area for interaction. What happens there falls on the discretion of the Story Team Member. Those departed druids (PKs) are allowed to be there and move around during the encounter yet can only be played by the player who owns said character.  Should there not be a location/build area for which to teleport too, the Story Team Member can place the party in a random remote location in the world where they aren’t disturbed and able to just emote out what is seen there and the interactions the party may encounter. 


 

 


 

 Dangers within the Realm

 

A connection can never last too long for the longer it is maintained, as by nature the Fae Realm, the druid shall be persuaded to stay there. No active actions are taken by the realm within, but there will be a strong influence that will warp the mind of the visiting druid - encouraging them to stay. Other dangers are the fae and other hidden creatures that lie within the Fae Realm. These, when encountered, can harm the druid(s) spirit(s) which causes the anchor point to be severed and thus the Limbo state immediately beginning. Should the druid(s) spirit(s) be killed in the Fae Realm, it is a Hard PK with the Limbo State not activated. 

 

To people around them it appears as if they are sleepwalking, as soon as the body reaches outside of the Fae Ring - they will collapse. If body and soul are reunited in the Fae Ring they will fuse once more, but not without heavy mental effects that become permanent because of the Limbo state activated. If in an elven day’s time (24 irl hours) no one has come to the trapped druid’s aid, their Soul will forever remain in the Fae Realm. (PK Clause)

 

It is noted that during this state of limbo the druid appears in the Fae Ring in the Mortal Realm as a ghastly near-spectral entity. Incapable of stepping out of the Fae Ring, speaking or influencing the realm around them. All they can at this point is appear there in the hopes that someone sees them before their Soul is forever severed from its body.

 

Disclaimer: While in the Fae Realm, the druid(s) can run into many different encounters. Some being more dangerous than others. If the druid’s spirit is harmed, it will immediately activate the Limbo State. Should the Druid(s) spirit(s) be killed within the Realm, this will be a hard PK. The druid(s) will have two irl hours to walk around and interact there, having a Mani encounter cutting the time in half to only one hour. Should the druid(s) still remain there when the two hours are up, an announcement is made emote wise that is done three times every five minutes thereafter(fifteen total minutes). Each emote warning gets more intense as they feel the beckoning call of the Fae Realm in asking to remain. If the druid(s) still remain after that time, the Limbo State PK clause goes into effect.

 

Limbo State: This state is only activated if the Druid(s) spirit(s) is harmed in the Fae Realm or they choose to remain there even after the timer and warnings are up. When the Limbo state begins, the druid’s physical body in the real world starts to get up and walk out of the Fae Ring. As the body reaches pass the mushrooms, it will collapse and lay there motionless. The spiritual form of the druid will then appear in the Fae Ring, unable to talk or do any physical things. Their only actions is gesturing towards anyone of where their body to try and get it back in the Fae Ring. If the body isn’t moved back within twenty four hours from when the Limbo State was activated, the druid’s spirit departs, causing a PK. If someone ventures on the druid(s) in the Fae Ring while they are travelling in the Fae Realm, their bodies can be moved and the Limbo State immediately activated as well. Should the body be attacked, the Limbo State immediately begins. If the body killed, it is a Hard PK. 

 

Mental Damage: A wide range of different things could happen to the mind when being harmed in the Fae Realm or thrown into the Limbo State. This includes, but not limited too, hallucinations, phantom spasms on the limbs, blindness, comatose, nature’s voices overwhelming constantly in the mind akin to a non-druid in a Fae Ring, unable to use/control one’s Druidic gifts, etc. Must choose at least two of these effects. It is up to ST Discretion to force choose which will effect the Druid(s) if it's needed. Any new effects must be approved by ST Management.

 

Should the Druid(s) that return not invoke the Limbo State, these mental effects will only last 3 IRL days. Should the Limbo State be activated by getting harmed in the Fae Realm, the mental effects are permanent. Should the Druid(s) spirit(s) be killed in the Fae Realm, it is a Hard PK.

