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UGR’SIL

Cursed of the Void

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THE FOUR MISTAKES

 

 

To become the pinnacle of the void -- it is a mistake. Nobody should strive for voidal enlightenment, for you lose yourself in your path, no longer able to return to your once-mortal state; a vile blight that roams the land, conscious yet not, existent yet voidless. There is no light in the void, and to embody nothingness is considered heinous and should be avoided. However, the foolish that continue their mindless trek into arcane rituals will find themselves being hurt most by these side-effects.

 

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THE EMBODIMENT

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THE PAIN

“You are no dragon.”

Upon progressing further into the liturgies of horrors and voidal worship, you will begin to feel the sway of power, though it is faux. The void is nothingness, and so the descendant-soul will be dreaded by the destruction that proceeds. The void is untapped and unmatched. For this very reason, there are not many voidal creatures that are consciously sane, and it is the same reason as to why voidal mages are physically deteriorated. We are not made for the void.

 

 

“You are mauled by lions.”

You begin to realise the pain is unbearable; stitches and flicks of pain, as if your very-body wishes to be destroyed by whatever force of cynical prowess is used. Mages find this pain reluctant after overloading usage in mana, and the same will occur to those attempting to over exceed their limits.  The void is destruction, for it is the undoing of Creation. As descendant-souls are part of the Creator’s visage, it too will be undone by the puissant nature of the void.

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THE LOSS

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THE LIFELESS

“You lose everything.”

Progression is a goat, chewing away at strands of hay for winter’s barley, threatening your friends and family. You tap into your potential, drawing forth large walls of flames and streams of water, all using the prowess of the void. As you venture deeper into the roots of the void, you realise all is lost -- it is blighted, and no longer are you able to cast the magics you once had. The void is a threat, and as it drives false hope of power, you will lose it regardless. 

“This is not immortality.”

The very flesh on your skin is driven away in fear, and the organs that pulp and aerate will turn puss. As you watch your very eyes roll off your socket, and be consumed by an endless miasma of nothingness, you feel powerful. Yet, your cognisance fades, driven to the edge of insanity, necrotic and lifeless, blighted and spilling with taint. It burns, you cry. The void is all-consuming and all-destructive, and all bearers of the eldritch mark will be left with the same -- death. 

 

 

 

THE VOID IS A MISTAKE

 

 

 

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ATTRIBUTES

The first steps to destruction

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THE UNLITTERED PATH

 

As the path of the arcane is filled with both limitless potential but immediate danger, most rituals are cast away and mages tend to remain as steadfast casters of gentle, less-noxious forms of the void (i.e casting fire, or water). The many attributes and side-effects of treading further into the unlittered path are vile and egregious; it is the undoing of creation, and so should be assumed to be against that of the descendant-races.

 

 

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SIGHTLESS - “Mortal ambition is beneath you, awakened with true sight.”

Ugr’sil do not lower themselves to the standards of mortal sight; they do not require colour, nor the sense of shape. For them, their sight comes from scanning the natural world for their part-self essence; the void itself will be their sight. All that is made of mana will be seen by their fruitful gaze, and that of the void itself cannot hide from their lackless eyes. They are, without fault, perfect in vision; they are also terrible in vision, as they do not recognise shape, and thus are unable to comprehend whether or not something large or small is coming after them. 


 

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BODILESS - “The veracity of freedom starts with the loss of oneself.”

Ugr’sil are accursed mages of many mistakes, and the first is their body. Upon ascending higher into the hierarchy of the void, they begin to find their body is of no relevance; to embody a stasis of pure bliss, one must tether their bodies away and become skinless, organless, only to be left as a frame filled by a miasma of noxious and poisonous stream of the void. The Ugr’sil find themselves to loathe those weighted by a working body, likely out of self-pity or otherwise abhorrence of imperfection. The Ugr’sil are mistakes, and they probably do not see themselves as one. 


 

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LIFELESS - “The void revels in our vacuity, pay no mind to the lack of mortality.” 

The void is nothingness, the complete lack of creation, the inability to live, the darkness that envelopes our universe. In order to become complete with the void, the first step is to embody an aspect of it -- being lifeless. Upon transference and reaching into the recess of the void, you will reach a comatose of lifeless paradise, to no longer feel the pain of emotions nor the fear of death, for those are concepts that are non-existent to you, nor of any partial relevance. The void revels in our vacuity, and so it is important for them to ignore the mortality of others, likely due to being the antithesis of creation itself. 


 

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INSANITY - “You are not the being you were once before; adapt or capitulate.”

The Ugr’sil do not think the same way as mortals, as their mind is bent and shafted by the void; it is blighted and uneasy, slowly consuming them to the ever-black, forced into a state of pure melancholy. It begins to tear away the emotions, and though it starts subtle and uneasy, the concepts that once excited descendants no longer seem to interest them. They will no longer enforce a moral compass, nor will the idea of cruelty or malice seem to shock them in any capacity. To some, it could be called non-sentience, but it is far from it. 

 

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PHYSICAL DETAILS

 

Upon proceeding with the heinous ritual, either through accidental discovery or otherwise, the body is no-more. As listed above, the caretaker of the void - originally a normal mage - will begin to slowly and ruthlessly tear away, taking on the full capacity of the void. Though similar in appearance to necromantic skeletons, they are what should-be of those attempting to gain immortality through the void: organless, skinless and conscious creatures defiled by vicarious nothingness and vivaciously brought to life through the consumption of mana. 

 

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FRAILTY - 

Due to their skeletal remains, the body becomes frail and brittle, unable to comprehend the power of the void at its full capacity. They are weak and uncharming.

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IMMORTALITY - 

As they strive for power, those Ugr’sil achieve true immortality, yet relinquish themselves to the taint of the void, and thus must suffer a painful life. 

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BLINDNESS - 

Upon their ascension to the highest echelons of the void, they are no longer able to see as normal mortals do. Their sight is limited to scanning mana, and they lack the ability to see colour.

 

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AGILITY - 

No longer bound by the shackles of weight, their lack of organs and skin increases their speed heavily, allowing them to dodge and weave with more ferocity. This will be further explained below.

Though sickly and spewing voidal blight, the Ugr’sil still pride themselves as being immortal harbingers of the void, the end-of-end, the kindlers of the fierce nothingness. They are the embodiment of the ever-black and will still be able to stand their ground against other forces of nature. 

 

 

Spoiler

The body of an Ugr’sil is skeletal in full, taking on the key-characteristics of height from their old mortal coil. Due to being skeletal in nature, the Ugr’sil no longer feels pain from being harmed physically, likely due to their lack of responsive systems. 

 

Ugr’sil are considered more agile than most due to lacking much weight. Due to this, they are able to walk five blocks per emote rather than the usual four. This should not be used to powergame, nor can they dodge every in-coming attack. 

 

Ugr’sil are considered blind and are unable to see (regardless of the situation). This is not an aesthetic trait, and so the Ugr’sil must roleplay their blindness appropriately. Their sight is replaced by voidal-scanning, wherein they may see splotches of aura to indicate where people are (mana, life-force and so on) or trails to voidal sites. However, they are unable to see structures, items or obstacles in the way.

 

Ugr’sil are considered immortal by the standard that they are ageless and will return upon death. However, they may still be permanently-killed on event-team discretion and follow the standards of the current rules on death (i.e suicide is a PK).

 

Ugr’sil will droop a sickly bile or miasma of black-violet mana that covers their bone. This is an aesthetic of theirs and does not cause any harm. On the contrary, the Ugr’sil must roleplay this aesthetic for player recognition (and because they are not to be confused with necromancer liches). 

 

Ugr’sil are unable to be harmed by slashing or stabbing of swords (due to their lack of skin or organs, likely passing through them or getting stuck between bones). However, they will be easily battled against blunt force or trauma. Due to their bones being brittle (damage sustained from voidal corruption), they will only be able to take 2-3 hits from blunt weapons (unless wearing something otherwise to protect them).

 

Ugr’sil may wear light-plates though nothing exceeding this. Any heavy weight will likely cause them to collapse and turn into a pool of voidal blight. 

 

Ugr’sil must roleplay their personality correctly. As lifeless, non-existent embodiments of the ever-black void, their minds are warped and twisted, no longer heeding the same moral compass as others, nor taking into account criminality and selflessness, justice or punishment. They are unable to feel the proper emotions that most others would, such as shock, hysteria or otherwise, but may feign these emotions. Strictly, they are unable to romance and or find love in others, for they worship the antithesis of creation. 

 

Ugr’sil may not FTB/ERP. 

 

Ugr’sil holds descendant-souls, though it is corrupted, twisted and blighted by the void. This means they are unable to reverse their actions (i.e transform back into a descendant) nor are they able to have any other sort of magic or feat that is unrelated to the void in any capacity. 

 

Ugr’sil will take damage from items, spells or otherwise listed to harm creatures similar to voidal horrors, terrors, atronachs and other voidal machinations. This will vary depending on the spell and the listed effects.

 

 

 

 

 

 

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في البداية لم يكن هناك سوى النار. كان هذا نور الخالق نفسه. كانت قوية.

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ألقى شاكرته في أعماق العالم. أعطيت جميع حيواناته الغرض ، لتحقيقه بدلا منه.

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PAGANISM / BELIEF

 

In ancient Hayawanism, the creation of the universe was foretold as the song of Ashra; the expurgation of the omnipotent lord. He carried seven chakras in his body, each with a different purpose; the Crown, the Eye, the Throat, the Heart, the Chest, the Sacral, and the Root. 

 

Once the omnipotent lord set his design into motion, His body split into a hundred segments and seven energies. The segments of the Creator came to be the Aengul and the Daemon, whereas the seven energies slept in the bowels of the cosmos.

 

Hayawanism spread across the world after the first awakening of the seven energies, causing their manifestation into the mortal realm. A story whispered unto a campfire turned into parables scribed by prophets, until the pantheon of Hayawanism culminated amongst pagan tribesmen. These pagan cultists painted murals and carved shrines to honour the great chakras. 

 

The followers of Hayawanism believe that the world is a playground set in a universal loop, to allow for His children to dominate and influence; the seven chakras are first sons and daughters of the omnipotent lord. 

 

As of the modern age, Hayawanism has become less profound outside of mere ancient shrines or invoked large statues, but the essence of the chakras have touched the world once again, and they have awakened for a second time. 

 

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غنى الخالق مثله في الأعماق الفارغة ، حيث بدأ الضوء في التحطم في الكون.

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ومع ذلك ، بدأ جسد الخالق في الانقسام ، إلى سبع طاقات مع قدرته المطلقة.

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THE FIRST SONG

Song of Ashra

 

A voice mellowed into the depths of the cosmos, one sang by the omnipotent lord. He brooded for many days, contemplating his vast design. The lord creator thought of the design of man, and that of trees. He understood the height of mountains, but did not know how tall they should fall. The questions bequeathed by the creator were all sung in a gentle euphony that permeated His godliness into flickering stars and gusting winds. However, the energies of his chakra powered his true design. 

 

The Crown ensured stability upon the world He would make, and that it would be filled with people of love and affection. 

 

The Eye endowed all creatures with knowledge and wisdom, that of the all-knowing lord. However, this wisdom brought discord and strife into living creatures, who wanted to use it for their own demise.

 

The Throat ensured all would find innovation in trade, so that their gifts of architecture could be spread onto others. It brought the systems of economy, and that of politics. However, it powered voices, to speak on truths and lies, that of uncertainty and of myths. 

 

The Heart brought peace into all that lived, so that even the most vilest creature would be able to rest. It created vast illusions of the outlines of the world, to let people know that it was the working of the omnipotent lord.

 

The Chest ensured that all memories either prevailed or faded; everything would flow onwards, and never backwards. Histories would speak on the past, whereas mediocrity deigned into the future.  

 

The Sacral gave people the desire to speak of stories, so that the omnipotent lord could spread his name across all living creatures. He proposed adventures, so that others could understand the breadth of the world.

 

The Root sowed fear into the hearts of men, to ensure they feared the omnipotent lord; all creatures were filled with a greed to survive. 

 

Upon the eve of His creation, the omnipotent lord broke into segments that were of his nature; ruin, order, purity, nature, innovation and etcetera. However, the chakras of the omnipotent lord fled into the graves of the cosmos, to sleep until awakened by those who touched their energies.

 

 

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عندما نزل الأول من الاثنين ، جاء أحدهما على شكل قرد والآخر على شكل فيل.

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ومع ذلك ، فقد ارتكب أحدهما إثمًا على الآخر ، لذلك لعنه الأخ فخجل الأخ فطلب المغفرة.

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THE FIRST SINNER

Parable of the Elephant

 

As the light of the decaying lord was tethered by seams of energies, the first of the two chakras made their descent into the mortal realm, that of the Crown and the Root. They were mirages of shattered flames, one that withheld an omnipotence from the lord creator. For many years, the chakras manifested only as undetailed embers that were unable to extinguish. Old tribesmen formed shrines surrounding these two kindled flames, both that lacked idea or purpose.

 

Upon the second coming of the ages, the descendants knew how to build mighty kingdoms and how to secure food and land. The Crown was no longer a flame, but now stood as the apparition of a monkey, swinging across trees and gazing at the breadth of the world. He spoke to simple-minded descendants, and endowed them with emotions that were untouched. He slept upon a perch of peaches to bring nightfall, and moved the seas to give them better access to other wayfaring lands. 

 

Sadly, the Root did not understand the beauty in descendants, and saw to abuse his power. He came forth as a triumphant elephant, and trampled on those who did not befit his jewels and his power. In truth, he was fearful of descendants, and could only see greed in their eyes; those who desired to steal his omnipotent flame.

 

The descendants saw the Monkey as a tutor, who wanted to nurture them. He began to overshadow his brother, the Elephant, who people leered at with fear. As the Monkey slept on his divine perch, to blot the sun and bring nightfall to descendants, the Elephant bore a shroud of darkness and held a cutting-knife.

 

He chopped the Monkey into four pieces, and scattered them across the world, so that he could no longer influence the mortal realm. Thus, the first sinner was born. 

 

As fear culminated in the hearts of the descendants, the Elephant came to realise his divine mistake, and returned the Monkey to normal. In the heart of this brewing discord, another chakra awoke in the bowels of the cosmos. With decrepit movements, the Eye appeared from under the crust of the world, and manifested as the Owl.

 

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THE CELESTIAL LORDS

Manifestations

 

 

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Domains; Mind, Emotions & Words

 

Worship; The worship of the monkey is prominent across nomads, monks, and artists who explore the world. 

 

Depictions; He manifests as a monkey, adorning bangles and holding a golden staff. Normally, painted to be on trees, or on a cloud of gold. 

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Domains; Fear, Greed & Disguises

 

Worship; The worship of the elephant is prominent across pranksters and actors, normally in the field of theatre. Furthermore, the elephant is a symbol of wealth in people who worship nature. 

 

Depictions; He manifests as an elephant, normally bare chested but humanoid in appearance, adorning baggy trousers. The elephant is depicted to carry nothing but its own weight; he is usually painted in savannahs. 

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Domains; Wisdom, Prophecies & Discord

 

Worship; The worship of the elephant is prominent across seers, librarians, scholars and scribes. 

 

Depictions; He manifests as a hideous owl, bearing a golden cross over one of his eyes. Normally, the owl is painted to be draped in a rich half-cloak of mist, with its scenery matching the nature of the owl, either on top of a golden perch, or in the sky. 

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Domains; Adventures, Belief & Folktales

 

Worship; The worship of the tanuki is prominent across pirates, adventurers, astrologers and story-writers. 

 

Depictions; She manifests as a keen tanuki, one draped in garments that match those of an adventurer. Usually, the tanuki is painted in decrepit ruins, to flaunt her sense of exploration. 

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Domains; Past, Present & Future

 

Worship; The worship of the pig is prominent across those who traverse into other worlds, historians and politicians. 

 

Depictions; He manifests as an unsightly pig covered in noble garments. Lord Chest is painted around  a background of clock-works. 

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Domains; Merchants, Treasure & Myth

 

Worship; The worship of the giraffe is prominent across treasure-hunters, merchants, salesmen, jewellers and mystical creatures.

 

Depictions; He manifests as a giraffe, sometimes depicted with numerous heads. Lord Throat is painted on thrones surrounding stalls, wearing a salesman's attire. 

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Domains; Peace, Protection & Illusions.

 

Worship; The worship of the panda is common amongst knights, medics, and general heroes attempting to do good for the world. It is also common amongst illusionists and gardeners. 

 

Depictions; He manifests as a large panda, draped in gowns of silk. Normally, the panda is painted on mountains, carrying a bamboo-stick illuminating a fluorescent light. 

The nature of the Celestial Lords is mostly left undiscovered outside of the parables. Usually, both male and female chakras are referred to with the homage of ‘Lord’, as it is not common for them to discriminate within the followers of Hayawanism. In order to understand their existence, the ‘chakras’ are manifestations of the omnipotent lord, and appear in the world as animals. 

 

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غنى الخالق مثله في الأعماق الفارغة ، حيث بدأ الضوء في التحطم في الكون.

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ومع ذلك ، فقد ارتكب أحدهما إثمًا على الآخر ، لذلك لعنه الأخ فخجل الأخ فطلب المغفرة.

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PARABLE OF CREATION

Celestial Lords

 

The Monkey and the Elephant descended onto the mortal realm. Whereas the Monkey helped others, the Elephant was too stricken by greed and power. In his envy, the Elephant cut the Monkey into four pieces, and scattered them across the world, before he was forgiven for his sin.

 

The Owl came from the discord of their fight, and broke out from the earth. He was witnessed by the Elephant and the Monkey. Whereas the Elephant accepted the Owl as a brother, the Monkey could feel something off about him, and knew that the Owl was up to no good.

 

The Giraffe appeared from the trades made by the three celestial lords, his neck winding out from a cosmic portal. He was neutral across all three, and only wished to enjoy the trade of mortal descendants.

 

The Panda manifested from the bandits that rose into the world, fighting to steal from the merchants under the Giraffe. He protected the merchants and took in all mortals, in hopes of ensuring peace lasted. And in his rest, the Panda slept upon grass, witnessed by unruly gardeners. 

 

The Tanuki was once a star, but was shot out from the skies and fell into the world. She existed after men began to hide their wealth that could not be looted by bandits due to the protection of the Panda. Her followers began to adventure the world, in order to find all long lost relics of old. 

 

The Pig was always, but he never knew when to step in. He existed in the past, the present and the future - but where would he land?


 

PARABLE OF WISDOM

Lord Eye

 

As the Owl sat upon his golden perch, the celestial lord stared down at a travelling scholar. He flew down, and greeted the scholar. What begets you, to wander this world?”

 

In response, the scholar answered. Great Owl, I only wish to see the fruit of this world.” 

 

The Owl learned of mortal desire, and their wish to learn more. 

PARABLE OF CONFLICT

Lord Crown

 

The Monkey wrangled a peach from his sacred tree, seated cross-legged. However, the villainous Owl came to disturb his feast.  This tree is mine!”

 

With a whip of his golden staff, the Monkey sent the Owl plummeting off the tree. Find your own tree!”

 

The Monkey learned of his brother's nature, and the conflict that was surmised. 

PARABLE OF BROTHERHOOD

Lord Root

 

The Elephant trampled over the sand, adorning a satchel of jewels. Upon his journey, the Elephant came across his brother, the Owl. 

 

He extended his trunk, and offered the Owl a red jewel. Brother of mine, take this as a gift.”

 

The Owl curved his beak into the jewel, and accepted the token. Thanks!”

 

The Elephant learned of brotherhood, and came to respect the Owl as his own. 


 

PARABLE OF TRADE

Lord Throat

 

The Giraffe leered at the price of a merchant’s jewel, as he then deigned to a trade. How about this, for that?”

 

He removed another two jewels that seemed to be slightly worn out. The merchant examined the two jewels, and then looked at his singular one. Lord Giraffe, I accept your trade.”

 

With a smile, the Giraffe exchanged the jewels for his own, and wandered off into the distance. 

 

The Giraffe learned of mortal nature, and on how to win their hearts. 

PARABLE OF PROTECTION

Lord Heart

 

The Panda surveyed the scorching desert, covered in a thick fur of sweat. He used his bamboo-stick to walk around the treacherous path. 

 

On his journey, the Panda came across a pleading man who thirsted for water. Please, give me something to drink!”

In order to help the man, the Panda brought the tip of the bamboo-stick towards the lips of the man, as water began to gush out from it.

 

The Panda learned to help others, and that the world was filled with hardship. 


 

PARABLE OF ADVENTURE

Lord Sacral

 

The Tanuki held a treasure-map in her fluffy palm, being followed by other like-minded adventures. She noticed a cross on the sandy floor, and conjured a shovel to dig. Dig with me, everyone!”

As all the adventures began to grove the sand away, the shovel of the Tanuki landed onto a wooden surface. She ripped the treasure-chest out, and pried it open to find numerous jewels and riches within. She divided the plunder amongst them. 

