ClassyDryad 1733 Popular Post Share Posted October 22, 2022 ❀✿==------------------------------==✿❀ ❀✿==--------------- ---------------==✿❀ Source It is said that beneath the light of a full and pale moon, the border between the realm of the fae and the mortal world is at its thinnest. During these twilight hours, a faint spore or seed might slip through a fae ring, the contact points of these realms, and out into the mortal world. These journeymen of the fae will seek to root, and grow, and thrive in this new world. Yet they stand alone and vulnerable, so they seek out a host to bond with. Descendants, bearers of superior souls, are the perfect hosts for this transformation. The plant, upon its full growth, shall reach out and draw in a soul which it finds most suitable with melodic calls that the descendant will find intensely difficult to reject. Should the descendant be brought before the otherworldly plant, they will be bid to rest and let their body be devoured. In this act, the plant will bind its soul to that of the descendant, before fundamentally remaking their new companion’s body from the very fibers of the plant’s own form. Leaves for hair, heartwood for bones, all will be changed until not even the divine recognizes the cursed as a child of the four. Redlines Spoiler Epiphytes are an open, transformative CA. This means that any who wish to can simply apply to transform their existing character into an epiphyte after a player event, rp, or a forum post. An event or rp should have screenshots submitted with the Creature Application. The player always oocly has the choice to resist the call of a fae plant. Only humans, elves, orcs, dwarves, and halflings are able to become epiphytes. Mixes of the four can also become them. One must possess a superior soul to become an epiphyte, essentially. The exception to this is Kha. Ologs are too large for a fae plant to transform, and as such they cannot become epiphytes. Epiphytes are unable to use any deity magic other than Seer or Druidism, are unable to use Voidal or Dark Magic, other than Blood Magic, and can use all Feats and Misc Magics unless otherwise stated. Epiphytes cannot become any other CA after transformation, including Siliti, Tree Lords, or Machine Spirits. Becoming an epiphyte involves irrevocable alteration and binding of souls. It cannot be undone without severe repercussions, short of divine intervention from the aspects themselves. MArt submissions to transform an epiphyte into another CA or remove it entirely are possible, though they will often yield unintended side effects/cannot mend the damage done to the soul enough to establish a deity connection. ❀✿==------------------------------==✿❀ The Fae Plant ❀✿==--------------- ---------------==✿❀ Source Within the Fae Realm, truly magical and wondrous plantlife is even more common than their mundane cousins in the material world. While ordinary amongst their own kind, in the mortal realm they are often outlandish spires of luminescence or abnormal size. To the epiphyte, the fae plant is like a beloved friend and favored child all at once. Even should an epiphyte experience the most traumatic of transformations and despise their own cursed existence, they will still find the plant utterly faultless in their eyes. For in truth, the plant warps body, mind, and soul alike, ensuring their bonded soul is as suited for the fae’s needs as possible. The needs of their plant, especially should it come into danger, will come before all else. To reject the needs of the fae plant is a feat of extreme willpower. Wounds upon the fae plant will also mirror, to a minor degree, upon the epiphyte after some time. For instance, should an axe be chopped into the side of an epiphyte's tree, a scrape or shallow cut might appear on the body of the epiphyte. Should the plant’s body die entirely, a sense of despair and horrific pain will soon overwhelm the epiphyte until they replant their kin. Fae plants are similar to but not exact replicas of their mundane counterparts. A fae oak might have pink leaves which glow softly in the night air, while a toadstool might grow to a tremendous size and bear multiple fruiting bodies. The number and variety of these traits is rather extensive, but a plant will always present at least one of the following: Abnormal Size: A fae plant might be significantly larger than its mundane counterpart, though never larger than an oak tree. For instance, a mere dandelion might possess a flower that blooms to the size of a large pumpkin. Mana Luminescence: All fae plants bear potent ‘fae energy’ which can sometimes radiate off of the plant from specific sections of the body. This color will sometimes, but not always, correlate with their epiphyte’s aura color. These lights can sometimes even branch off from the plant, floating about it like fireflies or similar. Variant Coloration: Colors which stray from those of their natural counterparts. For instance, a rose bush epiphyte might possess pearly white bark and flowers of a deep black. Demifae Menagerie: Occasionally, small critters might be caught or pass within the range of the fae plant’s roots, brought back in a similar manner to the epiphyte themselves. For instance, a moth around a fae flytrap might bear wings made of the plant’s maw. Irregular Growth: Fae plants will often be shaped in a noticeably different way from their counterparts in the mundane realm. A pine tree could curve into a crook or spiral for instance, or a fungi could