 

 

 

 

After Effects

 

When the toll begins to sing within the depths of the Fae Realm, the druids that visit there must now begin to depart. The calling increases with each tug felt, beckoning them to remain forever in the Eternal Forest. As the Druids return to their bodies once more, all the Druids who participated with the ability will find however, that their spirit has waned from the ordeal. This weakening of the spirit can lead to a variety of negative effects, which could include passing out, forced Greensight ability, unable to focus in natural areas, shortness of breath, a pallor, tiredness, etc. The true toll is of the soul itself. Should the Druid(s) attempt to Transcend before they fully recover, the Fae Realm’s call will be too great to resist and they will be forever lost in its song(PK clause).

 

Mechanics: This effects all who participated. The effects mentioned above lasting 3 IRL days. Two of the mentioned negative effects may occur immediately upon returning and must be roleplayed for 3 IRL days. However, the soul(s) of the Druid(s) is still weakened and is unable to resist the songs of the Fae Realm should they try to return before they fully recover. Recovery time to preform or participate in the Transcendence Ritual  is two IRL weeks.

 

 


 

 


 

Teaching

 

First Lesson: The first lesson begins with knowledge. The teacher must take the student and venture towards a high up location where they have a clear view of the night sky. With this, the teacher instructs the student on the Moon and its phases, explaining how it affects the natural world and more importantly the Fae Ring waypoints. After this is done, the next step of the lesson is to take the student to a Fae Ring and let them experience what is felt within. The student is to then practice meditating within the Fae Ring with their eyes closed. This in turn, allows for the student to see the natural world beyond mere sight. The ebb and flow of life is seen within the mind’s eye as glowing green particles outlining the shapes of all flora within the area. Animals are far harder to see if moving, only able to get faint outlines. Druids, depending on their Tier, are able to be seen as well within the immediate area given the pure natural energies that are held within them. All things not of Aspects’ creation or origin are unable to be seen. When the student opens their eyes and ceases the ability, the images fade.

 

Second Lesson: The second lesson involves taking a step further from the first lesson within the Fae Ring. With the student now able to see the natural energies of the natural world around them, the teacher is able to guide them for the next step. The teacher directs the student to fall into the meditative state of the first lesson. Once within the trance, the student is then able to focus all the druidic energies within their own body to project their own spirit in front of them. This projection is still connected to them and only shows an image rather than the actual spirit of the druid out of their body. This image can only be maintained for a short duration(three emotes) before it disperses and the student is left exhausted. Others looking at the student can see the spiritual image as glowing green particles outlined in a silohllete.  Any attempt to transcend the Fae Realm within this step is not possible as the student hasn’t learned how to find the waypoint. 

 

Third Lesson: The final lesson is connecting to the waypoint itself. This typically involves visiting the Fae Realm for the first time, however if there are issues Story Team wise, then simply learning how to connect to the waypoint will complete the training. With the second lesson mastered, the teacher sits within the Fae Ring along with the student. The full Moon must be out during this time RPly with the Fae Ring emoted as commencing the aesthetic effects. It is then that the Teacher directs the student to cast the ability and display a spiritual image of their form. The teacher in turn does the same and together, the student is guided to a spiritual bridge that now starts to appear. This being the wayportal from the Fae Ring to that of the Fae Realm. Should a Story Member be present and the journey is allowed to continue, the teacher and student both step on the bridge and their spiritual forms disappear from sight. The Physical bodies remain in a meditative position during this time. Should there not be a Story Team Member to continue the journey, the lesson ends at the sighting of the bridge and both spirits return to their respective bodies.

 

 

 

Red lines

Spoiler

 

A Soul Tree Druid can practice this in their husked form yet even then the Soul is capable of slipping from the Soul Tree and therefore has the same PK clause risks a normal druid has.

All those who participated in the Transcendence ability returns to the Fairy Ring, they will feel their Spirit wane from the ordeal. The recovery time needed in order to perform the Feat again is two IRL weeks.

Must be Tier 5 in Communion and have learned all the abilities within Communion to be able to learn this Feat.

Up to three Druids max (this including the one casting the ability) are able to travel to the Fae Realm with this ability at any given time.

All Lessons must be taught before a TA can be submitted. 