 

The Tanuki learned of the secrets in the world, and that sharing was a part of the adventure.

PARABLE OF HISTORY

Lord Chest

 

The Pig opened a rift into the history of a dreaded war, and stared at the bloodshed. He wanted to change the history of these unfortunate people, and so delved back further, to speak to the King of the past. “Hey! Be careful of those guys! They’re going to war you in a few years!”

 

As the king listened, he began to prepare for the war, and he won. The Pig moved back into the present, only to find that a different kingdom entirely had vanished, one who lost to the kingdom he warned. “Oh no… what have I done?”

 

 The Pig learned to grieve, and that tampering with time was but a fool's act. He called for the Monkey and the Owl, who used their powers to reset time to how it was. 

 


 

H V M A N I T A S    I N V I C T A

image.png.4d031fa6fad62ae3fee6be0ade419b1e.png

“Für Gott und Kaiser,”

 

HIS IMPERIAL MAJESTY, Hadrian I of the House Horen, by the Grace of GOD, 

Sanctus Imperator Mundi, Emperor of Azuras and of all Mankind,

King of Burgundy, Oren, Renatus, Marna, Curon, Kaedrin, Salvus, Seventis, Santegia, Mardon, Vandoria and

the Westerlands, Duke of the Crownlands, Avar, Cascadia, Aenus, Erochland, Grense, Helena, Istria, Kingston, Krajia, Middelan, Reutov and Sunholdt, Count of Ager, Cantal, Carolustadt, Felsen and Rittersberg,

Baron of Dragonspeak and Senntisten, Patriarch of House Horen, Patriarch-Dynast of All Dragonsblood,

Captain-General of the Church, Defender of the Faith,

Protector of All Mankind, the Heartlanders and Highlanders, etcetera.

 

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ALEA IACTA EST

 

 

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ORIGIN

 

The captain, a grizzled old man with a salt-and-pepper beard, howled orders from on top of the deck. As crewmen scrambled to follow the demands, the roaring storm barked louder and overtook his words. Sown by harshened ropes, a net captured hundreds of flayed haddocks, blighted by a venomous miasma. 

 

Waves pounded the starboard of the small fishing vessel like a thousand beating drums, chipping away at fragments of flimsy wooden panels washed ashore in the heat of the burning ocean. The pattering of rain slithered over the crew men's skin like acne, popping and bursting their flesh. Instantly, the ragged old-captain ran into the frontier of the ship and down a small latch, as his crew-men above were left to be consumed by the eviscerating storm. 

 

Broiled by fear through sweat, and encumbered by his own piddle between his legs, the captain stood. He noticed the tranquillity of the bright storm, illuminating the sky layered in shades of deep grey. With a final survey of the area, he came to notice: all of his crew-men were gone. Clubbed puckers of a wide tentacle strangled the boat, drawn at its farthest end.

 

The legendary behemoth of the deep-sea, a creature born of the nightmares of Dresdrasil, one of fearsome repute yet not seen as anything but a figment of folklore. Its eyes were deep and rooted by unblinking light, besmirched of sea-weed and coil. 

 

“C. . - closer…” 

 

“Burbling. . in the depths. .”

 

His eyes were illuminated by a shade of turquoise, as tendrils succumbed around his body like a child within a cradle. Ah! Worthy is the captain of the tide, blessed in the cavernous temples of the ocean mother. To be embraced by the love of Dresdrasil, goddess of the deep-sea, parent to all creatures dark and horrendous in the eternal maw of water. To be loved by the mistress of waves.

 

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THE OCEAN MOTHER

 

Thallassos is sourced by the potent force of the ocean mother, an Old One by the name of Dresdrasil who roams the coastal expanse of the cosmos. She lavishes her gifts of power by means of ‘brine’, as later explained, and roots corruption into the hearts of descendants to muscle them into a state of metamorphosis. 

 

Those first to receive the gift of Thallassos, from Dresdrasil herself, act as mentors to spread her sea-treacherous influence to others deemed capable and worthy of the deep-sea. It is completed by a potent ritual that is gruesome and vile, yet those who come out are different - taking on the appearance of different vertebrates and sea-dwellers. 

 

Inherently considered a dark-power due to feeding into corruption of the soul, those who fall into the tendrils of Thallassos are not of pure-evil. Each befits a purpose of their own, either to languish in their power, or to live in seclusion. This makes them susceptible to aurum and other methods of detection. 

 

Upon learning this marine-esque sorcery, they are unable to lose the power of Thallassos, and cannot learn anything aside from it - their souls, now known as the Pelagia, unable to hold other powers. 

 

‒ Thallassos is a five-slot dark-magic.

‒ Thallassos makes users incapable of learning feats that are not knowledge-based or redlined to stop dark-magics.

‒ Thallassos is considered a deific dark-magic, being sourced from Dresdrasil. 

‒ Thallassos is incompatible with other magics. 

‒ Thallassos will be afflicted with excruciating pain when in touch with aurum and other aurum-esque materials. 

‒ A user of Thallassos cannot FTB whilst afflicted by it at any stage. 

 

KEY TERMS

Brine - A sea-esque miasma known as brine, replacing the fundamental term for ‘mana’, which actively generates overtime in their blood. It makes the blood take on shades of blue, green or turquoise. Brine regenerates over the course of (1) OOC day. 

Pelagia - A state of corruption upon the soul which occurs overtime from usage of brine. It explains why those who use thallassos cannot partake in other magics.

Tidesage - A name to classify users of thallassos. It is the blanket term for the lore-piece and is not enforced by lore. 

Drowned - A name to classify semi-undead descendant users of brine that serve the Thallassos. Please look below for more information.

Shoal - A name to classify a group of thallassos users. It is the blanket term for the lore-piece and is not enforced by lore. 

Dresdrasil - An old god, patron of Yyr, who was known for the creation of sea-monsters that currently ravage the world. She is the main source of thallassos.

 

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CREATION

Ritual

 

Those tutored in time to be chosen as the ocean's habitants, known as the Tidesage, eventually undergo a gruesome ritual where one begins metamorphosis. First, an existing user of thallassos who understands the ritual of creation will find a plot of land or a structure filled with enough water to submerge a descendant. One must begin to channel their brine into the existing waters, polluting it with a verdant, blue or turquoise glow. Eventually, the chosen must be straddled into lurid water and drowned to suffocation. Upon arising from the waters, the chosen will be filled with brine to the point of pelagia in which their soul alters overtime. The user will begin to find small signs of alterations that grow overtime. 

 

‒ This ritual is closed-knowledge to existing users of thallassos with a written and approved teacher-application, who learned the ritual in-roleplay.

‒ Those transformed must be listed in the teacher's existing application until reaching the last stage.

‒ Please look below at the tier-system for appearances. 

 

STAGE ONE - 

Metamorphosis - A tidesage will begin to manifest changes over their bodies, usually of a chosen aquatic vertebrate. For example, one may notice the slow appearance of gills, and patches of scales, or loss of hair. In this stage, most appearance changes are very minimal - it can be one of many sea-esque aesthetics.

Mentality - A tidesage will begin to suffer from signs of depression, insomnia and isolation-dependency when on land. However, this is quite small and builds up overtime. They will begin to detach from social conventions, but it may not be immediately noticed. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions.

Pelagia  - A tidesage has been newly corrupted; a slow process of brine spreading across the soul and their blood.

Brine  - A stage-one tidesage is capable of using five units of brine.

 

Spoiler

‒ The aesthetic must be sea-esque, but at this stage, it is quite minimal and scarcely noticeable. At this current time, the aesthetic provides no advantage. 

‒ The mentality is up to the user, but should surround a negative correspondence when on land.

‒ If a magic allows the user(s) to be cleansed of corruption, they may be reverted to a descendant and lose their magic. 

‒ It takes (1) week to get to stage 2.

 

STAGE TWO - 

Metamorphosis - A tidesage will begin to manifest more drastic changes over their bodies, with the increase of scales or slime, and the appearance of their chosen aquatic becoming clear. For example, their gills and fins are more apparent and open, or the bone-structure of their faces has begun to shift and change.

Mentality - A tidesage will begin to suffer from more significant signs of depression, insomnia and isolation-dependency when on land. They will begin to detach from social conventions, and people will start to notice. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions. 

Pelagia  - A tidesage has been rooted by corruption, infesting half of their soul. 

Brine  - A stage-two tidesage is capable of using ten units of brine.

 

Spoiler

‒ The aesthetic must be sea-esque, and can take more apparent changes. For example, their jaws might spread to allow ease of access for tentacles that have yet to appear (if taking on the appearance of an octopus, jelly-fish, and so on), or the apparent change of skin-hue with fish-esque scales, fins and gills. At this current time, the aesthetic provides no advantage.

‒ The mentality is up to the user, but should surround a negative correspondence when on land.

‒ If a magic allows the user(s) to be cleansed of corruption, they may be reverted to a descendant and lose their magic. However, it will require two user(s) of the magic to do so.

‒ It takes (1) week to get to stage-3. 

 

STAGE THREE - 

Metamorphosis - A tidesage will finish their state of metamorphosis. Their appearance will no longer resemble a descendant, but that of an aquatic vertebrate. For example, one may have the head of a fish, with puckered lips and honed-eyes, whereas another may bear the head of a large octopus with tentacles escaping their jaw, lashing pulps and burbling water. 

Mentality - A tidesage will begin to suffer from more significant signs of depression, insomnia and isolation-dependency when on land. Their detachment from social convention will now fall into communication with sea-dwellers. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions. 

Pelagia  - A tidesage has been fully rooted in corruption and it has taken over their soul, altering it with an ichorous sea-like substance. 

Brine  - A tier-three tidesage is capable of using fifteen units of brine.

Lifespan  - A tier-three tidesage has morphed to the point of no longer being considered a descendant, with their life-span being set to 400. 

 

Spoiler

‒ The aesthetic must be sea-esque, and has taken full changes. It becomes inherently clear in face and body that they are no longer descendants. Either adorning the scalp of an aquatic creature, or their limbs seem to be replaced by crab-like shells. It must fit a specific type of aquatic creature, i.e. one cannot have an octopus-head with crab-like claws on their hand. 

‒ The aesthetic provides no combative advantage. 

‒ The only advantage that can now be used in combat is their ability to breathe underwater. They can still walk and breathe on land. 

‒ The mentality is up to the user, but should surround a negative correspondence when on land.

‒ A tidesage can no longer be cured. 

 

Weaknesses

Redlines

 

The transformation into a user of Thallassos comes with many boons, yet at the same time, the drastic change into one begins to cause numerous alterations to their soul - becoming more susceptible to holy-magics and sources that would not harm them as much before. 

 

Spoiler

‒ Thallassos users are weak to sources of light and fire. Light will be an active deterrent and they will attempt to get away from it, but it does not cause actual harm outside of inflicting pain to their eyes. On the other hand, fire will be twice as effective against a user of Thallassos (i.e. if a descendant gets 1st degree burns, a user of thallassos may get 2nd degree burns).

‒ Thallassos users are weak to spells related to holy-magics, i.e. paladins, and templars. Spells that harm darkspawn will also harm them if listed in their lore to do so. 

‒ Thallassos users have dietary requirements of sea-cuisine (i.e. raw fish, sea-weed and so on). If they are fed on-land cooked meats, it will cause them to violently puke.

‒ Thallassos users are weak to areas prone with high temperatures, such as the desert. After (30) emotes in a region with high temperature, they will become exhausted and collapse from dehydration. However, this does not apply whilst in (deep-dive) form as it keeps them refreshed in this non-evaporating brine-liquid appearance. 

‒ Thallassos users are weak to areas prone to low temperatures, such as ice glaciers, snowy mountain-tops or a strong winter. This causes them to have a (+1) on an emote-count. 

 

Revival

Mechanics

 

Once reaching stage-three of thallassos, the method of revival for the user is different. Upon dying, the body of the thallassos user will bubble and turn into a pile of glowing, disgusting brine - leaving only their old attire and items on the soil. The brine will begin to retreat towards the direction of an open-body of water.

 

After (24) hours, the brine will return into the water, and begin to coalesce to reform the body of the thallassos user. 

 

Spoiler

‒ This revival mechanic only matters to stage-three users of thallassos. Other users of thallassos will simply die and respawn via cloud-temple, as they are still considered descendants.

‒ After dying, the stage-three user of thallassos will splatter and melt into a pool of brine - this must be emoted properly (i.e. verdant, turquoise or blue ichorous liquid glowing). The clothes and items will be left on the scene.

‒ The stage-three user of thallassos will reappear in an open body of water, fully regenerated (if they do not wish to keep their scars). If they were not asked to d20, they can have their items go with them. 

‒ A stage-three user of thallassos cannot play their character for (24) hours immediately after their death. 

 

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EXPLANATION

Brine

 

Brine is an ichorous, sea-esque miasma that replaces the fundamental usage of ‘mana’ by normal descendants; it is bent and manipulated to create spells or cast rituals in a certain proximity. Brine flows through the genus of a user of thallassos and will also inherently corrupt their soul, warping it under the tight grasp of Dresdrasil. 

 

Usually, excess brine is shed from the body as a gluttonous turquoise, green or blue glowing fluid that escapes the pores. A prominent tell for someone using brine is their flesh appearing as if it’s burning or glowing - and brine is also the reason a normal descendant transforms to look akin to a hideous sea-creature.

 

BRINE SUMMONS

Philios

 

Philios are creatures raised from the depths of the sea, normally taking on a humanoid characteristic similar to the tidesage. However, a philios is much larger in size and can be commanded by the tidesage for their purpose. 

 

A philios can take on the appearance of a variety of humanoid fishes: fish-heads, shark-heads, octopus-heads, and so on. They cannot arm themselves with shields, armour or mortal armaments but have large claws, pincers and tentacles to replace this. 

 

Intelligence - The summon is capable of speech and will react appropriately to danger. 

Strength - Philios have olog strength, but have human-flesh durability.

Weakness- Philios are weak to aurum and weapons with similar properties. 

Speed - Due to their size, they are as slow as ologs. 

Size - Philios can be as tall as eight to nine feet in height.

Genus - Philios have 4 units of genus. 

 

When commanding a philios, a tidesage will be incapable of using their other abilities outside of giving actions to their wretched creatures. 

 

Spoiler

‒ The appearance of the summon must remain simple. It can be a creature wildly angler with great canines and claws, with a fish-esque head. They cannot have numerous arms or limbs to offer advantages. Their claws are sharp enough to pierce flesh, but not enough to rend through iron-armour.

‒ A tidesage can only summon (1) Philios as will be detailed below. Upon the death of the Philios, the ritual must be completed again to create it. 

‒ Using a summon means a tidesage can only focus on using the summon in question.

‒ If a philios is not emoted to be with the tidesage in combat already, they cannot be summoned.

 

Philios Summoning - [5 units of brine] [4 emotes] [Non-Combat]

A tidesage must enter a large aquatic body, normally a sea or an ocean, and begin to spread five units of brine over it. Upon success in calling out towards the summon, the philios will appear out of glowing turquoise, blue or verdant hues permeating from the water. 

 

Spoiler

‒ This takes (5) units of brine.

‒ This takes (4) emotes to complete.

‒ This ritual has a cooldown of (1) OOC week after the death of the summon. 

‒ The user may only summon (1) Philios.

‒ The appearance of the Philios must be represented via an item signed by the story-team to ensure the user is not powergaming and adding more onto the Philios. Once the Philios is dead, the item must be scrapped. 

 

Spoiler

[1] Bob stares out towards the ocean expanse, as tentacles lashed out from his octopus-esque head, puckering violently. His wet beady eyes fixate into the water, as a verdant-like substance begins to escape his slime-besmirched hand.

[2] The ichorous sea-like miasma undulates into the ocean, and causes it to glow with a bright verdant glow.

[3] Slowly, the water begins to burble, and waves begin to crash over the verdant glow. Bob cackles, his puckers splotching ink from his maw. 

[4] A large silhouette trudges out of the water, covered in sea-weed and moss, bearing the scalp of a great carp - its maw ingested by canines, and its hands replaced by sharp pincer-like claws.

 

Philios Command - [2 units of brine] [2 emote] [Combat]

A tidesage will channel brine into the philios, forcing it to become subservient and to better command tactics. All commands are vocalised in a burble, gnap or popping sound akin to fish. During this time, a tidesage may still move around freely.

 

Spoiler

‒ This takes (2) units of brine per combat encounter. After (2) brine has been used to initiate commanding in combat, the other commands do not use up any brine. 

‒ This takes (1) emote to prepare commanding the philios, and then takes only (1) emote each time to command it after preparation has already been completed.

‒ A tidesage may not use other abilities outside of those listed with ‘Philios’ in the name. 

‒ A tidesage can still move around whilst offering commands. Similar to necromancy, the creature acts as a summon. 

‒ A tidesage must be in #RP distance of the philios to command it.

‒ A tidesage cannot command a philios if: their mouth is restricted and the philios is not in clear sight of them

 

Spoiler

[1] Bob extends a hand out towards his Philios, that ventures towards his flank. A turquoise-like substance gushes out, its entrails beginning to surge into the summon. Instantly, the wet beady eyes of the Philios burn a bright green, as its head yaps and flails in anguish - before growing subservient to its master.

 

[2] Bob gnaps his maw, as the sound of popping and burbling water resonates out. “Punch!”, he commanded. The Philios brought its claw into a clench, and hooked it out towards the paladins with brute-strength. 

 

Philios Forfeiture - [2/5 units of brine] [2/4 emote] [Combat]

A tidesage must claw into their polluted flesh to extract two units of brine, dousing the philios with such to wilfully disrupt the essence within it. Upon success in ‘drowning’ the summon’s innards, the philios frantically erupts in sea-like gore, leaving a brine-rich corpse behind.

 

In the case that three additional units of brine are compelled into the summon, the philios violently implodes (leaving no reusable remains) up to five blocks away from its body in the same fashion. Victims struck by the explosion are doused in the vile essence of the deep-sea, inflicting heart-wrenching burns on flesh. 

 

Spoiler

‒ This takes (2) units of brine and can only be used once per encounter.

‒ This takes (1) emote to create an injury on oneself, and then takes only (1) emote to forfeit (kill) the philios. If (3) more units of brine are used, the count is amped up to four; taking an additional 1) emote to disturb the recently forfeited philios, and then another (1) emote to make it explode violently.

‒ The philios dies after completing this spell, requiring a tidesage to summon another.

‒ Upon death, the eruption of the philios cannot harm anyone. If (3) more units of brine are used, the explosion causes second-degree burns on exposed flesh. This second explosion cannot affect plated individuals, but it may break through cloth easily. 

‒ The brine-rich remains can only be repurposed for the spells Tidemaking, Entanglement, and Dread. Only one of these may be cast after this spell has been used.

‒ A tidesage can still move around whilst forfeiting their summon.

‒ A tidesage must be in #RP distance of the philios to forfeit it.

 

Spoiler

[1] Bob

 

[2] Bob

 

Tidemaking - [1 units of brine] [2 emote] [Combat]

A tidesage will exert minimal brine into the corpse, triggering the residual essence cradling within to detonate and loosen an impressive tide. Barriers, blockades, or even cages may take form in this powerful torrent–as long as they are no larger than [REDACTED].

 

Spoiler

‒ This takes (1) units of brine and can only be used after forfeiting one’s philios.

‒ This takes (1) emote to sacrifice a unit of brine, and then only takes (1) to disturb the residual brine inside the deceased philios, instantly summoning a tide (barrier, blockade, or cage).

‒ A tidesage may either create a barrier wherever the corpse, a blockade to cover pathways such as the opening of a cave, or cages precisely around the corpse to encase whoever is in range.

‒ The brine-rich tide can only be destroyed through fire in five emotes, turning somewhat elastic when struck with physical armaments to repel the said. Holy sorceries may also disturb the tide by cleansing it in four emotes while magical flames (Voidal, Dragonsflame) achieve the same goal in three emotes.

 

Spoiler

[1] Bob

 

[2] Bob

 

Entanglement - [3 units of brine] [3 emote] [Combat]

A tidesage will channel enough brine into the corpse, engorging its residual essence to burst out in grotesque, sea-like veins that latch on the closest victim. Upon success in binding the target, the appendages pull inward for two emotes, immobilising them for this duration. At the end of the spell, the victim finds their body to be poisoned with corruption and malformations.

 

Spoiler

‒ This takes (3) units of brine and can only be used after forfeiting one’s philios.

‒ This takes (2) emotes to extract one’s brine and force it into the deceased philios, and then only takes (1) emote for the residual brine to take form and burst out in sea-like veins. 

–Only one target can be entangled at a time. The sea-like veins may latch onto whatever part of the victim’s body like an arm or leg, and they can only extend up to five blocks away.

‒ If any item on the victim’s persona is on fire, it will be snuffed out by deep-sea corruption.