possess multiple fruiting bodies. Kuila Formations: In rare circumstances, often manifesting in the fae plants of druids, formations of kuila crystal might begin to encrust the plant. A giant fae pumpkin might bristle with evergreen kuila crystal, for instance. Redlines Spoiler The chosen fae plant cannot be a plant which is rare enough to require an event to acquire or possess any magical properties. For instance, a voidal reagent or ashwood tree can never be a fae plant, while alchemical herbs can (though they do not retain any alchemical symbols or uses.) Examples of the above include ashwood trees, everwinter trees, ironwood trees, voidal reagents, elder/mother trees, and any mobile/creature plant. This list is nonexaustive. Medicinal, toxic, or alchemic properties of a chosen fae plant are not inherited by the epiphyte. At least one ‘tell’ that the fae plant is not mundane must be chosen and displayed on a sign next to the fae plant, along with information to contact the fae’s player. Damage to the fae plant will be lightly mirrored to the epiphyte, though not to such a degree that it might disrupt the epiphyte’s spellcasting for instance. Should a fae plant die, the epiphyte will experience pain too great to perform any sort of tasks beyond moving around for up to five narrative minutes. After which they will experience a growing sense of despair and madness which prevents them on focusing on anything other than things which contribute to replanting their plant over an ooc week, and at the end of the week they will become withered, rotten, and otherwise fully unable to participate in combat in any way. To interact with a fae plant, the player of the plant must be online and available for interaction, or ST should be contacted if needed. An sreq must be made to ST sign the fae plant upon it being placed somewhere. Attempting to keep it in a pot will become unbearable over time, at most 3 ooc days, as the plant disdains such conditions. All fae traits of the fae plant must be purely cosmetic, save for larger than normal size. Demifae critters cannot be used to attack anything, even under the direction of a druid. Fae traits, save for abnormal size or demifae critters, can be inherited by the epiphyte. Irregular growth can only affect external additions to the epiphyte but not their base frame. Being a creature that radiates vast energy, any communing druid can detect it, as well as methods that allow one to see such energy. Moving a plant of large size will require druidic assistance. A fae plant can only bond to a single superior soul in its lifetime. Should the epiphyte meet a final death, the fae plant will perish as well. Fae plants, regardless of the properties of the mundane plant, will always possess some form of internal fluid. Usually this is some kind of sap or sugar. The fae plant will reject a host that bears a CA or magic incompatible with it. They will still accept souls which are damaged from previously possessing these things, or damaged in any other way. Demifae of dangerous creatures are only possible for ET run event fae plants. Fae Plants, due to their strange physiology , can survive (though perhaps not thrive) in just about any environment within reason so long as they have access to soil and water. In many cases the epiphyte will tend to the plant to make up the difference. This must still be reasonable, for instance a cactus would not survive on a glacier no matter how much tending went into it. Epiphytes will absolutely refuse to harvest material beyond mundane fruits from their fae plant. They likewise are never willing to allow others to do the same. Things removed from the fae plant are player signed. The durability Fae Plants is capped at the strength and hardness of oak wood. Their size similarly cannot exceed that of a large oak tree, even if their mundane variety would. Epiphytes will refuse to use their plant to harm others (with a druid epiphyte performing surge on their own plant's roots being the sole exception to this. Living people cannot be fed to abnormally large carnivorous fae plants as this is seen as a grave risk to the plant itself by the epiphyte. Corpses can be, taking about a narrative month to digest. Said acid cannot be harvested in any form, nor is it inherited by epiphytes to a degree harmful to anything larger than a small frog or rat. The appearance of a fae plant is largely set, though whenever their epiphyte undergoes a rebirth the plant can experience changes as well (although it's species will never change.) ❀✿==------------------------------==✿❀ The Epiphyte ❀✿==--------------- ---------------==✿❀ Source Epiphytes exist essentially as a collection of plant material which bears a close resemblance to their original self. Despite this similar appearance, not one part of their body is of their old descendant self, all fundamentally remade out of the same material as their fae plant. Their existence is that of a demifae, not born as a fae but sharing many of the same properties and weaknesses of their eternal cousins. While the descendant a fae plant chooses seems random, the correlation between the plant and the traits of said descendant suggests the fae plant may purposefully lure souls which resonate with it the best to ensure a strong bond. Epiphytes come in three varieties. Dryophytes, those traditionally called dryads, are epiphytes bound to a fae tree of some variety. Bryophytes are epiphytes bound to a herbaceous, non-tree plant, while