The interaction within the Realm may only last two IRL hours. Should the two hours be surpassed, 3 emotes at five minutes thereafter (up to fifteen minutes) will be made by the Story Team Member. Should the Druid(s) not cast the ability to return to the Mortal Realm within that time period, the PK clause process begins.

Exceptions can be made to pause the timer like if someone needs to afk real quick. 

Using the First Lesson’s ability as a way to metagame in any way, shape, or form is strictly forbidden. This includes trying to see the flora suddenly moved differently from people stepping, animals running away from someone, and so on.  Should you wish to see a Druid, OOC consent must be given first by the player. 

Should a Mani be encountered or attempted to be interacted with while during the stay in the Fae Realm, the timer of the IRL two hours is reduced to one IRL hour. 

The Aspects can never be encountered/interacted with. 

Various Fae Creatures found there must follow the lore of said creatures.

Knowledge obtained is at the discretion of the Story Team Member. 

A druid with shapeshifting does not have to appear as their assigned animal in the Fae Realm.

The disguise taken on only affects the spirit of the Druid(s) within the Fae Realm. In the Mortal Realm you will simply remain as a still body that’s in meditation within a Fae Ring.

When caught between the Mortal and Fae Realms for quite some time (Limbo State), mental damage must be roleplayed. Examples being seen in the ‘Dangers Within the Realm’ section.

Should the Druid(s) remain there after the three, five minute warnings made, the Limbo State PK Clause immediately takes effect. 

Should the Druid’s physical body be moved out of the Fae Ring or the Druid(s) are harmed, the Limbo State immediately takes effect. Should the body be killed, it is a Hard PK.

All Druids that participate in the Transcendence ritual will have side effects upon returning that last 3 IRL days. Must choose two listed in the examples. If Limbo State is activated, the effects are permanent.  

Should the Druid(s) Spirit(s) be killed in the Fae Realm, it is immediately a Hard PK. Limbo State not activated. 

Must have OOC consent to speak with the past PK druid character from the player. The player must also RP the character during the encounter. 

How the Druid character had PK died cannot be remembered by the now-departed. Any attempt at such is classified as meta-gaming. Server Rules regarding deaths applies here. 

Only Druid characters that have PK died can be interacted with in the Fae Realm. Once confirmed, the PK death cannot be undone unless following another lore piece’s clause. 

Unattuned Druids, even Treelords, will never be seen in the Fae Realm. The connection once there has been severed, removing such a chance. 

Those Druids that know Blood Magic cannot learn this ability as the side effects of such a chaotic magic upon the mind conflicts trying to connect to the Fae Realm.

 

Purpose

 

Long has it been believed that Druids who died in service to the Balance were rewarded by ascending to the Eternal Forest, where they would dwell with the Aspects in a plane of perfect Balance. In centuries past, Druids were known to receive visions of their departed Brothers or Sisters, as confirmation that they had joined the Aspects and found peace. It is only later that Druids would seek a way to traverse the Fae Realm whilst remaining alive, to hold counsel from ancient Druids of millennia gone by, to meet with Faeish friends or indeed to bring back more than wisdom and guidance.

 

OOC

Spoiler

Transcendence is a relatively new addition to Druidism. It’s resubmitted here for the lore games after some edits by the original lore writer Delmodan, with her blessing.

 

Walking the realm of one’s deity is a truly humbling experience to anyone and Druids are no exception in this. Although its use is sparse, Transcendence occupies a comfortable niche, which allows Druids to speak with their dead Druidic kin, as well as explore the wonders of the Fae Realm. It is not without its risks however, which ultimately serve to create an exciting and fair roleplay experience for players, and a deeper bond with the Aspects and their realm for characters.

 

Changelog:

Spoiler

 

Clarified side-effects

Edited redline

Once the Druid who leads and casts the Transcendence ability returns to the Fairy Ring, they will feel their Spirit wane from the ordeal. The recovery time needed in order to perform the Feat again is two IRL weeks.

 

 

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Thank you for submitting your Lore Games draft! You will receive input on what needs to be fixed within the next 2 or so weeks.

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This lore is pending, send me a PM over discord ( Flamboyant#8856 ) or over the forums at click me. I will go over the things that need to be fixed there.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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