‒ Nephilim caught in this spell are syphoned from (1) unit of Dragonsflame if immobilised for the complete duration of the ability.

‒ Victims are immobilised for (2) emotes after the casting of this spell, unable to break free without external help (involving sharpened tools like knives). 

‒ Victims struck by this spell are corrupted, having their body grow bulbous warts and barnacles that stiffens movement (while unaffecting combat). This can only be cured through homoeopathy treatment.

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

Dread - [2 units of brine] [2 emote] [Combat]

A tidesage will infuse the corpse’s residual essence with additional brine, forcing it into the ground. Upon success in drowning the area with deep-sea corruption, it begins to display ensembles not unlike those found on a tide sage's body or sea-dwelling creatures. Victims found within the cursed land are encumbered with visions of the ocean’s depths, inhibiting focus.

 

Spoiler

‒ This takes (2) units of brine and can only be used after forfeiting one’s philios.

‒ This takes (1) emote to infuse the necessary units of brine into the deceased philios, and then only takes (1) emote to force the residual brine into the ground, immediately cursing the area in deep-sea corruption.

‒ Dread can affect as many victims as the cursed area can fit. Victims found within have their focus reduced, unable to call upon any magical connection for as long as they stay inside the spell’s influence.

‒ Dread lasts for five emotes, after which the area returns to normal.

 

Spoiler

[1] Bob

 

[2] Bob

 

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BRINE MANIPULATION

Spells

 

Brine manipulation is a collective of spells used by those under the heraldry of Dresdrasil as full-fledged Thallassos users. This must be taught over time by a progressive teacher who explains each spell, how to manipulate the brine, and how to focus it into different spells. Unlike the drowned, users of Thallassos have a higher capacity and capability with brine. 

 

Deep Dive - [2 units of brine] [2 emote] [Non-Combat]

A tidesage is born with ease to coarse the deep-sea, taking after their old god and ocean mother. This affinity can translate to common day use if and when a tidesage conveys a direct tether with the brine found within them, discombobulating their body as it liquifies into a darkened pool of water over the ground.

 

Spoiler

‒ This takes (2) units of brine and can only be used outside of combat. If engaged into combat, a tidesage immediately reverts to their physical form in the same emote as their attack or defence. 

‒ This takes (1) emote to establish a tether with the brine inside them, and then takes (1) emote to agitate it and liquify the tidesage’s body in return.

‒ Philios summons may accompany tidesages while in this form, though may likewise be unable to engage into combat until reverted back to physical form.

‒ In this form, a tidesage perceives the world from under the pool of water that their body had just turned into–like they were submerged deep in it. They may watch, hear, and even touch, though smell and taste becomes null. 

‒ In this form, a tidesage moves quite fluidly. The pool of water that their body had just turned into is capable of transporting itself great distances very swiftly and rather unnoticed, seeping through cracks in wood and stone to avoid being seen. This does not imply that the tidesage cannot be discovered in this form. 

‒ The purpose of this ability is to allow a tidesage to infiltrate and interact with descendants in a rather subtle approach, as disguising is not possible. Compare it to a phantom’s invisibility.

 

Spoiler

[1] Bob

 

[2] Bob

 

Transmutation - [3 units of brine] [2 emote] [Combat]

A tidesage will enroot another tether with the brine churning within them, forcing it to seep into and through every vein in the body. Upon succeeding in completely drenching their bloodstream with this deep-sea essence, the next attack–melee or ranged–will fail to land, swinging right through like water.

 

Spoiler

‒ This takes (3) units of brine per combat encounter.

‒ This takes (1) emote to establish a tether with one’s inner brine, and then takes another (1) emote to let this brine transform the body into a viscous essence.

‒ In this form, a tidesage can evade the next turn of attacks (melee or ranged), weapons and bolts slashing through their body without dealing harm. If no attacks are delivered within (2) emotes, they are reverted back to their physical self.

‒ Magical attacks of any kind will land on a tidesage despite the casting of Transmutation.

 

Spoiler

[1] Bob

 

[2] Bob

 

Echoes of the Deep - [1/3/5 units of brine] [1/2/3 emote] [Non-Combat]

A tidesage is one of many creatures birthed in thanks to an old god’s avarice–the ocean mother–and thus all seem to belong to the same shoal. It is their right to seize the same putrid brine that dwells in them, and to then use it as a means for exerting sheer will over another creature of the vast sea. All who attempt to perform this ability must follow these regulations:

 

[1 units of brine - 1 emote] - Creatures from giant clams to crabs, squids, jellyfishes, and other small-sized fishes can be communicated with, with ease. Commands may vary from simple orders to regroup or scatter.

 

[3 units of brine - 2 emote] - Creatures from dolphins to sharks and large squids and octopus, and other medium-sized fishes can be communicated with, with slight ease. Commands may vary from vague orders to appear or leave, or allow a tidesage to mount them not unlike a steed.

 

[5 units of brine - 3 emote] - Creatures from whales to giant squids, and other large-sized fishes can be communicated with, with a bit of difficulty. Commands are not possible and a tidesage can only transmit emotions, such as letting a deep-sea monster aware of their intentions to either harm or defend it. 

 

Spoiler

‒ This takes (1), (3), or (5) units of brine depending on which threshold is used. 

‒ This takes (1), (2), or (3) emotes to complete depending on which threshold is used, consisting in a tidesage coalescing brine at the throat to make their next words known and loud to the targeted sea creature.

‒ A tidesage can only attempt to communicate with a sea creature while not engaged in combat, to the exception of event encounters whereat the host will decide whether the ability can be used, or if it succeeds.

‒ Creatures that are communicated with cannot be ordered around like they were pets or sentient service. They may not be commanded to attack, defend, or interfere with combat in any way.

‒ Creatures that are communicated with will never answer coherently as the mere presence of a tidesage unsettles their being, to the exception of event encounters whereat the host will decide what the sea creature replies.

 

Spoiler

[1] Bob

 

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[1] Bob

 

[2] Bob

 

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[1] Bob

 

[2] Bob

 

[3] Bob

 

The Sea Takes - [3 units of brine] [4 emote] [Combat]

A tidesage will channel their brine for nefarious purposes such as extracting all of the liquid contained inside their victim, pulling it forth as bouts of water, vomit, and bile. During this time, the tidesage may not move, lest the spell will break. All victims affected by this ability have their effects worsen depending on the tidesage’s stage as follows:

 

[Stage One] - The victim begins to profusely sweat in most parts of their body such as armpits or behind the legs, as well as uncontrollably drooling from the mouth. 

 

[Stage Two] - The victim experiences the same effects from the previous stage, now also having their eyes, noses, and ears expel body liquid the same way their own mouth has been drooling. 

 

[Stage Three] - The victim experiences the same effects from the previous stage but with higher severity, violently exuding water from every orifice in their face and through the skin as sweat.

 

Spoiler

‒ This takes (3) units of brine per combat encounter and may not be used more than once on the same victim.

‒ This takes (1) emote to extract brine from oneself, and another (1) emote to channel it to take the shape of an angler’s rusty chain. From this point, the tidesage cannot move and must continue to refine the brine chain in another (1), to then latch it onto their chosen victim in another (1) final emote. 

‒ Once the brine chain has latched on a victim no farther than (15) blocks away, said victim will immediately suffer the effects of the ability–the severity of such varying on the tidesage’s stage.

‒ Only one victim can be affected by this ability and this is by no means lethal. It will simply leave the target disoriented for the next (2) emotes at Stage Two and for (3) emotes at Stage Three, as well as severely dehydrated. Effects are mostly aesthetic and incapable of affecting combat at Stage One.

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

[4] Bob

 

Augury - [1 units of brine] [2 emote] [Non-Combat]

Tidesages are tormented by the deafening voices and sounds of the sea’s depths. With malice, these laments from deep under the ocean can be harnessed through manipulated brine. This allows a tidesage to recreate these cries and attribute them with a supernatural sense of chord within their own throat. All sorts of poisoning melodies that a tidesage may sing with these profane noises are as follows:

 

[Epoulos] - A melody and chord which invokes a dreadful feeling of paranoia, forcing one to believe that whatever crowd they are in is dangerous–falling under the delusion that someone or something is out to get them. This may condition individuals to scatter and disband crowds, sounding not unlike an eerie lullaby made from heavy and distant clicks, whistles, and pulsed calls similar to a blue whale’s own. 

 

[Katra] - A melody and chord which invokes desperate fear, making one feel as if the crushing weight from the ocean were affecting their body. This may condition individuals to stop and be somewhat paralyzed, lost in a trance of dark thoughts and extreme anxiety, sounding not unlike multiplied voices in which a tidesage spoke, brash and heavy upon hearing while also guttural and gravelled. 

 

[Kano] - A melody and chord which steals any inkling of courage and makes one feel as if they are rapidly ageing, while others such as undead forcibly sense like they are prey to some impending threat. Deific users ultimately feel abandoned by their respective deities and/or spirits. This song sounds rather mundane with the exception that any nearby philios summons and sea creatures will bubble, growl, and chitter in unison.

 

[Polemus] - A melody and chord which invokes a feeling of enchantment and bewilderment, forcing one to hear and sense an uneven, rough storm within themselves which was focused upon luring and perseverance. This may condition individuals to drift away from their current tasks and move towards the nearest body of water, preferably the sea, sounding like an errant voice able to take up almost multiple timings, in which it could form songs from. 

 

Spoiler

‒ This takes (1) units of brine and can only be used outside of combat. If engaged in combat, the song immediately stops in the same emote as a tidesage’s attack or defence.

‒ This takes (2) emotes to complete, consisting in a tidesage channelling a minimal amount of brine into their throat to begin singing different chords. 

‒ A tidesage is able to use Augury while in deep-dive form or underwater, every song transmitting quite clearly. 

‒ Augury may have more aesthetic effects beyond those listed, having no combative, forceful, or beneficial effect.

‒ Augury’s effects force nothing upon those who hear, meaning one cannot be forced to be paralyzed by fear or completely enthralled/entranced. 

‒ A tidesage may not use this ability if they do not have the ability to speak or hum. 

 

Spoiler

[1] Bob

 

[2] Bob

 

[2] Bob

 

[2] Bob

 

[2] Bob

 

Call of the Siren - [6 units of brine] [5 emote] [Combat]

A tidesage will poison a nearby body of water with several units of brine, disturbing the waters contained inside to then form some hectic tendril over time. Upon succeeding in forming the large tendril, it may either slam or swing at a chosen location or victim.

 

Spoiler

‒ This takes (6) units per combat encounter and may only be used on a body of water as big as five blocks in every direction, or bigger.

‒ This takes (2) emotes to corrupt the body of water with the necessary brine, and then another (1) emote to begin disturbing the water. It then takes (1) emote to form the tendril, and then another (1) emote it to either make it slam or swing at a chosen target.

‒ The large tendril can only slam or swing at a chosen target, location or victim, if it is within a range of five blocks. 

‒ A tidesage must be in #q distance of the tendril to control it accurately.

‒ The large tendril may break through gates, rubble, or any other mundane obstacle no larger than five blocks in height or width. It may slam against a victim and render them unconscious, or swing at up to three different victims to push them back (4) meters with a few broken bones.

‒ After slamming or swinging at a chosen target, the large tendril dissolves and the body of water returns to normal.

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

[4] Bob

 

[5] Bob

 

[6] Bob

 

Resonance - [3/6 units of brine] [4/5 emote] [Non-Combat]

A tidesage will churn numerous units of brine at the mouth to regurgitate them as a high-pitched sound that resonates deeply off every wall, though is by no means deafening or painful. Upon succeeding in releasing this sonar wave, the potential depth of whatever structure lies ahead is revealed–if there are objects or individuals that move during the casting of this ability, their presence will be vaguely noticed.

 

Spoiler

‒ This takes (3) initial units of brine and can only be used outside of combat. If engaged in combat, the sonar wave suddenly stops.

‒ This takes (4) initial emotes to complete, consisting in a tidesage concentrating enough units of brine at the mouth before releasing them as a sonar wave to find any hidden passage or the complete infrastructure of a building.

‒ If the chosen building is bigger than a two-story window, a tidesage must spend a total of (6) units of brine, and (5) total emotes to complete the ability.

‒ Objects or individuals moving inside a building that is being resonated will never be fully revealed–a tidesage will only be aware of some presence within the structure. In events, this ability may relay detailed information of either objects or individuals depending on what the host wishes to reveal. 

‒ Resonance cannot be used to metagame the location of individuals or important lore structures. It can only offer an inaccurate depiction of a building’s infrastructure, at best revealing hidden passages.

‒ Resonance cannot find hidden passages that operate on redstone mechanisms unless these have already been found mechanically. 

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

[4] Bob

 

[5] (Additional) Bob

 

Lament of the Deep - [4 units of brine] [2 emote] [Combat]

One of the ocean mother’s last gifts is the ability for a tidesage to unleash a nefarious form under their current aquatic husk, transmuting the said into an aberrant beast not unlike those found in the depths of the deep-sea. In this grotesque form, an immobilised and/or willing victim in grave state will be executed in a gruesome fashion–the tidesage’s monstrous body growing a prickly maw to shred and devour the victim. 

 

Spoiler

‒ This takes (4) units of brine per combat and may only be used if the victim grants OOC consent, assuming they are either severely wounded or incapacitated.

‒ This takes (1) emote to channel brine into unleashing a tidesage’s ‘true’ form, and then takes another (1) emote to devour the chosen victim.

‒ Dying to this spell does not enforce a PK on the victim.

‒ Other aesthetic approaches may be taken as long as the main theme of the ability is taken into consideration.

 

Spoiler

[1] Bob

 

[2] Bob

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MNga8KFv3sVLjNRq0UG_frk5nxyOzLGD6wmY_oAMptKb6wHsAwsdb8-rOeatHvm2_HJc6n6uW413uA2aD9ygT1KBTF5zOCL42vz9eUgdqac3eYpjAUVOsvBP4gjhWme7PrcK5PedPbUVdbnmg7tHHa4


THE DROWNED

Origin

 

While some people claimed by the tyranny of the sea are blessed with ancient sorceries, others succumb to misfortune. As the grey-bearded captain left his crewmen to die above the hulk, it was not death that only awaited them. The rolling clouds above them heavily poured down rain, and the winds swept each from tattered oaken planks wayfaring across the ocean. Surely, death would fall upon them all but what is a captain without his crew?

 

Anguish cradled in the eyes of every pirate, each yielding to a bitter darkness that suppressed their notion of mortal-hood beneath the deep-sea; surrendering will and soul to what some assumed to be the Caretaker or even devils far from this plane–these speculations led nowhere. Dresdrasil had collected these lost wayfarers and while the ocean was not kind to strangers, her divine intervention forced all to feel the crushing pressure of the god’s waters upon their torn bodies. Skin was scarred with sea-weed and wrinkles of purulence, oozing verdant and black from porous wounds; a sickening glow surged from deep within their bodily husks–one that sought to consume them and spread. In the end, the sweet bliss of death failed to lay its grasp upon the crew but at what cost?


 

“This story is about mistakes. Mistakes made by all those who turn their ears away from the warnings of the sea and thus suffer the consequences.”


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GZR1ReCOODFEkJ6FIqafCjnUiU3kUUSrhOHH79SaombXBRgEQxdiDo81HPvHjMDxujAEzRhNxq5OqipCVxOXdoW7b-wW13PTuh_KJwEyj7QsIjyCfz5uqGFO_SA0hfOhqcxzBX9Xz5HobefF6BbP1XQ

 

HzD2Yif1xTDBNtnBrn4bia2ZsUfqUM2PMHWIDyqRWbmsKaZT7SREo3KrKDbgPuR6qym1CMxK0x9NvhOciol7P9p5zh7xdYJYu1tRz9cu4MH2879B6ia2kyYWhRCTd1NE7mBzBX3fKhE7nt6-lms5MaM

 

CHARACTERISTICS

Physiology

 

The Drowned are classified as undead creatures and are born of the powers of Dresdrasil herself. Their transformation is marked by a gradual surrender to the ocean's unfathomable depths as their once-vital bodies succumb to the life teeming within. The transformation leaves the Drowned bearing only a grim reflection of their former selves, with features like eyes, hair, and skin appearing pale and lifeless. Their physical form also begins to rot, with chunks of flesh and decaying skin giving way to the relentless harvesting of sea life, until they ultimately become one with the briny deep.

 

Once brine is fully infused into their bodies during their creation, the Drowned will feel a sense of empowerment with their brine giving them new physical attributes, the most important of which is the acquisition of average orc strength. Drowned do not become physically drained through extensive combat, but they will grow weak through losing their brine. They lack muscle structure and "natural physical endurance" as they are powered by said brine. As the Drowned stand against time, their bodies become worn. The oldest of the Drowned hardly resemble themselves at all, while the newer ones often look as if they were unfortunate victims. 

 

The body of a drowned creature consists of a thick collection of the substance known as brine, with each one individually possessing a total of 10 counts of it that courses throughout their form. Due to this, a faint glow radiates from their form, which is the selected color of their brine, and often seeps out from their airways, eyes, cuticles, and wounds.
 

Spoiler

‒ Drowned are Undead Creatures and are susceptible to Holy Magics; Templarism & Paladinism, Severance Alchemy, and Fire.
‒ They are immune to feeling pain from physical wounding or exertion , however it will still alter their undead body.

‒ They are immune to fire, poison, natural disease, lack of air, and may not be drowned.
‒ They can not eat or sleep.

‒ They are as strong as an average orc.

‒ They have unlimited endurance in regard to physical exertion.
‒ They can not learn deity magic, voidal magic, nor can they take up any other CA or soul altering feat / magic.
‒ Brine glow will not show through clothes, however it will show on exposed flesh as it ripples through their bloodstream.

 

Mentality
 

The mentality of a drowned person is a rather cruel and harsh one. As they are undead creatures bound to the servitude of the Ocean Mother, Dresdrasil, and her abyssal realm, they carry slivers of the unknown with every thought. Often, the drowned will find themselves experiencing something akin to post-traumatic distress in regards to the event of their drowning. This includes visions and flashbacks of them being locked or stored away in a body of water as brine replaces their life force.


 

When casting, the effects of their cursed mentality worsen. They will experience low tones that buzz within their ears as if they were thousands of feet beneath the ocean's surface. An unknown language would whisper in their ear and often seep into their own words as if they had become possessed, and it would sound something akin to static frequency—a result of their direct connection to Dresdrasil. Their body would feel as if it were swaying, and flashbacks and memories would flood their mind. The further a Drowned delves into their powers and abilities, the harder it gets to bear the mental effects.


 

As their bodies and minds descend into madness each day onward, the Drowned will begin to lose more of their past selves. Emotions they might have experienced in the past, such as happiness, joy, pride, and so forth, would scarcely occur again, if at all. As time passes the mind of a Drowned falls deeper into madness. In an effort to stave off their inevitable descent, the Drowned seek out knowledge, assistance, and aid from wise and experienced beings, but the relief they find is often fleeting, as they remain forever tethered to the murky depths of the abyss.

 

Spoiler

‒ Memories/Flashbacks do not reveal faces or distinct characters involved in the creation of a Drowned.
‒ Mental strain and effects must be emoted when casting and casually during roleplay.

‒ Drowned may play any type of aligned character however they have core negative mentalities that must not be ignored.


 

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DROWNED ABILITIES

Spells

 

—Insert paragraph stating drowned may also access Echoes of the Past– 

 

Sea Maiden - [Passive] [Combat] 

A drowned is encumbered by the gift of the deep-sea, brine consuming bones and skin to resemble the old-god’s deviance; scales replace flesh while gills and crooked fins sprout anywhere in the body. These physical mutations grant a drowned the ability to not only withstand mundane injuries that would otherwise incapacitate or kill most mortals, but also traverse the sea and its depths with ease, needing only to refresh themself with water every now and then while on land:

 

[Scales] - Drowned may withstand as many blows as an orc would be able to receive despite one’s racial strength. This to say that humans, elves, or dwarves that have been returned as drowned will be capable of resisting as many attacks as an orc would before death, while being locked to their average strength. Orcs turned into drowned will have the same resilience as their past self.

 

[Gills] - Drowned may withstand warm temperatures and be away from the ocean for a maximum of (3) OOC hours, needing to refresh themselves with water either through submerging or direct consumption. Ignoring this necessity would irritate the drowned to a point of extreme hostility, prompting them to lash out at whoever is near.

 

[Fins] - Drowned may withstand the crushing weight of the sea’s depth, their fins despite appearing crooked being somewhat efficient in allowing them rapid travel through ocean waters. This is completely aesthetic and cannot offer any combative advantage in any capacity.

 

Spoiler

‒ This is a passive ability that every drowned possesses.

‒ None of these mutations can be disguised other than through thick clothing, illusions and the like failing to cover said corruption. 