saprophytes are epiphytes bound to fungal organisms. These different kinds might possess minor differences depending on their type. A bryophyte bound to a fly trap might be purely carnivorous and require consistent light exposure, while a saprophyte can often eat even decomposing material and will grow sick when in the light for too long. In order to properly move, the plant material composing an epiphyte is softened to a degree that is at best equivalent to that of a descendant. This means the bark skin of a dryophyte will be no tougher than ordinary descendant skin. Epiphytes retain the same lifespan of their original descendant race as well, as well as retaining the curses from said race upon themselves. Epiphytes bear several strengths and weaknesses associated with their plant-based demifae nature: Strengths Natural: Being demifae composed of natural material, druidic blight healing will bear an effect upon them. Additionally, they can go within areas of extreme fae influence, such as a fae ring, as if they were a druid. Living plant matter set against their form will also be maintained, allowing an epiphyte to occasionally have such things growing against them. Environmental: Epiphytes inherit the environmental tolerance of their plant. For instance, the epiphyte of a cactus will find themselves much more suited to a dry and hot environment. This only applies to circumstantial environmental effects and nothing else. A tree resistant to fire will not make the epiphyte any more resistant to fire than the average descendant. Spoiler Epiphytes can be healed with druidic blooming (later mentioned in abilities) and purged of corruption by druidic purging. Being within a fae ring does not strengthen the epiphyte, they are simply able to withstand the cacophony of sound. They still cannot understand it, and will find the droning discomforting. Environmental tolerance has no effect on player interaction and is essentially cosmetic outside event circumstances. Weaknesses Corruptive Magics: Epiphytes have a natural disdain for voidal magic and dark magics natural to all of their fae cousins. The casting of a dark or void spell within 10 meters of them will cause the epiphyte to grow somewhat nauseous. This nausea becomes too debilitating to focus within the range of a proper voidal influence, such as a voidstalker, voidal obelisk, or voidal tear. Greater sources of these, or spells which corrupt specifically, might blight the epiphyte akin to a tree lord. When blighted (which takes at most 2 weeks after exposure) the epiphyte will become a feral and violent husk of their former selves until cured by druidic means. Holy Magics: As beings with altered souls, holy magics such as paladinism will grant no succor to an epiphyte. No healing, bolstering, or beneficial effects can be bestowed on the epiphyte even as collateral. Azhl: The bane of all fae, azhl will afflict the epiphyte with a blight that fully corrupts them within 10 emotes of a wound upon flesh. Their body grows withered and rotten, the effects of azhl anemia fully setting in until cured by druidic or other means. Epiphytes so innately despise the metal that even seeing it will cause a great surge of hatred to well up towards the metal. Thanhium: Thanhic poisoning will, along with disabling all of the epiphyte's abilities, cause their connection with the fae plant to become disrupted, no longer able to tell where their plant is innately. This will send the epiphyte into a wild, panicked frenzy until they are able to confirm the safety of their plant. Fire: Being made of floral material, epiphytes are somewhat easier to burn than most descendants. Burns will increase by one degree from what they would yield normal. This applies to all forms of fire, both magical and mundane, including dragonsflame and malflame. Aurum: Due to their connection to a plane beyond the material, aurum will afflict a searing pain should it strike into their flesh. The pain is proportional to the size of the wound inflicted, with a pin prick being barely noticeable and a full slash being debilitating. Spoiler Epiphytes bear altered souls, and as such react to how any magic would treat an altered soul. Holy magic can not heal or assist epiphytes, but they will not harm them like darkspawn. Epiphytes merely feel sick around regular voidal or dark spells. They do not get harmed, wither, or otherwise react innately to it outside actively being targeted by said spell. Dark magic is generally less distressing to an epiphyte compared to voidal magic. An epiphyte can cast within the effect of a lifeforce tear, but not a voidal tear. The effects of corruptive magics applies to all voidal and dark magics, though not on disguises or inert items created by those magics. Of player created effects, only close proximity to a voidal tear, a voidal hollow, or a voidstalker wither circling with at least three tier 5 mages can start the blighting process. This will not fully blight them however, merely starting the process. Blight and purging of the epiphyte or fae plant will immediately cross over to the other. Thahnic panic will last until the epiphyte can visually confirm their plant’s safety in person, or until the poisoning naturally fades from them. Follows all redlines of Azhl, Thanhium, and Aurum where applicable to wounds. Upon being fully blighted by azhl, the epiphyte will grow violent, physically frail, and irrational. They'd be too frail to use any form of weapon beyond a knife effectively, essentially