‒ Scales will appear across the whole body, forcing a drowned to conceal their skin completely. Their faces may not possess as many for the sake of allowing social interactions.

‒ Scales simply make a drowned more resilient, meaning that one would have to deliver as many blows as it would take to kill an orc. This does not imply that drowned are stronger than their racial average or as strong as an orc. They are simply more resistant to pain and strikes.

‒ Gills will always be located on the upper section of a drowned’s body, commonly near the neck and shoulders. These allow drowned to breathe on land but they must be submerged or drenched in salt water every (3) OOC hours to avoid them dehydrating, and turning the drowned mad. 

‒ If (3) OOC hours have passed since a drowned has refreshed themself, they will enter a (10) emote count by the end of which they will be feral, seeking to either bathe themselves in the blood of any nearby victim and/or flee to wherever the closest coast may be located. 

‒ Fins will always be located on either upper or lower body limbs like arms and/or legs. In some cases they may also appear on the back or head. 

‒ Fins are crooked, meaning that they may not be used as an extra appendage and/or tool in combat. However drowned may employ them aesthetically and entirely narratively to traverse the sea like a shoal of tidesages would. 

 

Spoiler

[1] (Scales) Bob

 

[1] (Gills) Bob

 

[1] (Fins) Bob

 

Rearrangement - [1 units of brine] [2 emote] [Combat] 

A drowned will exacerbate the corruption contained by their body, distorting minimal amounts of brine within them to warp either an arm or leg into a sea-themed weapon of their choosing. These weapons are sickly green, holding an ensemble not unlike the one associated with the ocean mother and her deep-sea monsters.

 

[Sword] - Drowned may warp one arm or leg with brine into an elongated blade, sharpened and made from what appeared to be glowing coral–verdant, turquoise, and black in colour. This alteration seemed to behave as a normal sword with the durability of gold, resisting up to (2) emotes of combative engagement before shattering. 

 

[Hammer] - Drowned may warp one arm or leg with brine into a heavy mace, pumping their limb with corruption as it bursts and expands in a fashion similar to a pufferfish–even growing spikes at the end. This alteration followed the same colour palette and seemed to behave as a normal blunt weapon with the durability of iron, resisting up to (3) emotes of combative engagement before shattering.

 

[Shield] - Drowned may warp two arms or legs with brine into a large barrier, locking themselves in place while their limbs change into a durable shell–or giant clam–to fend off the next round of attacks. This alteration comes across as either a tortoise’s shell or a large clam, either following the same colour palette, and seemed to behave as a normal tower shield with the durability of steel, resisting up to (5) emotes of combative engagement before shattering.

 

Spoiler

‒ This takes (1) units of brine per weapon and one may only warp the same limb once. This is to say that if an arm has been turned into a sword, after it has reverted and/or been shattered, a drowned will not be able to warp it again for the rest of the encounter.

‒ This takes (1) emote to reach out to the brine residing within oneself, and then takes another (1) emote to rearrange it and warp either an arm or leg. 

‒ Weapons cannot be conjured whilst casting another ability, nor when they are being actively used. 

‒ Swords cannot penetrate through plate armour but may pierce flesh.

‒ Hammers may heavily dent plate armour though are somewhat useless against chainmail.

‒ Shields cannot be penetrated by anything other than a bolt blasted by an arbalest. A drowned may not move while the shield is being actively used.

‒ These weapons can be dispelled in (1) emote unless they have been destroyed, which causes the drowned’s limbs to revert and fall limp for up to (2) emotes.

 

Spoiler

[1] Bob

 

[2] Bob

 

Angling - [3 units of brine] [3 emote] [Combat] 

A drowned will extract the deep-sea essence inside them, drawing it forth in a solidified form–crudely shaped as a prickly harpoon. If and when thrown at a chosen victim, the hardened brine will perforate cloth and skin to lodge itself into the target’s body. Upon succeeding, this expelled brine is recalled and thus the victim is swiftly pulled into the drowned’s immediate range.

 

Spoiler

‒ This takes (3) units of brine per combat encounter.

‒ This takes (1) emote to establish a tether with one’s inner brine, and then takes another (1) emote to launch the brine at an individual. It then takes another final (1) emote to reclaim their brine and pull the target in front of them if hit.

‒ Drowned move half as fast during this ability and may not cast any other spell.

‒ The brine harpoon can only travel up to (15) blocks away from a drowned and it will only pull a struck victim up to (4) blocks towards the caster. 

‒ If a struck victim has not clung into something nearby like a pole upon the third and last emote, they will be pulled–a pull from which they may not break free unless grabbed by another of average human strength.

‒ The brine harpoon leaves a (2) inches wide and deep wound afterwards, counting as a stab or laceration. A struck victim may also attempt to immediately remove the barbed harpoon before being pulled by forcefully pulling it from their body, instead provoking a (3) inches wide and deep wound afterwards.

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

Abundance - [Passive] [Non-Combat]

When out of combat, Drowned are capable of passively healing themselves by emerging their bodies in water. When submerged, flesh wounds on their bodies would heal at an exceedingly fast rate. This does not heal removed limbs or body parts, bones, or fatal wounds.

 

Spoiler

‒ Does not replace limbs.

‒ This cannot be used whilst in combat.
‒ This cannot save someone on the brink of life.
‒ This will not repair bones

 

Spoiler

[1] Bob


 

Boil - [3 units of brine] [3 emote] [Combat] 

A drowned will regurgitate brine at the throat, heating the said before releasing it as a bubbling wave of corrupted and searing water. This spewn blast is extremely pungent and burns through cloth and skin easily, leaving second-degree burns on exposed flesh. However outside of combat and/or during events a drowned may opt to utilise this ability as a means to corrode wood, stone and similar materials like obstacles or gates.

 

Spoiler

‒ Redline

 

Spoiler

[1] Bob

 

[2] Bob

 

Embrace of the Deep - [5 units of brine] [3 emote] [Non-Combat]

A drowned is forever claimed by the avarice of an old-gold, of the ocean mother, and may opt to fulfil their innate purpose–to welcome the sea and carry its crushing influence–by giving up their mortal form and sentience as they know it. This action is irreversible as one is completely warped, engulfed by Dresdasil’s essence and turned into what most know as a Shuul.

 

Spoiler

‒ This takes (5) units and can only be used outside of combat or during sea-based events.

‒ This takes (3) emotes to complete, consisting in a drowned submerging themself in a deep body of water and letting a large part of their inner brine to leak–consecutively transforming them into a shuul of any type.

‒ Performing this ability constitutes a (PK) whether it is used outside of combat or during sea-based events. Afterwards, the story team may be offered to make use of the drowned character–now shuul–for future events. However this is by no means mandatory and one may not demand the team to recycle their persona.

 

Spoiler

[1] Bob

 

[2] Bob

 

[3] Bob

 

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BRINE RITUALS

Explanation

 

Rituals are open to both users of thallassos and the drowned; a collective use of brine creating a large and long-lasting change, or to power a greater spell to accomplish their sea-faring goals. In most cases, rituals cannot be done alone and must be in a group: a designated site, a designated lead, and so on.

 

All rituals listed below have a listed requirement before they can be completed: a number of people, a certain region, or a cooldown. Of course, rituals can be interfered with or broken during the process as redlined appropriately below.

 

One user of thallassos is worth two drowned in a ritual for the sake of accuracy. 

 

Rite of Transportation [Aesthetic Ritual]

Requirement - 5 users of thallassos (stage-3) or with alternative (drowned).

Region - An area of large open water (ocean, sea).

Emotes - 10 emotes. 

Brine - 20 units

 

A tidesage shoal can enter an area of vast open water in order to initiate the rite of transportation. They must seep an excess of twenty-units of brine (split however between the users present); from the depths of the ocean, a great sea-monsters of Dresdrasil will answer their calling - to be used as a permanent alternative to ships.

 

Spoiler

‒ This takes (20) units of brine, and can be split between the 5 users of thallassos.

‒ This takes (10) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ This can only take place in the roleplay-range of a large body of water (ocean, seas). It will not work in rivers or small lakes. 

‒ This ritual must be completed by either five users of thallassos at the last stage, or (x) amount of thallassos and (x) amount of drowned.

‒ As explained above, the rite of transportation causes a sea-monster to rise from the water to be used as a means of transportation.

‒ In other words, a group of thallassos-users can aesthetically utilise sea-monsters instead of ships. Of course, this does not grant them any advantage outside of having a sea-monster as a boat. 

‒ A build is required to represent this, and the aesthetic of the sea-monster in question should be discussed with a lore manager beforehand. 

‒ There is a cooldown of 2 OOC weeks before it can be re-attempted (should the sea-monster die). 

 

Rite of Flooding [Area Ritual]

Requirement - 5 users of thallassos (stage-3) or with alternative (drowned). Ritual site built.

Region - A region near open bodies of water. 

Emotes - 10 emotes. 

Brine - 20 units

 

A tidesage shoal can enter an area of vast open water in order to initiate the rite of flooding. After seeping an excess of twenty-units of brine (split however between the users present), great tidal waves or a considerable tsunami will plunge ashore and drift towards a certain area, beginning to flood it over a span of 4 OOC days.

 

Spoiler

‒ This takes (20) units of brine, and can be split between the 5 users of thallassos.

‒ This takes (10) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ This can only occur in regions near open bodies of water.

‒ The ritual-site must have a visible tell (i.e. glowing with brine, with an ST signature to state where it has started). A ritual site does not have to be massive in size, and should fit the sea-aesthetic, i.e. a monolith infested in sea-weed. 

‒ If this is being done towards a lair, settlement or nation, it requires PRO consent. 

‒ The rite of flooding lasts for 4 OOC days, however if agreed upon, can last for longer or shorter. 

‒ A region that has been flooded requires the appropriate text to state it when entering the region. Depending on the agreement with the nation, it could cause destruction of land or property for certain buildings or areas, and may have a mechanical representation of water.

‒ The rite of flooding can be dispelled via 3 T-5 holy mages upon the ritual site. 

 

Rite of Faith  [Normal Ritual]

Requirement - 2 users of thallassos (stage-3) or with alternative (drowned).

Region - An area of large open water (ocean, sea).

Emotes - 5 emotes.

Brine - 8 units.

 

A tidesage shoal can enter an area of vast open water in order to initiate the rite of faith. After undulating an excess of eight units of brine (split however between the users present), they will be offered a blessing of prophetic visions from the Ocean Mother, Dresdrasil. 

 

Spoiler

‒ This takes (8) units of brine, and can be split between the 2 users of thallassos.

‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ This follows redlines of normal prophecies (via forum-post or otherwise). 

‒ This can also be used for event purposes should Dresdrasil make deific intervention or wish to provide a vision. 

‒ The prophecy or vision can be reflected in the water, or the user can fall into a state of comatose and dream of the vision. 

 

Rite of Corruption  [Area  Ritual]

Requirement - 2 users of thallassos (stage-3) or with alternative (drowned).

Region - A small area of water (4x4 - 15x15).

Emotes - 3 emotes.

Brine - 8 units.

 

A tidesage shoal can enter a small area filled with water in order to initiate the rite of corruption. After sparing an excess of eight units of brine (split however between the users present), all sea-life in the specific pond (or equivalent water source) will begin to die, as a verdant, turquoise or blue glow permanently escapes the pool with odious fumes; significant tells such as bubbling will be seen. All who attempt to dip their body into the waters will see the following results:

[1-2 emote] - A person with any body-part dipped in will begin to feel a significant rush of pain attempting to dissuade them from staying inside.

[3-4 emote] - A person with any body-part dipped in will begin to see their skin bubble and pop, leaving them with 2nd degree burns.

[5 emote] - A person with any body-part dipped in will begin to see their skin melt, beginning to show significant parts of bone.

[6 emote] - A person will die, melting into the corrupted waters.

 

If the rite of corruption is used on an existing and active paladin sunwell, nephilim drakeshrine, frost witch altar , the site will begin to fumigate a noxious verdant, turquoise or blue gas. The light of the sunwell will instantly vanish, and twines of brine will latch around the sunwell in its inert state. 

 

Spoiler

‒ This takes (8) units of brine, and can be split between the 2 users of thallassos.

‒ This takes (3) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ There must be a story-team approved sign placed outside of the waters. It should also have a corresponding sign linking to the lore. 

‒ This does not require PRO consent due to the insignificant size of the water-source.

‒ If the rite of corruption is used on a sunwell, a sign must be placed to show that it has been corrupted. Upon it being corrupted, the sunwell does not work until it is purged. If a sunwell is being used to create a large sunbreak (permanent light over an area), it will do the opposite and cause the area to be thrown into a permanent darkness until purged. 

‒ If the rite of corruption is used upon a drakeshrine, a sign must be placed to show that it has been corrupted. Any nephilim who spawns from the drakeshrine will be reborn with full units of corruption. However, the drakeshrine may be returned to normal via a nephilim exerting dragonsflame on it.

‒ If the rite of corruption is used on a frost witch altar, the ice upon the altar will spread with thick, veiny black lines. This means that the altar can no longer be used for rituals and sabbaths. However, the frost witch altar may be returned to normal via a frost witch using resonance. 

‒ The rite of corruption can be healed by druidic blight healing, paladin purging, or shamanic purging. Furthermore, any alchemical potions listed to be capable of purging corruption or blight from land may be used as this is not a powerful rite of corruption in comparison to necrotic or voidal blight / corruption. 

 

Rite of the Deep  [Normal Ritual]

Requirement - 5  users of thallassos (stage-3) or with alternative (drowned).

Region - A lair-sized region in an open body of water. (lair rules)

Emotes - 5 emotes.

Brine - 20 units.

 

A tidesage shoal may enter an open body of water and begin to coalesce twenty units of brine (split however between those present) into a standing obelisk. This obelisk must be represented via a build with a sign placed. 

 

All obelisks must be filled with (4) units of brine per (1) OOC week in order to keep it active and running. The obelisk provides the users of thallassos a way to create pockets of air in deep-sea to build great structures for lairs (so items placed inside of the building do not float away in the waters). People inside of the lair who are incapable of breathing underwater will be temporarily granted the ability to do so, until they escape the region. 

 

Spoiler

‒ This takes (20) units of brine, and can be split between the 5 users of thallassos.

‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ This can be completed after the acceptance of a lair.

‒ This ability allows for users of thallassos to make structures under the water (such as a city) to be used by them. It also allows for other non-thallassos users to visit it without drowning.

‒ The obelisk must be represented in the build with a clear story-team approved sign.

‒ The obelisk requires (4) units of brine per (1) OOC week to keep it running. This must be logged in a document if requested by the story-team for proof. 

‒ The obelisk is as durable as stone and can be broken. If the obelisk is broken, non-users of thallassos will no longer be capable of breathing under water in the region of the lair, and certain small objects will begin to drift afloat. However, the main structure will keep standing. 

 

Rite of Drowning [Creation Ritual]

Requirement - 2 users of thallassos (stage-3).

Region - A closed body of water. 

Emotes - 5+ emotes.

Brine - 10 units.

 

Users of Thallassos can create a lesser variant of creature in the name of Dresdrasil - the Drowned. Drowned are created through two tidesages coming together and submerging the body of a recently perished descendant into a closed body of water. After doing so, they must channel their brine into the body of water in which it will replace most of their body’s matter and serve as their new “life force.”

 

Spoiler

‒ The body of water must be large enough to submerge the descendant in question. 

‒ This requires OOC consent..

‒This requires an accepted CA after the roleplay has occurred.

‒The body must be intact.

 

Rite of Ascension [Creature Ritual]

Requirement - 3  users of thallassos (stage-3).

Region - An open body of water. 

Emotes - 5 emotes.

Brine - 15  units.

 

A drowned must enter a body of water in the presence of a tidesage shoal. After entering, the tidesage shoal must exude an excess of fifteen brine units (split however between those present) into the waters, soaking into a murky verdant, turquoise or blue hue. 

 

The drowned must then be forcefully plunged into the waters filled with brine; the thickness of the brine causes the drowned to - ironically - drown once again, filling their body and veins with even more brine than they had before. 

 

Upon doing so, the drowned will be no more and begin transformation into a user of thallassos.

 

Spoiler

‒ This takes (15) units of brine, and can be split between the 3 users of thallassos.

‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity.

‒ The drowned in question must then apply on the forums for the Thallassos CA. 

‒ The drowned must follow the normal lore above for progression, losing their old drowned boons.

‒ This cannot be reversed after it is completed. The drowned must provide OOC consent to ascend (i.e. they can’t be forced to become a full thallassos tidesage). 

 

Rite of Forging [Creation Ritual]

Requirement - any users of thallassos (stage-3).

Region - An open body of water. 

Emotes - any emotes

Brine - 10 minimum units.

 

A tidesage shoal may come together in order to create an artefact related to brine: weapons, sea-creature, or a specific new type of philios. However, it must stay within the specifics of brine and cannot intermingle with other sorceries.

 

Spoiler

‒ This allows users of thallassos to create MArt(s). 

‒ All MArt(s) must follow the theme of Thallassos. It is not compatible with other magics.

‒ This follows the same cooldown time as normal MArt(s). 



 

Credits:

Co-Writer - Werew0lf

Co-Writer - VictoriaMinaj

Co-Writer - Qizu

 

Consultation - xx_Bloodstalk_xx

Consultation - Gamma_Byte

Consultation - Panashea




 

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The druidic triumvirate, also known as the Aspects, consist of three aenguls that comprise different roles within their celestial homestead–the fae realm. Each aengul represents an aspect of druidism; Nemiisae, the cycle of death, Cerridwen, the cycle of life, and Cernunnos, an inconspicuous messenger and huntsmen. Druids esprit the aenguls and draw on them for their blessings–please read their lore below.

 

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Aengul Lore Links 

 

 

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WHAT IS COMMUNION?

 

Communion is the gateway at the start of one’s druidic journey–it is the aqueduct between a druid and thriving in nature; the material realm, and the fae realm. It allows a druid to perceive outside of the norm for most descendant races, to smell, to hear, to touch, to taste, and to feel the hinterland and its natural essence. 

 

Usually, a newer druid will find that their connection to nature and the Aspects is much weaker in comparison to their older, more endowed druidic companions. This is because communing is the same as any natural skill; one must learn to master it, until they become a virtuoso in their connection. 

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TEACHING & GUIDANCE

 

A core aspect of druidism, the process of learning, is through mentorship from another druid. This consists of being taught about druidism at its core values, principles, and culture. Usually, a druid will feed the correct knowledge to open up an avenue to communing, either through words, senses, or touch. Learning from others is, for the most part, a pivotal aspect of communion, and will be their main source of growth. 

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CONCENTRATION

 

When not with their teacher, a druid should concentrate, practice, and meditate in order to passively sense the world around them. This can help a druid in getting a deeper awareness of nature itself–meditation is one good method of achieving this, and for newer druids specifically, it is a good way to control the voice of nature when it becomes too overbearing, or hard to listen.

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THE TIER SYSTEM

 

Druidism follows the most commonly used tier-system for current-day LoTC, which encompasses (5) tiers spread across numerous months of learning. With each tier, new druidic abilities are unlocked. However, they must be taught to the druid foremost and is not something that is automatically learned. One cannot progress to the next tier without being taught all spells from the previous tier. 

 

Each spell or ability below will be marked with a [Tier] in the name, and they will be listed in order of their tier, to allow ease of reading. 

 

In every subsection of this magic, there will be a table at the bottom which shows what tier unlocks which spells. 

 

[] TIER I - SEED  [0 OOC weeks total] - This marks the start of a druid who has just been attuned.

Unlocked:  Communion.

 

[] TIER II - SPROUT  [1 OOC week total] - This marks the first week into a druids journey, and they have become ept enough in their concentration to learn other druidic cantrips.

Unlocked:  Friendship (Passive Friendship, Pacify), Growth (Gleaning, Druidcraft), Awakened Fortitude.

 

[] TIER III - SEEDLING  [1 OOC month total] - This marks the first month into a druids journey, and they have started to grow a deeper bond with nature itself, including their mastery in druidic communion and control. 

Unlocked:  Luonto (Resonance, Natural Guardian), Surge (Aggressive), Ungrowth (Sinkhole), Powersharing

 

[] TIER IV - SAPLING  [2 OOC month total] - This marks the second month into a druids journey, and their bond with nature, the forces that tug at the material world, and the Aspects grow reinforced. Slowly, but surely, they are mastering their craft. 

Unlocked:  Singing, Greensight (Projection), Defensive Surge.

 

[] TIER V - TREE  [3 OOC month total] - This marks the third and final month into a druids journey, who has - finally - mastered all of their craft. At this stage, a druid will automatically learn attunement by applying for a TA. 

Unlocked:  Entling Creation, Druidic Infusion, Deep Stride, Woodland Stride, Tree Stride, Attunement, Unattunement (requires to be taught)

 

One of the biggest changes with this write proposes that tiers no longer change the emote count in spells, but will only change the range of the spell used. 

 

- Druidism is a [2] slot magic. All compatibilities are listed at the bottom of this lore-page.

- All spells in the [tier] a druid is at must be learnt before they are able to advance to the next tier. 

 

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THE CRIES OF NATURE

Exhaustion & Clarifications

 

When a druid, usually inept and newer to their connection, strains the ebb and flower of natural energies drawing through their body through druidic cantrips, it can come with numerous physical effects–in the same way that force and exertion would cause one to grow tired and their bodily functions would deteriorate. Druids will find numerous effects hindering their body over the course of numerous combative emotes. 

 

Physical Deterioration - If a druid overuses or overextends their abilities, overtime, their body will start to grow more tired–compare it to running a long marathon. They will start to sweat, their muscles will ache, and their body will feel more heavy. 

 

Voice of Nature - If a druid overuses or overextends their abilities, overtime, the song and voice of nature will become more shrill, akin to violent wails and screams, that could take a mental toll on the druid in question. Usually, this starts small, and progresses with each spell used.

 

Exhaustion

[3 total emotes of combative uses] - A druid will start to feel exhausted, their breathing might hick, they may start to sweat, and their stamina might start to run low. For the most part, they are still able to continue fighting and moving without any other hindrances. A druid will require [1] NARRATIVE day of rest before they can use any other combative spells when the encounter is over. 

 

[5 total emotes of combative uses] - A druid’s body will feel too heavy to move, cutting all movement-blocks by half. This means that when making an attack, instead of the regular 4 block movements, it will be 2 blocks of movement, and if they are sprinting at the regular 8 blocks movement, it will now be 4 blocks movement. The voices of nature will become shrill, causing a general headache to take their body, and they will sweat profusely. A druid will require [1] OOC day of rest before they can use any other combative spells when the encounter is over. 

 

[10 total emotes of combative uses] - On top of the above negatives, the druid in question will find that their body is literally on the brink of collapse, and all movement is now restricted to 1 block. They will drool with sweat, their head will ache, and all emote-casts for spells will be doubled. A druid will require [3] OOC days of rest before they can use any other combative spells when the encounter is over. 

 

[10+ total emotes of combative uses] - A druid will go unconscious, passing out and requiring [3] OOC days of rest before they can use any other combative spells. 

 

The above has been written to keep exhaustion simple–it was to avoid having the same mechanics as nephilim for dragonsflames units. Although there will be an argument made on the distinction of uses for higher-tier spells, with this write, not all higher-tier spells are [combative], and most combative spells are in the (3-4) tier range. Due to the emote-count limit and general use of druidism, it is not believed that druids will be casting over (10) combative spells.

 

With this new lore proposal, there are now two types of spells. You have [abilities], which is the main bulk of their powers functionality, and then, you have [cantrips], which are the application for the abilities. For example, Friendship is the [ability], and Passive Friendship / Pacify is the [cantrip] that draws on the ability. However, not all abilities have cantrips, and vice-versa. Cantrips are the applications for the ability, is the tldr. We have done this because we understand free-form abilities make it hard sometimes to use in combat and are easily abusable. 

 

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COMMUNION ABILITIES

Abilities & Cantrips 

 

[] Communion [Passive] [Tier 1] - Communion is the primal foundation of all druidic prowess; when one is attuned, the first thing they will hear is the voice of nature–a silent melancholy of songs, the hum of trees, the whispers of flora, awakening the living world and perceiving it in full. 

 

For most druids, communion will be a tangible presence in the living energies of the world, something they must act on to perceive. However, overtime, when one has reached the highest mastery in druidism, it will become the same as breathing, something they do on a day-to-day basis unconsciously. 

 

Communion is restricted only to those of the natural and living world–this means that musin, kharajyr, and hou-zi do not hold a voice. This also applies to undead creatures, inferi, creatures or constructs of a voidal origin, apparitions, or dragonkin. 

 

In order to use other druidic spells, one is required to commune, and it acts as the basic staple to drawing, and shaping their prowess. Communion requires  (1) emote to perceive nature and connect to it, spanning  (15) metres in distance.

 

When a druid reaches [Tier 5] in druidism, communion becomes a passive attribute to their daily lifestyle, and reduces all spells by  (1) emote, with their ability to commune going as far as their eyes can discern. 

 

REDLINES:

- Communion acts as a connection for Druids, opening the direct perception of nature around them.

- A druid can only perceive the hum of natural energies within a 15 block radius of themselves in each direction.

- Once a druid reaches T5 their connection and communion with nature solidifies allowing them to hold their concentration even after casting a spell. This will remove [1] emote from all non-combative needs; they will have to emote the same as they would normally without constant connection should it be combative.

- A druid can perceive the voices through general emotions, a chaotic stream of thought, or simply flowing energy.

- Descendants, Musin, Kha, Wonks, and otherwise unnatural creatures do not hold a voice. Unless they are otherwise connected to the Fae Realm or the Aspects.

- Communion can be used and felt by natural animals/creatures as well as creatures of the Fae Realm as stated above. (Examples being Epiphytes & Sprites, along with event-based creatures) Unless stated otherwise within their lore.

- Communion has no limitation upon what size of creature can be perceived as it is essentially just an additional sense that offers no advantage aside from hearing the voices of the world

- Shapeshifters in animal form will hold the same voice akin to an animal, thus also meaning that communion cannot be used to metagame a shapeshifter or make jumps that an animal may be one.

 

EMOTE EXAMPLE:

 

[1]  ScreamingDingo the Jackal seated himself upon a wooden stump, his eyes discerning the distant canopies of the trees; birds that sat on branches, and the blades of grass surrounded an abundance of flora. As he concentrated upon these trees, a faint hum, a voice, permeated from the nature surrounding him, ushering into his ears a beautiful cacophony.

 

Communion has numerous cantrips that are unlocked, which they can use to complete different tasks or complete different goals, each listed below. Each spell count includes the (1) communion emote. 



 

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[] Friendship [Tier 2] 

[2 emotes] [15 block range]

 

A druid is able to focus their communion upon a plant, or an animal, in order to warble their voice–this will allow them to speak to the plant or animal in question. For most plants, their conversation is an expression of intent, less-so than it is a tangible and long conversation. This also applies to animals, who, usually, encompass the same habits of any simple beast or doltish animal. 



 

Passive Friendship [Tier 2] 

 [Non-Combative

[Cantrip]

 

In order to communicate with a plant or an animal, a druid must first concentrate on the canticles and hymns of nature, before honing their focus onto the plant or animal in question. This takes  (2) emotes to achieve, with their first emote being communion, and their second being perceiving the plant or animal itself. 

 

The conversation depends on the plant or animal in question. Usually, this is up to the druid in question to roleplay appropriately. 

 

 

REDLINES:

Spoiler

- Passive Friendship requires 2 emotes to establish the link between animal or plant and druid. [1 connection + 1 cast]

- Any information gathered from an animal or plant cannot be used to metagame other players, for example one could not ask for directions as to where someone had run off from or if they had been to a certain location. Although should this ability be used within an event it will be up to the ET’s discretion if to allow the animal or plant to express the way something may have gone.

- Animals or plants can display information or concern in baseline and simplistic thoughts to help guide the druid. Like the location of spots of blight in the forest.

- Should a druid attempt to use tuning to find a blighted area such will only work if they are close by to a tainted plant, hearing the discourse in their song.

- Passive Friendship can be used upon any natural creature or flora of the world, along with anything specifically fae in nature. For example a unicorn or some other form of fairy-like animal.

- When attempting to use an animal specifically to find blight, an animal may guide a druids closer to it but as they get closer the animal will slowly become more and more resistant to going further before eventually just leaving the druid to find the source on their own.

- Does not cost the druid any exhaustion, acting as a passive ability.

- Must fall within the 15 meter radius of communion.

 

Pacify [Tier 2] 

[Combative] 

[Cantrip]

 

A blessing from the Aspects intended to calm unruly beasts preventing them from attacking the druids that are attempting to help it. Through the span of (3) emotes a druid may expel natural energies within themselves to sway a beast's actions elsewhere.

 

More akin to a sudden command a druid may force a will upon an animal to calm them, flee from the scene, or any other form of command that will not result in the harm of the animal itself. Although once this command is ushered once the animal has realistically completed the command they will return to the encounter after a minimum of (4) emote turns.

 

REDLINES:

Spoiler

- Pacify requires 3 emotes to establish the link between animal and druid [1 connection, 1 channel, + 1 cast].

- Pacify follows the same line

- Pacify allows for a druid to command an animal to perform a simple action, generally displayed through one word.

- Animals are permitted to return to the encounter after at least [5] emotes since their initial exit from the scene.

- Pacify cannot be used to cause an animal harm or leave things that it may find important. For example a druid could not command a mother bear to leave her cubs alone.

- Should an animal be making an action against a druid, Pacify may be used to lessen the aggression of the animal but will not stop it in its tracks. For example should an animal be charging forward a druid may use Pacify to offer the command to calm, they may still be approaching them but an impact may be easier to be avoided at their slowed approach.

- When used against an ET creature it will be up to the ET running the event to decide how effective the spell is, if at all.

- This ability can be used against player animals like dogs, horses, or any other sort of natural companion that falls under a natural creature.

- Cannot be used against voidally summoned animals or other forms of unnatural.

- The command given to the animal will persist until the encounter is completely over or the emote turns are over leaving them essentially unusable for that time.


 

EMOTE EXAMPLE:

Spoiler

[1 - Friendship] ScreamingDingo the Jackal  

 

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[] Luonto [Tier 3] 

[2 emotes] [3 - 20 block range]

 

As druids grow in their attunement to nature, their mastery over their connection to it can begin to exude their physical body and influence the very world around them. This influence is displayed via the Luonto, an intangible animal or gathering of animals that acts solely in accordance with its druid.

 

The Luonto is more or less an extension of the druid it belongs to. It does not know anything the druid would not know, nor does it grant any advantage in or out of combat. It is solely an aesthetic ability. The Lunto is conjured after a total of (2) emotes for a T3 druid. From their passive connection, the druid may choose to focus on nature, rather than perceive it passively for (1) emote. The following (1) emote is spent ushering their casting aesthetic, or mists, out from their body, thus shaping their Luonto.

 

REDLINES:

Spoiler

- Requires 2 emotes to cast [1 connection and drawing forth] 

- The Luonto may only reach the size of a moose. It is able to be represented by any animal, or gathering of animals, so long as it does not exceed the total size of one moose.

- The Luonto, in its passive state, does not benefit the druid in roleplay, whether combative or non-combative.

- Should combat arise, the Luonto will retreat back into its caster.


Resonance [Tier 3] 

 [Non-Combative] 

[Cantrip]

 

Utilizing an alternative form of their Lunoto a druid can create a smaller form of creature to act as a guiding light. Used to traverse the depths of caves to reach some of the most untreated members of the balance.

 

Drawing out their natural aura, a Druid may mold it into a small luonto over the course of (2) emotes. Gradually, it will come to hold the same light as a torch, taking on the aesthetic of either the light of the sun or the moon. Floating around the Druid lasting until it is no longer needed. The range of resonance is (3) blocks ahead of the druid. 

 

The aesthetic of this luonto can vary depending on the person–for example, it can appear as fireflies, butterflies, or even a small bird or creature. Usually, the depth of this smaller form of creature is left to the interpretation of the druid themselves, however, it must be in line with the aesthetics of a druid–for example, guiding-light cannot appear as something draconian, or undead. It would have to be a living creature that fits the palate of the luonto. 

 

REDLINES:

Spoiler

- Requires 2 emotes to cast [1 connection + drawing out, 1 causing light to form within Luonto] 

- The Luonto can only be summoned once per encounter, meaning if it suddenly gets put out by a larger light it cannot be summoned until the Druid leaves that roleplay encounter.

- The Luonto may only travel 3 blocks ahead of the druid before they must follow along with it, or else it is snuffed out.

- Can be summoned underneath the water.

- Holds the brightness of a torch, but cannot be used to blind or disorientate enemies.

- Aesthetically it can only take on the appearance of sunlight or moonlight.

- The Luonto will last as long as the Druid needs until they find light once more.

- Should combat break out while Resonance is applied to a Luonto, it will drift above the space, granting light unless it is snuffed out.

- Luonto in this state can only be the size of a house cat for general reference, mainly acting as an alternative torch.

- The Luonto may be snuffed out through magical forms of darkness or anti-magic materials, be it Thanium or some other form of anti-magic coming in contact with the conjured aura.

 

Natural Guardian [Tier 3] 

[Combative] 

[Cantrip]

 

Derived from the druid’s inner self, a Luonto can be used when a druid may require one to watch over them. With extended effort, this can be achieved by utilizing a druid Luonto to store a certain amount of the natural energies of the druid, which can be used later to grant them protection from harm for a singular moment.

 

A druid’s Luonto requires far more attention to be used within combat, requiring the druid to meditate and connect with the natural energies around them, staying completely still. A druid must meditate and gather the energies for (4) emote turns before fully forming their Natural Guardian Luonto. Once this has been done, the Luonto will passively follow the druid around until an attack is sent their way that may be unavoidable—prompting the Luonto to rush forth, causing a sudden surge of plantlife to occur, nullifying the singular impact holding a strength of orc’s swing. Some examples of this could be a volley of arrows sent toward the druid by an archer or a ball of flame conjured by a caster. After this point, the Luonto will completely dissipate, and a druid may not bring forth their Luonto until the end of the combat.

 

 

REDLINES:

Spoiler

- Requires 4 emotes total to bring forth the Natural Guardian Luonto [1 connection, 1 drawing out of energies, and 2 of the Luonto forming]. 

- Natural Guardian can only be used [1] time in any combat encounter. 

- Should the druid be struck during the period of meditation they will be knocked out of their casting forcing them to lose their spell emote counts, requiring them to redo them from the beginning.

- The druid does not need to maintain concentration once the Luonto has been conjured, as it will passively follow them until combat occurs.

- The druid cannot decide when the Luonto is triggered; it will simply move at the first opportunity to nullify an attack that is certain to hit. However, it must clearly be an attack–this can constitute: a push, a slap, a punch, magic thrown at the druid, a weapon swung at the druid, etcetera. Furthermore, the Luonto will also be activated should an ally cast a spell that would threaten the druid–it does not make a distinction between foe or enemy, and will activate against anybody or anything.

- The Luonto may only reach the size of a moose. Any animal can represent it, or a gathering of animals, so long as it does not exceed the total size of one moose.

- Should the impact exceed the strength that the plant life conjured can endure, it will do its best to decrease the damage taken. For example, should a druid choose to use it to block a cannon shot, what would have been a killing blow now would only have allowed them to be partially damaged before completely crumpling away.

- The Luonto may be snuffed out through magical forms of anti-magic materials, be it Thanium or some other form of anti-magic coming in contact with the conjured aura.

 

EMOTE EXAMPLE:

Spoiler

[1 - Luonto] ScreamingDingo the Jackal  

 

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[] Singing [Tier 4] 

[4 emotes] [20 block range]

[Passive]

 

A druid possesses the ability to elevate their voice, unleashing a resonating force that carries their soothing influence across a greater distance. This ability allows them to pacify even the most blighted or restless flora and fauna, like a tranquil symphony dancing on the wind.

 

The druid must concentrate on their hopeful, or less so self, ‘fore sending their voice across the desired area in order to influence a greater majority of the wildlife around them. Via singing, the druid spends (4) emotes harnessing their inner voice and mists to then soothe the plants and animals in a 12x12 area around them. This will almost instantly affect the wildlife after (2) emotes of building up, then releasing their demands upon the wildlife. The following (2) emotes consist of the wildlife either calming, or being riled up, depending on what the druid wishes to do.

 

In less of a rush, the druid may expel their influence outward in a 15x15 area that gradually affects wildlife over the course of (6) emotes total. The first (3) emotes consist of the druid focusing on their inner voice, before expelling it outward upon the [3rd]. The following (3) emotes passively influence the wildlife, until they are overcome by the will of the druid. 

 

REDLINES:

Spoiler

- Singing may not be utilized in combat scenarios. (Aggravated nature cannot harm anyone, or anything, even when it comes to minor scrapes and abrasions.)

- The area affected must be around the druid, not extending past the defined area.

- Singing will only ever ease wildlife to a silent rest, or to an angered, frenzied state.

- One druid’s influence over the area will not cancel out or overpower another’s, unless they exceed the other druid in tier.

- The effect does not last forever, only for an OOC day at most.

- A druid cannot use communion to locate an area where singing was used from far away. The druid must be within range of the effect in order to notice that it may have been used in an area.

- Should two druids try to fight against one another with Singing to influence nature's voice whoever cast first will win over the others.

 

EMOTE EXAMPLE:

Spoiler

[1 - Singing] Scr



 

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[] Greensight [Tier 4] 

[3 emotes] [20 block range]

[Passive]

 

Through the use of communion, a druid at this stage in their mastery of the gifts can choose to leave behind their sight and instead rely on that which is revealed to them by the life around them. 

 

The world around them is perceived via projected images from plants and animals all around. The druid’s attunement to nature serves as a conduit, fed off of by the druid, and fed into by the wildlife around them, granting them sight over their surroundings. Due to perceiving life from another’s point of view, the greenseer is capable of seeing all of the world’s wonders, including descendants, though they appear distorted and uncanny to the greenseer. This means that the druid is incapable of recognizing people, as their features are too distorted to properly make out. Any descendant seen by the greenseer is a blur, warping with light or shadows. A greenseer cannot tell apart an orc from a human knight with their vision alone. Things such as blight can be seen, due to the wildlife still being alive, but cannot see in areas devoid of nature life altogether. The druid is allowed to incorporate their casting aesthetic to their greensight, meaning a druid may see the world as if it were made of sentient flame, or with the warble of heated surfaces distorting areas within their sight. This is purely for aesthetics. Should a greenseer wish, they may carry a kuila crystal with them in order to see in areas without nature’s voice. Through the kuila crystal, the druid may still see as they would with their typical casting of greensight, meaning they still cannot decipher descendants apart from one another, and cannot see wholly unnatural things such as dragons or the abyss. Kuila vision is limited to (10) blocks, or meters, while basic greensight is limited to (20) blocks, or meters.

 

In addition to this, seeing druids may utilize greensight should they have their vision obscured through the use of communion. Over the course of (2) emotes, the druid in question can passively have the surrounding flora and fauna grant them their sight, allowing them to see for an additional span of [4] emotes before recasting it once more.

 

A druid can choose to resign the use of their physical eyes and instead use Greensight to receive brief images from the plants and animals around them allowing them to see in all directions within 20 blocks but only so long as something alive and of natural origin is around. Such a thing leaves the druid defenseless in environments with little life.

 

REDLINES:

- Greensight does not need to be directly taught to a druid for it to work, though in order to access projection, the druid must be taught it.

- Greensight is limited to [20] blocks when being casted when in nature and [10] blocks when outside of nature assisted by a Kuila Crystal.

- In areas without nature’s call or any plant or wildlife, the greenseer is entirely blind.

- Greensight is an imperfect way of regaining vision. While descendants may be located through it, they are unrecognizable from one another. The greenseer cannot see anything unnatural beyond descendants, barring blight, which can still be seen due to nature still being alive inside of it.

- Seeing druids are capable of using greensight, though they must cover their eyes in order to use it.

- If a blind druid activates greensight, it is passive and can last for as long as they wish.

- A Feat-Seer or Slotted-Seer is incapable of using greensight & projection to any degree. This spell may be learned by them, but not utilized whatsoever. 

- A non blind druid may activate greensight and use it so long as their vision is obscured by something.

- A greenseer may not carry seeds on their person to see in areas otherwise without the call of nature.

- Through a kuila crystal, a druid may cast greensight to see in areas without any living nature, their vision limited to [10] blocks.




 

Projection [Tier 4] 

[Passive]

[Cantrip]

 

The most practiced of greenseers are capable of attuning to nearby animals to make use of their senses for some while. For instance, the druid may project its mind into the mind of a nearby bird and utilize its eyes to survey an area, allowing them to see all just as the bird would. Similarly, the druid can use another animal's hearing, sense of smell, or any other sense so long as they are within line of sight [48 block range] of the druid. To utilize this ability, the druid must first meditate on the area around them entering a state of temporary greensight, locating the desired animal, and then project themselves into the creature’s mind over the course of (3) emotes. Upon completing the third emote, the druid may use the animal's senses for (5) additional emotes. However, if the animal is killed or harmed during this process, the druid is stunned for a span of (3) emotes, losing the sense they were using that animal for.

 

REDLINES:

- Projection cannot be used to metagame information about someone, for example you cannot retroactively say you were using projecting to listen into a conversation.

- When utilizing projection to track another player the player being tracked must be asked for OOC consent to allow for such. If the player deny’s then the animal will have simply lost track of them. Within Events it is up to the ET running the interaction how effective this ability may be.

- Greensight projection is not ‘warging’ or ‘skinchanging.’ You cannot enter the mind of an animal and have it perform outrageous feats in combat. 

- Projection may be used passively, but to utilize it’s scouting capabilities a druid must redo their emotes. For example, a blind druid could have their companion bird resting on their shoulder, granting them a vision of the world when needed. But when they wish to send it out to scout, they must cast all their emotes.

- This spell is merely meant for surveying and scouting and has no capability outside of that.

- When projecting into another animal, the druid’s movement is entirely stilled. Their consciousness is no longer in their body until they sever the connection to the animal, or it is forcefully severed.

- Once the animal they are projecting within leaves the range of 48 blocks (shout range) they will lose their connection with it until it returns to them.

- The harming of a projected animal induces effects on the greenseer that call for [3] emotes of being staggered, or hindered. The [1st] emote acts as a stun, where the druid cannot act on anything more than doubling over in pain. On the [2nd] emote, the druid may begin to move at half speed, but cannot attack or defend against strikes, other than through their hindered movement. Upon the [3rd] & final emote, the druid is capable of moving at full speed again, and has made a full recovery.

- You may only use one sense while projecting into an animal.

 

EMOTE EXAMPLE:

[1 - Greensight] Scr

 

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WHAT IS CONTROL?

 

Through the use of control, the druid is capable of not just lending an ear to flora and fauna, but to convince and garner a connection with. From it, the druid may coerce the wildlife to aid them in situations so dire.

 

Control is often thought to be an extension of Communion due to its basis being built around communicating with, and earning favor from the wildlife the druid wishes to earn the help of. Due to the experience needed with Communion, the druid must first learn how to communicate with plants and animals in order to utilize Control. As the druid grows more experienced in communicating with wildlife, the more voice, or presence their tasks and queries might have. 

 

Due to the more hands on approach that comes with Control, the druid may exhaust themselves rather rapidly with the use of some of Control’s abilities.

 

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CONTROL ABILITIES

Abilities & Cantrips 

 

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[] Growth [Tier 2] 

[3 emotes] [30 block range]

[Passive]

 

The most common display of a Druid's capabilities is showcased within the growth of the world around them. Sprouting new life into barren lands, granting budding flowers to grow, pulling saplings from ancient trees to grow anew elsewhere.

 

Growth acts as one of the trademark abilities of druidism, in which a druid may fuel plant life with their own druidic energy to expedite the growing process of whatever it may be they wish. This often can be seen as a passive ability where a druid is only assisting in the process of nature as opposed to manipulating it. Not placing a heavy penalty upon the druid in terms of exhaustion should the casting be purely non combative.

 

At an early state a novice druid may struggle, but as time goes on the process becomes akin to second nature. For smaller plants like flowers, fungi, or bushes the growth process must take place over [3] emotes at a minimum. While larger plants like a tree for example requires that of (4) emotes of reaching their peak. Being that of the 15 meter range of the druid's base communion. When utilized in groups, multiple druids may cause a plant to grow beyond its typical size. This does not make the plant monstrous, save for in events, where the ET present may decide how massive and powerful this grown plant may be. Outside of events, the larger plant may only expand up to [4] blocks, or meters beyond their typical size. 

 

REDLINES:

- Growth requires 3 emotes at a minimum increasing per the size of the plant to cast uninterrupted [1 connection, 1 guidance, 1 growth]

- Growth cannot be used in any form of direct combat, acting as an introductory ability.

- Growth allows groups of druids to grow a plant to a greater degree, surpassing the limits of their    typical size, though only by [4] blocks. The only case where the plant may grow beyond this is in events, which is entirely up to the acting ET.

 

Gleaning [Tier 2]

 [Non-Combative] 

[Cantrip]

 

Over the course of (2) emotes for lesser variations of the spell, typically for making flowers blossom or to coat something in an aesthetic layer of plant life, a druid is capable of imbuing the flora around them into a state of passive harmony for as long as the druid remains in a 6x6 area around it. After (1) emote of lax concentration, the druid may then spend the next (1) emote spreading their influence over the plant life around them. 

 

Otherwise, a more concentrated version of gleaning may be utilized on plants to harvest a seed or sapling from them. This spans over the course of (4) emotes, with the druid communing with the plant for (1) emote, before it begins to procure its seed or sapling on the [2nd] emote. On the [3rd], the bark may begin to peel aside to make room for the sapling being pushed out, or, the seeds may begin to slither from off of the plant. On the [4th] and final emote, the seeds or saplings may topple out into the druid’s hands.




 

REDLINES:

- Gleaning may not be utilized in combat.

- The area affected must be around the druid, not extending past the defined area.

- Gleaning may be used on Soul Trees in order to harvest their sapling, though a Tree Lord will still believe their tree is under attack and will retaliate, as will the tree itself. 

- Gleaning may only be used on naturally occurring plants, as well as fae plants. 

- Removing these seeds requires OOC consent of the owner of the plant.


 

Druidcraft [Tier 2]

[Combative] 

[Cantrip]

 

With that being said, growth can also be used and invented into different methods--this subset of cantrip, known as druidcraft, is their combative attribute in combat with their affinity to grow, outside of simply increasing the speed at which a plant may age or spread. A druid may utilize parts of plant-life within the area to assist in the creation of tools. For example, a druid may use druidcraft to weave together a number of vines, leaves and roots to create a sturdy rope that may be needed to climb somewhere, or, pulling out brambles and bark to create an elongated weapon in aggressive combat, or a bark-made shield to defend oneself. 

 

This requires a druid to connect, channel, and then cast over the span of (3) emotes, and if a druid wishes to create something larger, it requires (1) emote for every one metre. Though, additional [emotes] count as additional [casts] in the exhaustion system. For example, if a druid uses druidcraft to create a small two-metre stick in (1) emote, this would count as one combative cast. However, if they increase the wooden stick by another metre with an additional (1) emote, this will now count as two combative casts in the exhaustion table.

 

REDLINES:

- Druidcraft acts as a sub-ability of Growth that allows for the manipulation of plant life into mundane items that can help players. Some examples are a rope, a wooden brace, a wooden shield or even the rough makings of a bow without string.

- Druidcraft requires 3 emotes uninterrupted to be able to work. If somebody interrupts their cast, the object will return to its original shape and will have to be made again.

- Should they wish to create something larger than 2 meters, it will require an additional emote to make. However, each [1] additional emote will count as an extra [1] combative cast in the exhaustion table. 

- Druidcraft weapons can reach the sharpness and durability of a hardened wood but are capable of being infused with Awakened Fortitude.

- Items made through druidcraft do not retain any magical or special properties based on the plants they are sculpted from. They are simply improvised weapons. 

 

EMOTE EXAMPLE:

[1 - Greensight] Scrsssssssssssssssssssssssssssssss



 

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[] Surge [Tier 3] 

[2 emotes] [30 block range]

[Passive]

 

If growth is considered to be creating life and sprouting and supporting the growth of plant-life, surge is the ability to manipulate pre-existing plant-life in order to support druids in mundane tasks outside of combat. For example, a druid may use a surge to cause roots to grasp at an object and bring it towards you, or it may be used to attempt to catch a friend who is falling from above, cushioning their plummet. 

 

Passively, out of combat, it requires (2) emotes in order to cast, with the first emote being connecting, and the second emote being cast. For example, a druid may connect with the nature around them, and have roots rip out of the ground in order to wrangle around their staff, bringing it towards them.

 

This main ability has been written in a way to provide druids a larger variety of uses in a free-form manner that does not involve combat. 

 

REDLINES:

- Surge itself is considered a passive, non-combat ability. It requires [2] emotes to cast, which includes [1 connection, 1 cast]. 

- The freeform capabilities of surge cannot be used in combat. It can, however, be used during events - though, this is usually up to the event-teams discretion on whether or not it can be used. 

- Surge has numerous applications in itself: you could use it as a way to pick up objects, to pick up injured animals or people, to move heavy objects at the maximum weight of 200kg. For example, roots could spurn around a boulder and move it away from blocking their path. 

- Surge can only be used in areas where natural existing plant life exists, in terrains where life would survive. 

 

EMOTE EXAMPLE:

[1 - Greensight] Scrsssssssssssssssssssssssssssssss

 

Aggressive Surge [Tier 3]

 [Combative] 

[Cantrip]

 

Aggressive surge is a combative cantrip that allows one of the following to occur: to trip somebody, to capture somebody, to crush somebody, or to impale somebody. 

 

Trip - Over the course of (2) emotes, a druid may cause roots to shoot out from the ground and pop out in front of the feet of a moving target, causing them to trip. 

 

Ensnare - Over the course of (4) emotes, a druid may cause roots to shoot out from the ground and wrap around a target, trapping them in place for (4) emotes, constricting their limbs from movement, but this does not tangle around the target’s head. An ally can cut down these roots over a span of (2) emotes to free the target, or they can use fire to burn away the roots over a span of (1) emote, but this could cause damage to the target also. 

 

Crush - If a target has already been ensnared by the druid, with an additional (2) emotes, they can crush (1) chosen limb from the target. For example, they could crush their arm, breaking the bones within them and making it unusable for the entirety of combat. This cannot be used to crush someone's throat or head.

 

REDLINES:

- Aggressive surge will only work if the druid and the target is near a tree within a [15] block radius. This means that a druid will garner a better advantage depending on their environment. A tree must be mechanically built in-game to be classified as one.

- A druid is still able to walk [4] blocks whilst casting, but cannot sprint, do other attacks, or defend themselves without breaking their cast. 

- Trip requires [2] emotes to cast, [1 connection + 1 cast].  This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Trip will only work on a moving target, causing them to either be staggered, or fall completely. However, the trip will not work on a non-moving target, as it is done unexpectedly. Roots will only come out to trip the target on the [final] emote. 

- Ensnare requires [4] emotes to cast, [1 connection, 1 guidance, 1 surge + 1 cast]. This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Ensnare will only constrict the target's limbs, but the roots will never wrap around the neck or head. A target is unable to move whilst ensnared for [4] emotes.

- A target that is ensnared can be freed by another ally, but not the target themselves. It requires [2] emotes to break the roots, and [1] emote to burn the roots. You can have [2] people do [1] emote each if both are actively assisting in cutting the roots to break free.

- Crushing requires [2] additional emotes on top of ensnare unimpeded in order to work. [1 ensnare tightens + 1 crush].

- Crushing allows a druid to break [1] limb of the druid's choice, either one of their arms, or one of their legs. It does not matter if the target is wearing armour as this will crush at the joints, rendering the limb useless for the entire combat encounter. 

 

EMOTE EXAMPLE:

[1 - Greensight] Scrsssssssssssssssssssssssssssssss

 

Defensive Surge [Tier 4]

 [Combative] 

[Cantrip]

 

Defensive surge is a combative cantrips that focuses purely on protecting the druid and their allies from others. Due to the application of defensive cantrip being much harder, it requires a higher tier of experience.

 

Bramble Bubble - Over the span of (4) emotes, a druid is able to cause roots to rip out from the ground and entangle a [2x2] cubic radius, protecting those within it. This bubble is made of roots and thorny brambles, lasting for (4) emotes. When inside of the bubble, the protected players will find they are unable to move, restricting them to the place the bubble is formed. An enemy can cut down these roots and brambles over a span of (2) emotes to free the target, or they can use fire to burn away the roots over a span of (1) emote. 

 

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Bramble Wall - Over the span of (4) emotes, a druid is able to cause roots and brambles to rip up and out of the ground, creating a defensive, stalwart wall at 2 blocks in width, and 3 blocks in height. This wall is made of roots and thorny brambles, lasting (4) emotes.  An enemy can cut down these roots over a span of (2) emotes to free the target, or they can use fire to burn away the roots over a span of (1) emote. 

 

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The thorns on the bubble and wall are of the same tensility as normal thorns; they might prick or impale flesh, but they would not be able to go through thick clothes, leather-hide, and definitely would not be able to go through armor. These thorns are there as a way to prevent people from approaching the wall and offer it another layer of protection. 

 

REDLINES:

- Defensive surge does not require a druid to be near any trees to be able to complete, their aptitude and mastery over the craft at a higher tier in druidism allowing them to pull from a wider range. 

- A druid is only able to walk [2] blocks whilst attempting to cast either bramble bubble or bramble wall; they are unable to do any actions that would constitute defending themselves, attacking somebody else, or sprinting. If they do so, their casting is broken and must be redone from the beginning.

- Bramble bubble requires [4] emotes to cast, [1 connection, 1 guidance, 1 surge + 1 cast]. This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Bramble bubble encases the druid and those within the [2x2] radius as shown above. However, whilst inside of the bramble bubble, the druid and others are unable to move, restricted and encased by the thorny brambles and roots surrounding them. 

- Bramble bubble only lasts for [4] emotes. Enemy players are able to break down the roots of the bramble bubble over the course of [2] emotes. If two enemy players are attempting to hack down at the bramble bubble at the same time, this can be shared with both players doing [1] emote each. Fire will break the bramble bubble over the course of [1] emote. 

- Bramble wall requires [4] emotes to cast, [1 connection, 1 guidance, 1 surge + 1 cast]. This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Bramble wall creates a large wall that is 2 blocks in width, and 2 blocks in height. This wall can be used to either block a passage, doorway, or simply out in the open. 

- Bramble wall only lasts for [4] emotes. Enemy players are able to break down the roots of the bramble wall over the course of [2] emotes. If two enemy players are attempting to hack down at the bramble wall at the same time, this can be shared with both players doing [1] emote each. Fire will break the bramble wall over the course of [1] emote. 

- Thorns on the bramble bubble and bramble walls are unable to impale through thick clothes, leather hide, or armour. However, if one attempted to climb the wall or bubble, they might find these thorns pricking at them, or impaling their flesh if it is unguarded. 

 

EMOTE EXAMPLE:

[1 - Greensight] Scrsssssssssssssssssssssssssssssss



 

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[] Ungrowth [Tier 3] 

[4 emotes] [30 block range]

[Passive]

 

In order to maintain balance across the realm, the druid must ensure an area is not overrun with an invasive, overly cumbersome species of flora. To ungrow a plant, is to diminish them to a smaller state, or to return them to their original seedling state. 

 

During a span of (4) emotes, a druid is capable of soothing a plant to rest. Whether for a brief period where it might be rendered docile, or forever; to a seedling under the discretion of the druid. During the first (2) emotes, the druid must commune with and soothe the plant in some reassuring light, before it will begin to wither and grow smaller to the point the druid so desires. The final (2) emotes are spent allowing the plant to shrink, either to a smaller, less matured version of its old self, or into a simple seed or sapling, ready to be planted. 

 

REDLINES:

- A druid can use ungrowth on a soul tree or epiphyte’s fae plant, so long as they have been granted OOC permission from the player of the plant.

- Ungrowth does not kill plants. At most, it diminishes it to its most pure, simplest form. A seed or sapling. 

- Ungrowth is a non-combative ability.

- Ungrowth may only be used on naturally occurring flora.

- When ungrowing a massive tree, multiple druids will be required to be present, alongside a few additional emotes to compensate for the size of the tree.

- Lore important plants should be ST signed when they are in their sapling or seed state.

 

EMOTE EXAMPLE:

[1 - Greensight] Scr

Sinkhole [Tier 3]

 [Combative]

[Cantrip]

 

In times of conflict a druid is a master over their own lands, able to create traps in places of overgrowth to lure forth unsuspecting assailants before causing sudden ungrowth to catch their would be attackers. Utilizing a form of ungrowth to quickly pull backward, retracting to give way to an opening the druid have prepared.

 

Combatively ungrowth can be used in a similar manner to a pitfall where a druid ahead of time prepares something. Over the course of (3) emotes, a druid is able to ungrow or wilt roots, brambles, plantlife or vines with a [2x2] radius, in a [15 block range]. This can be used in numerous different situations, such as in traps, or to simply cause somebody to lose their footing if they are standing on roots. 

 

Please look at a video example below to show you how it works.

 

Video Example of Sinkhole: https://youtu.be/htP_vtwY5Y4

 

REDLINES:

- Sinkholes are not particularly useful if there is nothing set up beforehand or if the environment is not to their advantage. The cantrip sink-hole is able to ungrow roots, brambles, plantlife or vines within a 15 block range. 

- As shown in the video example above, sinkhole can only ungrow roots, brambles and plantlife with a 2x2 radius. 

- This requires [3] emotes to cast unimpeded. A druid is still able to walk [4] blocks per emote whilst preparing this, and may hold their final [1] emote before casting it. They are unable to attack, defend or sprint during this time, and if they do, it breaks the cast.

 

EMOTE EXAMPLE:

[1 - Greensight] Scr

 

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[] Entling Creation [Tier 5] 

[5 emotes] [15 block range]

 [Combative]

 

In the face of a powerful foe, the druid may call upon the aid of another from the trees. A beast, lumbering and strong, shambling outward to aid them in battle!

 

In wooded areas, a druid is capable of creating an entling: a 7 to 8 foot tall creature of wooden make, harboring strength akin to an orc. The creature acts synonymously with the druid after being created by the druid’s energies and influence, tethering its actions to the will of the druid. The entling, while strong, may only move up to (3) blocks per combative emote, or (6) when solely sprinting. They are weak to azhl blighting, flame, thanhium, as well as axes and heavy blunt force damage. (2) strikes to the head with an axe may dispatch an entling, while (3) from a heavy blunt weapon will allow for similar results. Edged weapons, such as spears and swords, will take (5) blows to the head in order to slay the creature. If set ablaze and not put out after (3) emotes of burning, the entling will crumble away. Azhl and thanhium will disable the entling’s limbs when struck, while striking at the head will count as double the damage. In total Entling will count as (5) combative spell uses out of the druids overall pool, as listed in the exhaustion system.

 

From nearby trees, the druid over the course of (5) emotes to create their own entling. The first (2) emotes are spent coercing the tree to create such a creature, while the following (2) are spent creating the entling so long as the druid is within (3) blocks of the tree. On the [5th] emote, the entling will rise from the bark. Once the entling has been summoned, it cannot leave a 15-block radius of the druid, meaning it cannot chase enemies further than that.



 

REDLINES:

- An entling may act in tandem with the druid, acting in the same emote as the druid does.

- When the entling is completed the druid will have spent five of their combative spells to have created it.

- A druid can only have one entling summoned at a time.

- An entling will be pulled back into the soil upon being slain or at the end of combat. Left behind will be buddings of flowers and occasionally an entire sapling.

- The entling follows the internal will of the druid and will be controlled by the druid that created it only.

- Entlings may not surpass 8 feet in height.

- Entlings may only harbor strength akin to an orc.

- Entlings are slower than typical descendents, making their strikes slower, and their maneuvering speed less adept at a speed of 3 blocks per combative emote, and 6 per sprinting emote.

- Blows from an axe damage the entling the most out of all weapons. 2 blows to the head from an axe will kill an entling. Limbs take three strikes to cleave through, similar to druidic limbs. These are halved by azhl and thanhium based axes. 

- Damage done via heavy blunt force will destroy an entling’s head in 3 strikes, the same going for its limbs. Azhl and thanhium will immediately disable limbs, and half the amount of strikes needed to destroy the head to roughly 2 strikes. 

- If set on fire, the entling must be put out by a third party. 2 emotes of smothering the flame will suffice. It takes 4 emotes before an entling is slain by fire.

- Swords and spears are not very effective against entlings. 5 strikes to the head will destroy it, with 6 for the limbs. Azhl and thanhium still immediately disable limbs, and halve the damage needed for the head and limbs.

 

EMOTE EXAMPLE:

[1 - Greensight] Scr

 

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WHAT IS INFUSION?

 

A weight off the druid’s back, druidic infusions allow for druid kind to imbue their objects of worship and practice with blessings directly through their magic. From a strong root, capable of revitalizing entire fields, to limbs of wooden make that replace a grizzled and worn druid’s lost limbs; druidic infusion bolsters the druid’s experience and quality of life.

 

Through the myriad of enchantments one could imbue their trinkets with, the most adept of druids will find strength in creative enchantments for any situation through their mystical, crafty tricks.

 

Baubles granted their own infusion remove some of the weight from the druid’s shoulders, calling upon the gifts sealed within so that the druid might evade exhausting themselves - to save their energy for something of higher need.

 

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INFUSION ABILITIES

Abilities & Cantrips 

 

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[] Awakened Fortitude [Tier 2] 

[2 emotes] [0 block range]

 [Combative]

 

A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s design.

 

Over the course a (2) emotes a Druid may imbue a staff or wooden armorment with their own natural energies. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of (5) emotes goes by.

 

REDLINES:

- Awakened Fortitude  requires 2 emotes to cast uninterrupted [1 connection, 1 infusion] and 1 combative use. Lasting for 5 emotes unless knocked away from the Druid.

- Only natural materials may be infused with the energies of the spell. (Bones, Wood, and Stones for example)

- Only blunt damage can be done and will only strike as hard as the impact of an iron mace.

- While the Druid’s item is being imbued it may hold the same durability as that of a ferrum before the enchantment fades.

- Should a Druid's staff also be a weapon of some kind of bladed material for the period of time that the spell is active it will only do blunt damage.

- Awakened Fortitude Infusion cannot be done with ranged weaponry. Only a Druids casting focus.

 

EMOTE EXAMPLE:

[1 - Awakened Fortitude] ScreamingDingo the Jackal

 

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[] Power-Sharing [Tier 3] 

[2 emotes] [15 block range]

 [Combative]



 

Born from centuries of communal work and kinship, druids have worked together to forge an ability to lessen the drain of each other's spell casting, while also finding ways to embolden one another. In dire situations, a druid may momentarily supply another druid with additional natural energies so they might expedite their casting.

 

Throughout (2) emotes, a pair of two druids can work to assist another druid in casting a spell, channeling their energies into the one performing the spell. Combatively, this can be used to decrease the amount of a singular spell by (1) emote for every two druids assisting. For example, if a druid had four others helping them, the spell can be decreased by (2) emotes in total. Alternatively, should a druid be participating in an event, power-sharing could be used by a group of druids to quickly form defenses or other flavor-based uses of communal things like growth.

 

REDLINES:

- Power-sharing grants another druid a surge of natural energies from the druids, assisting them while still taking one combative use on the spell they are casting. Other druids can decrease the amount of emotes it might take by one for every two powersharing druids.

- You must be power-sharing directly into a druid to supply them with your additional energies. This effect does not spread to other druids in the vicinity. It must be focused, leaving the power-sharing druid vulnerable.

- You must be within 15 blocks from another druid to powershare with them.

- Power-sharing is the transference of druidic energies from a willing druid to another druid. Meaning a druid can deny the energy should they wish.

- In events only, the bolstered druid’s spells will only be as powerful as the ET running your sect of the event calls for. You cannot create a kaiju entling yourself.



 

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[] Druidic Infusions [Tier 5] 

[4 emotes] [0 block range]

[Enchantment | Requires Power-Sharing]

 

An action of permanence upon a chosen item of worldly origin, infusing it with natural energy creating magical artifacts to draw additional power from.

 

The art of druidic infusion is one that has been passed down for millennia from druid to druid, culminating in numerous powerful relics and artifacts of the Aspects. Acting as in averted blessings from the ever distant Aenguls. These artifacts are often given the ability to last and exist separate from a druid's own capabilities.

 

To create these infused items a druid must be at the pinnacle of their connection to the Aspects to enact minor infusion bestowing the object with a druidic enchantment. These enchantments may only be placed upon natural materials such as wood, stone, crystal or other precious gems, Kuila crystals, bone, or hides. Adjustments to its form for example carving a design into wood must be done beforehand as it cannot be done while the process of infusion takes place.

 

When a druid wishes to create one of this blessed trinkets or enchanted artifacts the ritual must be done within a place deep within the wilds untouched by civilization, some such places are a Grove, a Fae Ring, an Attunement Pool or simply any other place far away from civilization. Placing the item before them within their selected location the Druid will begin pooling together the natural energies within and around them channeling within them before releasing them into the chosen item before them. The entire process takes at a minimum of (4) emotes while also leaving the druid completely exhausted for the remainder of the one IRL days.

 

Leaving the druid extremely vulnerable within that time not being able to access any of their abilities directly, including that of passive communion.

 

All Druidic Infusions are either active or passive abilities, meaning that some abilities are either continuously active or require the druid to urge them to occur, often taking time to recharge after its usage. This must be dictated within the created RP item to represent its effects.

 

REDLINES:

- All infusions are considered T5, due to the T5 Requirements for infusions.

- Infused objects must fall in line with all the listed enchantments across Druidic subtypes. As well the druid must have been taught the matching subtype to infuse an item with the selected spell.

- Infusions that wish to utilize a greater scope of abilities, a combination of listed infusions, or creating something new require a MArt.

- Kuila crystals may also be enchanted, however only the Druid they are bound to will be able to activate and replenish them.

- Druidic infusions cannot be combined with other forms of enchantments, unless directly stated within the opposing lore.

- Three or more enchantments on a single item requires a MArt.

- Druids may not infuse any living creatures.

- A druid may only carry three infused items upon them at a time for combative use.

- Infusion for a sentient object with unique abilities requires a Mart, an example being a living staff that can move about uniquely.

- Infusions surrounding Fae creatures, the Fae Realm, Mani, etc. Require a Mart to be created unless they are a beacon.

- Infusions may not surround the Aspects directly  in any way even if it is a Mart.

- All infusions must be at a minimum of four [4] decent multi-line emotes to infuse.

- All enchantments are fueled passively by a being nearby a druid.

- Using Druidic Infusion will cause the enchanting druid to become tired for [3] OOC Days, and they will be required to rest, otherwise they will be fatigued and exhausted in combat. This is due to the call of nature going quiet after use of this spell, plaguing the druid’s mind with exhaustion until the [3] OOC Days are over, where the voices return.

- Any druidic infusion item (whether it be a staff, trinket, totem, and so on) can be broken through mundane means. The same goes for totems that are set down and stationed in an area for passive effects, such as Cleansing.

- A druid may carry a maximum of [3] items with ST-signed Druidic Infusions on them at any time.

 

List of Known Infusions: 

 

Awakened Fortitude [Infusion]  

[Active | Required to be infused Kuila on a druid’s staff or club.]

 

An infusion that brings forth the striking power of the original spell without costing the druid any exhaustion, but only for a short time before it fades once more into normality. The Sheleighleigh infusion has one active charge lasting for the original duration of (5) emotes before it must be surrounded by natural energies for at least a day before being usable once again.

 

REDLINES:

- The infused item must be a piece of Kuila around or attached to the druids staff.

- Requires two emotes to activate [1 activation, 1 taking effect] before it is usable for [5] emotes or it is dropped from the druid's grasp.

- Non-Druids may not activate the enchantment within the staff.

- An item infused with this infusion must be ST signed.



 

Singing [Infusion]  

[Active / Passive | Any material]

 

Akin to the original spell these artifacts may alter the voice of nature surrounding it, whether it be a passive occurrence of a sudden outburst causing the shift within nature's tune. This imbuement can be placed upon a stationary location/shrine or upon an individual item taking up the same amount of emotes as its mechanical counterpart.

 

REDLINES:

- The songs within the affected area of the spell cannot influence Descendants, or other druids. They may feel an impact about the conveyed emotions but do not need to express the same in response.

- If the effect is taking place within an area it should be noted with a sign OOCly indicating that for those that come across it.

- Should the infusion be on an item instead of a location it will be considered an active tell requiring [4] emotes to spread out into the new area it enters.

- An item infused with this infusion is Player Signed, and does not require ST signature.



 

Power-Sharing [Infusion]  

[Active / Passive | Any material]

 

An imbuement upon an artifact that allows for a druid to create a separate reservoir of natural energies they may draw from should they be in need of it. Allowing for a druid to pull forth the energy within to restore a total of (3) combative use slots over the period of (3) emotes. Once being completely emptied it will require an entire day to pass for the artifact to gather enough power once more.

 

That being said Power-Sharing may also allow for a greater range of abilities should a druid choose to create a Mart separate from the base enchantments. Granting more event-based powers or farther niches than recharging one's self.

 

REDLINES:

- A single druid may only hold 1 of these infusions else if they use one the charge upon both will be used.

- The process of taking energy from the trinket takes three emotes [1 opening the connection, 1 pulling from the item, 1 emote of the energy revitalising the druid in a minor way]

- Once all of the energy has been pulled from it the artifact will take 1 irl day to recharge completely.

- Artifacts that utilize a greater use of powersharing should either be directly tied to an event through ET discretion or through the creation of a MArt.

- An item infused with this infusion must be ST signed.

 

Singing Trees [Infusion]  

[Passive | Any material | Requires Power-Sharing]

 

Trees are utilized most typically to store memories and pass tales throughout the generations of druids. Through communing with these shimmering trees, a druid could discover lost secrets or wisdom from a bygone era to aid in their current endeavors. These trees can be used actively as a druids personal journal to spill any types of rambling, or even to store tenets or rules for a way of life. 

 

With grand focus, a druid is capable of growing a seed, surrounded by kuila crystals, into one of these wondrous Singing Trees over the course of (4) multilined emotes. The druid must begin by settling the seed and the desired kuila crystals into healthy soil. In light of the moon, the druid may shroud the seed in their mists, to then urge it to grow. The tree will grow into a minimum or six (6) meters/blocks high with a similar color countenance as the kuila crystals surrounding it. When this process has been completed, the Singing Tree is fully capable of being used at the druid’s behest.

 

Index:

 

Any studied druid familiar with Singing Trees is capable of creating a secondary infusion in order to navigate through the memories & tales that come with existing Singing Trees. These objects are known as Indexes and are created much like any other druidic infusion would be. With this Index, a druid can traverse the memories of a Singing Tree to find specific stored memories with ease, whereas a druid without an Index will only be shown random, stored memories. An Index must be made for each specific Singing Tree and are not universal to all Singing Trees. Anyone with an Index can use it to locate a memory leaf to destroy it and rid the tree of that memory with relative ease, whereas a person without one will have to pass a roll out of twenty (20) with at least a fifteen (15).

 

REDLINES:

- A druid must be Tier 5 in Communion & Control in order to learn and utilize this infusion.

- A druid is capable of using any Singing Tree they come across. 

- In order to place a memory into a Singing Tree, the druid must possess an Index or Powershare with someone who possesses an Index.

- Singing Trees are used to tell stories, but they often leave out great detail. They are not perfect replicas of the tale. 

- Singing Trees may only be used while outside of combat. 

- A Singing Tree does not automatically learn everything their creator knows, and must be communed with an Index to store memories.

- Destroying or removing a memory leaf requires great focus. Any person without an Index must succeed in a roll of 15-20 out of 20 in order to locate a memory and successfully remove it from the tree.

- Up to two [2] memories may be removed from the tree per OOC week.

- These memory leaves instantly turn to ash upon removal and cannot be stowed away to use later on.

- A Singing Trees seed will survive for one [1] OOC week without being replanted, save for during map transfer.

- The Singing Tree must be at least six [6] blocks tall.

- A Soul Tree, Entling, Epiphyte, Elder tree, or any other ‘construct’ cannot be made from a Singing Tree. 

- A Singing Tree cannot be used to teach any MA, FA, or CA, including Druidic ones. 

- A Singing Tree may be destroyed through mundane means [Fire, excessive force, etc.] as well as any other debilitating effects that might hinder nature. [Blight, corruption, etc.]

 

Deep Stride [Infusion]  

[Active | Any material on smaller trinkets]

 

A trinket imbued with this spell will act as it’s spell counter part while holding the draw back of a singular use and becoming completely inert should it exit the water within the  time period of (10) Emotes. Mechanically requiring the same amount of emotes to occur.

 

REDLINES:

- The infusion must be on a small trinket, nothing over the size of a necklace.

- Requires two emotes to activate [1 activation, 1 taking effect] whilst they are within the water. Should the trinket leave them or the water the effect will be lost.

- Non-Druids may use these trinkets but require a druid to activate them for the one time trip beneath the water.

- A single druid may only hold 1 of these infusions else if they use one the charge upon all others will be used.

- It follows all the redlines of the spell it pulls from.

- An item infused with this infusion must be ST signed.

 

Blooming [Infusion]  

[Passive | Flora only | Requires Blighthealing]

 

To bloom is to rekindle - to replenish sour or plagued lifeforce within nearby flora. By infusing a totem or trinket with blooming, the druid may cast coalesced mists outward from their item of choice - spreading a revitalizing aura that seeps into plantlife, causing it to bloom and become more lively; as if it were unhindered. 

 

An item imbued with blooming may passively rejuvenate dour or drab looking plantlife so long as the item is within (8) meters/blocks of the damaged plants. This passive effect can be enabled or disabled by merely twisting the energies within the item via the druid’s own mists to a more dormant state.

 

REDLINES:

- Blooming does not regrow dead crops, plants, or anything of the sort. It merely revitalizes nearby, living plants to be as if they were unhindered.

- This infusion only works on natural plantlife. Any other ‘plant’ created through magical means will not interact with blooming.

- The infused item can be used by any druid even if they don’t have blight healing

- An item infused with this infusion is Player Signed, and does not require ST signature.

 

Fertilizing [Infusion]  

[Passive | Any material | Requires Blighthealing]

 

Lands with the faintest of whispers, wrought with stripped soil are capable of being blessed with green grass once again. Areas once thought so desolate, now shown to harbor a regrown plain with newly grown crops, & bushes and berries that attract animals back into the once dead area.

 

Once infused with fertilizing, a trinket is capable of being used as the ‘anchor’ or catalyst that may imbue an area with newly revitalized soils, allowing for it to become promising farmland within a 12 meter/block area. - it does not plant crops and plants for you.



 

REDLINES:

- Fertilizing merely acts as replacing dry, unusable dirt and soil within a 12 block area with a more ‘easy’ or quality of life benefiting enchantment. 

- If the effects on the land are magical, fertilizing will not fix it on its own.

- The infused item can be used by any druid even if they don’t have blight healing

- An item infused with this infusion is Player Signed, and does not require ST signature.

 

Cleansing [Infusion]  

[Passive | Any material | Requires Blighthealing]

 

A totem imbued with the art of cleansing can be placed within a chosen location allowing for a protective wave to surround the designated space from blight. Stretching across a (12) meter radius from the imbued item. A potent and useful tool that can be placed within a grove or place of natural worship.

 

REDLINES:

- Blight cannot be created within the 12 meter radius around the totem.

- If a totem is destroyed the protective field around it will falter and a new one must be created.

- Should a blighted object enter the radius passively over [5] emotes it will begin to be cleansed unless something further is preventing it.

- An item infused with this infusion must be ST signed. If the item is placed down to cleanse an area passively, an ST signed sign should be placed where the totem sits.

 

Awakening [Infusion]  

[Passive | Wood only | Requires Blighthealing]

 

Once imbued with the spell of Awakening a piece of wood will become known as living wood and will remain living without Druidic energy for an IRL week before entering a state of slumber. Living wood can be used to grow stray plants or twigs depending upon what it is called upon or is naturally in tune with the wood's normal state. Things such as staffs or even prosthetic limbs can be created with Awakening and if given enough time even develop their own personalities becoming sentient in line with their druid.

 

REDLINES:

- Awakened items cannot be used to metagame information, such as what has occurred to the druid that possesses it.

- Awakened staves can only become Sentient Staves after being with a Druid for 16 OOC weeks

- Awakened objects require an ST signature and must be marked on the Druid’s MA.

- Non-Druids cannot use Awakened objects. It will simply act and feel like a normal staff within the hands of a non-druid.

- Awakened items, if they are morphed into a different object utilizing growth or surge, should follow the same amount of emotes unless allowed through a Mart.

- The infused item can be used by any druid even if they don’t have blight healing.

 

Sproutling [Infusion]  

[Active / Passive | Any form of plantlife | Requires Herblore]

 

Requiring the art of druidic infusion to be performed on a piece of flora or fungi. Created over course of (6) emotes infusion to bring them into being slowly developing into a creature of pure nature standing only (2) feet tall at a maximum. Allowing them to hold any form of natural appearance to be made of fungi, wood, or vines and flowers. These small semi-sentient beings come in numerous customizable forms up to their creator's choice.

REDLINES:

- A player is only able to roleplay having 3 Sproutlings moving about at a time, only acting in an assisting manner.

- Cannot be used to send letters via message or an aviary of any kind.

- Sproutlings cannot be more than 2 feet tall.

- Sproutlings must take on a naturesque appearance, being made of any form of mundane Flora or Fungi that the player may choose.

- Sproutlings cannot be used in combat at all, at the first sight of any form of confrontation they’ll either run away or burrow into the ground.

- Sproutlings mechanically function the same as Housemagery Living Doll, only being able to communicate through physical movements and incoherent noises. Capable of only doing mundane tasks as instructed.

- Does not require ST signature over the enchantment, in addition to this only the creator of the Sproutling may roleplay the creature's actions. (ie, If someone were to make an item for the sproutlin

 

Mani Summoning [Infusion]  

[ Passive | Any material | Requires Mani Summoning | Requires Blighthealing]

 

An artifact that may be created to act as a focal point for the summoning of a Mani, in ethereal form. The infused item must showcase a likeness of the individual mani as some form of totem or shrine showcasing  If a likeness is not evidently clear for a certain mani the mani that is drawn into the artifact will be at random. All Mani summoning artifacts that verge past base ethereal summoning requires a Mart.

 

Please see the summoning in the Demi-Gods of the Wilds Clarifications for more information/how to properly summon a Mani.

 

REDLINES:

- The artifact must be a statue, shrine, idol, or something of the Mani’s likeness.

- Summoning of the Mani requires direct offerings to be present at the ritual as well as a prayer to garner the attention of the creature of the wilds.

- A druid must be present to conjure forth Blight Healing into the beacon to summon the Mani.

- You must have the Blight Healing MA as well as the Mani Summoning FA to use this infusion.

- An item infused with this infusion must be player signed.

- The beacon's effects are maxed within the region the ritual is performed to find the desired Mani. The region must line up with what its common world counterpart would exist within, like Amaethon being summoned within a woodland forest.

- Attempts trying to summon an individual Mani can only be done once before they must wait an irl month to try once more.

- Requires ST approval and running for the event of summoning a Mani in its ethereal form.

- Summoning rituals for these artifacts must follow all the redlines of the base Mani summoning.

 

Wind Chimes [Infusion]  

[Passive | Requires all parts of a small dead animal | Requires Transcendence ]

 

Designed to keep mischievous Fae from causing trouble, this item is created by the bones, hides, and various parts of a small animal. The Druid then steps into a fae ring under the light of the moon and begins to chant. The natural energies then erupt from the Druid’s connection to infuse into the object held, calling forth the lesser soul of the animal that was killed to be blessed within it. If hung up in a location like a tree, entryway, above a bed, etc; It will deter any fae creature in a (5) block radius from getting near. The spirit of the animal warding it away with its chime songs, signaling that a fae was around. 

 

REDLINES:

- A sign needs to be placed where it’s hung saying the effects and radius in block.

- Must have a MC representation. 

- The Wildspirit chimes must be able to dangle and create its song.

- Will prevent all Fae creatures from stepping into the 5 block radius of where it's placed.

- Epiphyte Druids can resist this effect and even craft it though with some reluctance.  

- Sycophants will become very irritated, fearful, and annoyed before getting louder and shouting inside the Host’s mind should they step in the radius.

- Knocking it down with a ranged weapon, rock, long stick, etc etc is enough to break the effect. 

- This object requires 3 strikes with a weapon to break it completely and release the animal spirit’s soul. 

- Magical flames such as Azdrazi Flames and Voidal fire take 2 emotes to destroy. Mundane fire is 3 emotes. 

- Thanium weaponry causes the animal spirit to immediately leave the chimes after 1 hit. Must re-infuse in order to bring the animal spirit back. 

- Once destroyed, it cannot be mended, regrown, awakened, or anything of the sort. Another animal spirit must be summoned to make a new item. 

- Cannot carry this around and ward off Fae. It must be stationary and hung in a location for at least 3 OOC hours before the effects begin. If knocked down, it must wait 2 OOC hours again before it takes effect.

- Cannot work through walls, barriers, windows, etc. Nothing can be blocking it or the animal spirit's presence will not be felt.

- Cannot stack effects with multiple chimes or overlap.

- Should a Fae attempt to step into the 5 block radius, the chimes will ring. 

 

Fairy Fire [Infusion]  

[Passive | Only kuila dust | Requires Transcendence ]

 

Using a combination of Kulia Dust, the Fae Ring, and Moonlight, the Druid invokes their natural energies within the circle of mushrooms to infuse the dust with a shimmering appearance. Should it be lit on fire, the flames would emit a similar coloration to the Kulia Crystal that was used for its creation yet no heat would be felt. Instead, it illuminates, depending on size, up to a (5) or (10) block radius around itself in a soft, eerie glow. Should one look upon it for more than (2) emotes, the person would start to feel drawn towards the location of the Fairy Fire and begin to wander off from there in a confused, trance-like state. Should another Fairy Fire be within sight from the first, the person would continue following it like a trail for (3) emotes before snapping out of its effect. 

 

(5) Block Radius: Bowls, Torches, Lanterns, etc of similar size.

(10) Block Radius: Pyres , Braziers, Fire Pits, etc of similar size.

 

REDLINES:

- Must roll out of 20 and get 5 or higher to resist the effects. 

- For Non-combat, one must stare directly at the flames for two solid emotes before the alluring effects begin, causing the person to then roll for resisting the effect. For Combat, one must stare directly at the flames for 3 solid emotes straight (breaking away eye contact at any point restarts it) before the alluring effects begin, causing the roll to resist the effect. 

- Can break the confusion effect by another shaking the person, causing pain, bonk to the head, etc.

- The effect can last longer if the player OOC consents to it. 

- The person under the effects ignores all commands or shouts. They are completely entranced by the fire and left in a wandering state of confusion and disoriented shock and must be physically grabbed or struck with something to break the effect before the 3 emotes are up. 

- Follows Balance Default rules of movement per emote. 

- The fires create no heat nor can it burn anyone.

- Takes 3 emotes of continuous extinguishing the flames to put out by mundane means. Voidal Water Evo and Frost Witch Magic takes 2 emotes. Thanium/Thanic Steel Weaponry, Null Arcana, and Auric Oil  takes 1 emote. 

- If fully extinguished, the Druid must do the process again. 

- The enchanted dust needs to have a MC representation and player signed. If placed in something, an MC sign must state what it is. 

- Transcendent Druids, Fae Creatures, Sightless Characters/Creatures, and Treelords are not affected by Fairy Fire effects. 

- After being under the effects of Fairy Fire, the person cannot be drawn towards it again for 3 OOC hours. 

- Should the Fairy Fire be used to draw someone near a cliff or pit to fall in, a roll out of 20 is done. If 5 or higher, it's a success to have survival instincts kick in and snap out of it before falling in. If failed, well enjoy the trip.



 

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WHAT ARE BIOME ABILITIES?

 

Druids entangle with the natural supplement of life that is burrowed in the heart of all lands; specifically, it looks mainly towards fauna and flora–unlike shamans, they are unable to interpose with the elements themselves, unable to control the wind, rocks, or fire. On the contrary, a druid may find themselves in environments where life is quite prominent, but appear in different hues or aesthetics.

 

[DESERTS]: Instead of roots or vines, if near cacti, weathered trees, palm trees, or tumbleweed, they may use the aesthetic of these plants instead. Cactus can be used as the alternative for a tree when attempting to cast surge, although their prickly spines are purely aesthetic and do not give added advantages. A mechanical cactus must be represented in the provided radius of the spell. 

 

[OCEANIC]: Instead of roots or vines, if near ocean or river-beds, one may use the aesthetic of seaweed, seagrass, shoal, kelp and algae instead. Long seaweed can be used as the alternative for a tree when attempting to cast surge. A mechanical representation of seaweed must be represented in the provided radius. 

 

[TROPICAL]: Instead of roots or vines, if in a tropical rainforest or jungle, one may use the aesthetic of orchids, algae, moss, lichens, ferns, and rubber trees instead. As tropical environments normally have mechanical tree representation, this does not need clarifying. 

 

[ARCTIC]: Instead of roots or vines, if in a tundra or arctic biome, one may use the aesthetic of any plant-life found in arctic biomes or tundras, with snow embossed on their surface. As arctic environments and tundras normally have mechanical tree representation, this does not need clarifying.

 

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BIOME ABILITIES

Abilities & Cantrips 

 

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[] Deep Stride [Tier 5] 

[2 emotes] [no block range]

[Combative] 

 

The land beneath the waves must be cared for all the same as that above, thus the aspects bestowed a blessing in which allows their servants to dive deep and thrive longer in the waters.

 

Upon channeling their own natural energies a druid may coat themselves in a veil over the course of (2) emotes. This may manifest in an aesthetic of their choice, as clarified below. The druid will be able to breathe underwater for (10) emotes, their bodies more fluid in terms of movement, but this spell-cast will vanish after going (10) blocks in depth. This can only be used (1) time in a combat encounter. 

 

This veil of energy may take on a number of different aesthetic augments physically but should all be in line with what would make sense with the general alignment of druids and nature. For example, the mists could take the shape of gills on the druid's neck/torso, or they could have their mists drift between their hands and feet to create webbed digits to showcase the ease of moving within the water.

 

REDLINES:

- This requires 2 emotes to cast [1 connection, 1 cast].

- The druid will be able to breathe underwater for [10] emotes. The reason we have made it [10] emotes is because most players already emote breathing underwater for approximately [4-5] emotes without any support. 

- This ability can only be used [1] time in any combat encounter. 

- If a druid goes below [10] blocks in depth when used solely in combat, this ability will stop and they will require the druid to resurface in order to breathe. However, if used outside of combat, or in an [ET] event, this is left up to the discretion of the story-team member who is running the event. 

- Mechanically, it is suggested that this it is roleplayed similarly to the Water Breathing potion of Alchemy. Players can use boats on top of the water, bubble columns in builds, conduits, or otherwise. With new Minecraft, there are easier methods to show a mechanical representation for water-breathing, and this is also made easier due to the redlines causing it to restrict depth by 10 blocks. 

 

- After [10] emotes have ran out, the druid will instantly feel the desire to resurface in order to take in air, or they will suffocate.

- The druid will still feel the pressure of water around them, but it will not hinder their movement until the end of the [10] emotes. They will find certain movements will be easier and more fluid, such as swimming, or simple actions, but certain tasks such as swinging a sword will be hard for them to do in similar contrast to any descendant. Items, especially in combat, would still act the same as they would underwater. This ability is only cast on the druid themselves, and does not change their use in combat--for example, a flaming torch would not work, you would still find it hard to throw or use projectiles underwater as any normal person would, and you would still find the water fighting back against hard-swinging swords. 

- If a druid is wearing armour or wielding heavy weaponry, they will find that for the [10] emotes, they do not sink. However, after the [10] emotes are up, if the druid is still carrying heavy items or weaponry, and wearing armour, they will find themselves sinking. 

- Should Deep Stride be utilized within combat, mechanically standard combat rules still apply for how quickly they can move. However, they will still be able to breathe underwater during this time. 

- Should a druid be knocked unconscious within the waters, the veil that surrounds their form will dissipate as they are no longer able to cast. Leaving them to be affected by the elements unless recasted or assisted by another person. Realistically, an unconscious druid will start sinking into the water until brought back up by someone else, or if they wake up on time to be able to swim back to the surface. 

- Druids using deep-stride will still be affected by anything that happens to the water--this includes strong currents that could inhibit movement, electricity or lightning that courses through water will still electrocute them, and other water-based phenomenon. 

 

EMOTE EXAMPLE:

[1 - Deep Stride] ScreamingDingo the Jackal

 

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[] Woodland Stride [Tier 5] 

[1 emote] [no block range]

[Passive]

 

When a druid becomes so endowed with nature, their aptitude in wooded areas, such as forests, and jungles. They find that every blade of grass, or crevice in the dirt, bridling with roots, attempts to help them. 

 

If a druid is in a wooded area–this must be mechanically represented by an actual forest or jungle, and cannot simply be a patch of trees–they find that their movement speed increases, adding (1) block of movement per emote they make. This is only added onto the druid themselves, and will not work to modify any druid who is on any mount. 

 

As of current, the rules below are:

When doing any combative movement, such as: swinging a melee weapon, blocking a strike, aiming a ranged weapon, preparing to throw a projectile, or casting magic, a player is able to do (4) blocks of movement. However, with woodland stride, a druid is able to do (5) blocks of movement instead.

When solely focusing on sprinting or fleeing, with no combative movement, a player is able to do (8) blocks of movement. However, with woodland stride, a druid is able to do (9) blocks of movement instead. 

 

Please look at a video example below to show you how it works.

 

Video Example of Woodland Stride: https://youtu.be/OUhOaMLTFkw

 

REDLINES:

- A wooded area is considered to be any place that is filled by an abundance of trees, as seen in the video above.

- Woodland stride is quite a simple ability–in any wooden area, they are able to add [1] block of movement per emote. So, as per CRP rules, instead of [4] blocks for combative actions, it would be [5] blocks, and instead of [8] blocks for sprinting, it would be [9] blocks.

- Woodland stride is unable to work when on mounts or boats. This does not increase the emote-counts for mounts or boats. 

 

EMOTE EXAMPLE:

[1 - Woodland Stride] ScreamingDingo the Jackal

 

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[] Tree Stride [Tier 5] 

[4 emote] [16 block range]

[Passive]

 

An ancient process in which the druid becomes one with nature for a short moment to pass through the woodland realm they are so attuned to before being shunted out from it leaving them a great distance forward from one tree to another.

 

Once a druid reaches the pinnacle of their connection to nature and its song around them they can become almost one with it and the constant flow of its interpretive song. Awakening them to otherworldly abilities that verge on the fantastical, allowing them to move swiftly through the forest trees that they may protect.

 

Over the course of (4) emotes a druid may become one with a tree merging into its form. Initially starting out with a druid opening the connection with one tree while having another in view within (16) blocks. Before slowly as they commune with the tree they begin to become one with it, bark growing across their skin and slowly pulling them within. At which their vision will blur into that of a shifting emerald as they are completely swallowed by the tree. Traveling through the roots beneath the forest before bursting through a tree within the traveled range. Draining the druid of a majority of their strength costing a total of (3) of their combative uses.

 

REDLINES:

- Requires [4] emotes for the complete process to occur [1 connection, 1 communing with the nearby tree, 1 the bark spreading onto the druid and them sinking within, 1 being completely pulled fully within before suddenly breaking through the tree]. While costing a total of [3] combative spell uses.

- Should the druid be interrupted at all during this process they will lose all progress assisting the druid, losing the ability to drop [1] emote from the spell.

- A druid may only travel the distance if the trees they are attempting to pass through are mechanically there.

- Tree Stride cannot be used to access areas that are mechanically accessible unless in an event with the event runners permission. 

- The druid may only transfer to a tree within their line of sight, capping out at a range of 16 blocks, essentially serving as a spell to quickly catch up to someone or make a quick escape. 

 

Outside of combat, this ability can be used by a druid as an alternative to a using soul stone, merging within the tree and appearing outside of one at their destined location. It should be noted that this ability cannot be used to avoid conflict or a challenge in roleplay and is entirely meant to be a flavor for transporting to a soul stone pillar. This can occur over a period of [2] emotes.

 

REDLINES:

- A Druid cannot use the soulstone ability of Tree Stride to avoid conflict and must be completely out of combat for it to work.

- Additionally the druid must ask all players if they can leave before emoting traveling away via the tree.



 

EMOTE EXAMPLE:

[1 - Tree Stride] Sc

 

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Magic Compatibilities

 

While a Druid’s abilities are often ingrained within the natural world they garner these abilities from a deific connection. Like all other deities, the Aspects hold expectations of their followers, holding expectations of what they expect of the druids. Should a druid choose to forsake their bond to the Aspects their connection with the forces of nature will begin to change.

 

When first becoming a practitioner of another magic against the gaze of the Aspects the Druid will find their natural connection halted, no longer able to advance in Druidism.  Should the Druid continue to practice other magical arts not acceptable to the Aspects, their connection will begin to wane and gradually decrease over time. The constant tune of nature becomes a burden upon them once more as aggressive and angered tones lash out at the druid. They will find that natural places become more challenging for them to focus within until eventually the connection completely fades once the Druid reaches Tier 3 of this opposed magic.

 

It should be noted that if the guidelines of the other magic restrict the ability for a person to hold a deific connection, the Druids must seek out Unattunement first, serving their connection to pursue this ulterior magic.



 

The Seers, Eyes of Vaseek Feat is acceptable with no magical drawbacks of learning another magic. However, the Druid cannot utilize the ability of  ‘Greensight’ as this Feat/MA immediately overrides such. Similarly, a seer-druid may proceed to learn seer magic.

 

Herald of Azdromoth: Druids cannot receive Azdromothian Draan and, therefore, are incapable of becoming Heralds.

 

Blood Magic: A Druid with any form of Blood Magic cannot use the Feat “Transcendence” given the chaotic mindset and effects Blood Magic has on the user. Druids with Blood Magic may self-teach Blood Druidism.

 

Alchemy can be learned without any drawbacks. A druid may also utilize and have a Tawkin Klone, although should a druid die and enter this new body, the druid will be unable to become a Soul Tree.

 

Other Deity Magics can primarily not be obtained unless the Druid is Unattuned first. Attempts to Attune another deity-user will result in a failed Attunement, with all its side-effects.

 

Kani, Golemancy, Sorvian Crafting, Housemancy, Bardmancy are all compatible with Druidism.

 

Dark Arts such as Necromancy, Mysticism, Naztherak, cannot be learned. A Druid must be Unattuned before attempting to learn them.

 

All Voidal Magics are incompatible with Druidism. Attempting to learn them will gradually weaken the Druid’s connection with nature, eventually severing it entirely.

 

Animati Crafting can be learned. However, Machine Spirits are unable to become druids themselves.

 

Beast-folk of Metzli can still learn druidism despite their lesser soul’s meaning; Hou-Si, Musin, and Kharajyr can all be druids.

 

Lycanthropes are capable of becoming druids, as their affliction is under the patronage of the greater mani-spirit Morea.

 

Incompatible Creatures

 

- Zar'ei

- Ologs

- Sprites

- Wights

- Azdrazi

- Zar’akal

- Atronach

- Frost Witch

- Demi-Djinn

- All other Undead

- All other Soul-Altered beings

- All other creatures lacking a soul

 

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HOW DO YOU BECOME A DRUID?

Druidism Explanation

 

Druidism is built on a rich and diverse range of culture; it is also very accessible when found through natural roleplay. In order to become a druid, you only have to approach somebody at [Tier 5], as this is the tier in which a druid automatically learns how to attune another person. 

 

A druid is very nature-aligned and is focused on the preservation of nature's balance, it opens you up to a gateway of explorable feats and roleplay that you may not find in other magics. Druidism is also the most player-friendly of magics, and is a good way to get involved into the higher-fantasy trope of the server. 

 

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[] Attunement [Tier 5] 

[Requires Power-Sharing]

 

Through a vision of perseverance and triumph, a dedicant is connected to Druidism. Typically done by submerging the Dedicant in water, though this is certainly not required, and casting within the pool in a meditative state, the dedicant enters a comatose state during which they encounter all sorts of trials. These trials typically consist of battling memories from the past and overcoming fears/shortcomings, though the vision is highly freeform and up to the Guide. Although the presence of the Aspects may be implied in the vision, they can not actually intervene in the Attunement in any way. A Dedicant also can not realize the vision is not real in the middle of the Attunement, nor can they suddenly wake up. The illusion can certainly be broken, but the dangers associated with such include more intense and violent visions, shock, and phantom pain. Once the Dedicant has completed their vision, they awake from their slumber and immediately hear the voices of Nature. 

 

These voices are disorientating and overwhelming at first, a loud and headache inducing noise which constantly assaults the newly-attuned. This is expected to last for about (1) irl week from the attunement and it is encouraged to rp side effects such as trouble sleeping, dissociation, and frequent migraines. Such side effects can be alleviated by sitting within a Fae Ring, where the voices will calm and become a bit more manageable to hear.

 

A Dedicant is expected to have undergone a complete and substantial dedicancy before undergoing Attunement, consisting of at least (6) trials and lasting for no less than (2) irl weeks. Should an Attunement be attempted without having a dedicancy be completed, the ritual shall fail and leave the Dedicant feeling disoriented and fatigued. This will also happen should an Attunement be attempted on someone who already holds a deific connection, with Templarism and Seer being the only exceptions. The ritual shall also fail if combat breaks out, for Attunements are not possible during combat, and puts the Dedicant and Guide in imminent danger. 

 

An Attunement vision is sort of like a player event, with the Guide emoting the vision for the Dedicant to react to. OOC communication is encouraged to gather all that is needed to create a memorable vision and provide good character development. As stated above, this vision is highly freeform, but traditional motifs involved include the Dedicant’s fears and insecurities, hopes and dreams, important past events, and their Totem. 

 

Attunement is a spell that is learned instantly when a druid has reached tier (5), unlocking the ability to apply for a TA.

 

REDLINES:

- Attunement is automatically learnt when a druid has reached tier [5], which gives them access to put up an approved [TA].

 

[] Unattunement [Tier 5] 

[Requires Attunement]

 

Unattunement is the process of disconnecting a druid from Druidism. It requires (3) druids to perform, with all three possessing a TA and knowing Attunement. Only (1) of the involved druids needs to have been taught Unattunement. Unattunement does not require the breaking of tenets or rules to perform, and can essentially be done to anyone for any reason as long as it is proven to not be OOCly motivated. A Druid can also be Attuned once again after being disconnected, which requires (3) Druids to perform who all know Unattunement. 

 

This procedure is excruciating, as it involves ripping the connection from the Druid’s soul. The three Druids must circle the one who is to be Unattuned, and such Druid must be bound to ensure they do not move much during this process. Once such is done, the leading Druid begins their incantation, evoking a range of strange visuals from an enigmatic luminescence in their eyes to a symphony of nature's melodies reverberating through a medley of screams and shouts. The surrounding flora and fauna also bear witness to this phenomenon, as branches violently rustle and animals swiftly retreat, as if instinctively sensing imminent danger. Simultaneously, the two assisting Druids Powershare into the leader, channeling their energies and providing ample power to sever the connection.

 

At the peak of the process, the leading Druid will then emote “severing” the connection from the soul. This is largely left up to the Druid on how they wish to do such, but traditionally the hand will grasp onto the connection and pull it from the soul, where they will then use their staff to sever it with a slashing motion. The two assisting the druids may join into the chant, or simply sit idly by as they watch and Powershare. A vortex effect may also be emoted, center at the Druid being unattuned and fanning out with a silencing effect on the voices of nature. 

 

Once the Unattunement is completed, the Unattuned Druid may choose to stay awake or pass out to then awaken later. Once they come to, they might be struck by sudden panic in the midst of the ensuing silence or experience a disorienting shock. The specific aftereffects that follow vary depending on the tier of the Druid at the time of their Unattuned state. For newly Attuned, this isn’t as strenuous, but for Elder Druids, this may cause them to descend into utter madness and desperation, and in some cases, even death can occur if the silence is too unbearable. 

 

Your character’s actions have consequences, and the varying philosophies of Druidism can cause Druids to clash. What one may view as right, another may view as wrong, but any OOC motivations, arguing, harassing, and so on will not be tolerated. This ability should not be taken likely, and should an Unattunement be attempted for OOC reasons, those involved will find their applications at risk. 

 

Unattunement is a spell required to be taught by someone who knows it. The druid must be at least Tier (5) and knows Attunement in order to be taught Unattunement. Having learnt this ability must be marked on someone’s TA for validity.

 

REDLINES:

- If attuned for another time, the druid cannot be unattuned by any of the same druids involved in their prior attunement(s.)

- Unattunement must be added to a druids accepted Communion & Control TA once it is taught.

 

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Fixes

Changes

 

A lot of this writing utilizes an old submission by [RaiderBlue] which fixes a lot of the changes asked by an older generation of [LT]. I have posted the feedback at the bottom–a lot of the feedback does not seem particularly useful, and a lot of it seems self-serving and screams about other tropes. Nevertheless, we have implemented most of the changes that we agreed with (a bulk of which were okay) and added some new mechanics and things to the magic itself.

 

The purposes of the lore is to help main druidism communion and control to catch up with how lore currently functions. We have cut down on a lot of issues, which I have listed as below:

 

Emote counts; absurdly high, you cannot cast spells because it takes 6-8 emotes to do mundane stuff.

Attunement has been hotfixed to no longer require it to be taught, and it is something you learn immediately upon reaching [tier 5]. We have kept unattunement the same for the most part.

Tier system has reduced the time it takes for one to move up. This has not decreased it dramatically, as we understand a core part of druidic culture is taking your time with learning. A teacher can still keep teaching at a steady pace, as to move up a tier, you must learn all spells.

Introduction of a biome-system which allows druids to change the aesthetic of their core abilities in communion and control depending on where they stand. We made sure this was pertaining to fauna and flora.

Infusions in old lore-feedback were quite short and were fine, so they were not touched as much besides tweaking a few things.

We implemented a simple exhaustion system which is based around combative uses. It is the fool-proof way of dealing with how many spells one can cast. Certain higher-tier spells are redlined to take up more than [1] combative uses to show that there is still a clear power-stretch between them. 

Communion and control has been adjusted; free-form spells now have cantrips for players who do not want to use their head and simply want to be able to cast lore in a stream-lined way in combat.

 

The only thing that has not been added as of yet are the emote examples due to the abundance of things. 

 

We have shown two videos in the lore above, for [Sinkhole] and [Woodland Stride] so that the LT [holding your hand here] can understand them. We also put some images so that the LT [still holding ur hands] can understand the shape and size. 

 

Some of the feedback requested clarification between relations between other magics, particularly, necromancy. We are not adding this because it is already written in necromancy lore. Many thanks.

 

I am not responding to any comments from any voidal mages regarding feedback. Many thanks.

 

Credits

Werew0lf - Writer (+formatting guy)

RaiderBlue - Writer (+most of it was his)

 

Useless People:

Junoix - she wrote attunement and unattunement because we were lazy

GlassySkies - they did something but idk what


 
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