being unable to participate in combat. While casting void or dark magic around them will make the epiphyte nauseous, they do not innately know the direction or source of this nausea Burns from fire will increase in severity by one degree on the epiphyte. Third degree burns upon an exposed head or chest of an epiphyte will cause them to be incapacitated or killed should the fire not be extinguished within 2 emotes. A voidal mage's blue fire will incapacitate an epiphyte in a single emote upon such regions. General Epiphyte Redlines Spoiler Epiphytes possess no sexual organs or sexual desire. They can never give birth to a child and cannot FTB, though they can have purely emotional romantic relationships. Epiphytes retain no medicinal, alchemic, or poisonous properties, nor any otherwise harmful properties of their plant. Their plants only have aesthetic, purely non combative bearings on their bodies. For instance an epiphyte tied to an oak tree would not not have any form of natural armor, even if their skin appears to be covered in bark. While blight healing works on epiphytes, other druidic forms do not work on them unless otherwise stated. Additionally, epiphytes cannot use their own blight healing on themselves should they possess it. Epiphytes retain the same height and weight as their original selves, not accounting for external protrusions such as horns. Epiphytes possess no “song”. A druid can identify them as radiating fae energy should they focus upon them however. Epiphytes cannot use replacement limbs/eyes or organs. Their constant regrowth causes their body to reject any and all replacements. Lost limbs and other features will be recovered upon transformation into an epiphyte. However, those features will take on a much more clumsy and plant-like shape as if that limb where a few rebirths ahead of the rest of the body. Epiphytes will generally react to most medicine the same as a descendant, whether alchemical or botanical. This can vary depending on the epiphyte's plant to the epiphyte's own discretion. For instance, an antifungal herb would likely burn or give minor rashes to a saprophyte. Things harvested from the epiphytes themselves (usually their skin or blood) are player signed. Epiphyte blood is composed of whatever internal fluid their fae plant uses, and bears a genus of 4. This genus will decay away in the same amount of time as any descendant (3 ooc hours.) ❀✿==------------------------------==✿❀ The Cycle of Rebirth ❀✿ ✿❀ Source The natural world is a thing of constant cycles. Things grow only to recede and grow again, like the wax and wane of the pale moon. Being brought within nature’s grasp is no excuse to forgo participation in this cycle. The bodies of epiphytes are made from a material which is not designed to handle the strain of decades of movement, and so they must constantly be reborn again and again. In 10 to 50 year cycles, the epiphyte will experience a passage of seasons, their body growing more vibrant only to fade and shrivel away. A new body will be born from the fae plant, fully developed though often lost and confused. Memories slowly will return to them or, in rare cases, not at all. Epiphytes undergo this process in four loose “seasons:’ The Season of Youth, Spring: After their first transformation, or after each rebirth, epiphytes will find themselves like a youthful sprout, often with floral features which have not fully developed or bloomed. Sometimes epiphytes in this stage will experience a flux in personality due to the uncertainty of their changing life. Epiphytes of this stage appear youthful but never childlike, akin to elves. The Season of Vibrance, Summer: The ‘default’ state of most epiphytes, and often the longest season of their cycle. By this stage, the turmoil of transformation has usually passed, especially after future rebirths, allowing them to be a more accurate depiction of their true selves. The Season of Wisdom, Autumn: As their next rebirth approaches, epiphytes will begin to show graceful signs of ‘aging’ as their body wears down. Slight wrinkles where there were none, autumnal colors, slight fungal growths across the skin, and many other things are possible in this state. The Season of Dimming, Winter: The final stage which foretells the approach of a rebirth, epiphytes in their winter season will often display full browning, decay, or shedding of their foliage. Their bodies often become more and more withered and ragged the closer they get to their rebirth. Emotions will often flux during this stage, sometimes leading to foreboding despair but other times to relieved acceptance. Each rebirth can result in a shift in appearance, the form drifting more and more from that of the original descendant. Feet might become collections of roots, hair foliage might become more inflexible and inhuman, growths might sprout from their limbs, and in the cases of plants which have had animal corpses left in their roots animalistic features such as horns or cloven hooves might present themselves. These changes are progressive rather than happening instantly, growing more notable with each rebirth. The connection between souls will grow between each rebirth, growing too strong for even the aspects to sever by the sixth rebirth. At the six rebirth at the latest, the souls will be so entwined that the epiphytes will be pulled with the plant on their final death, fated to be reborn as a great fae plant and produce more seeds, continuing the eternal cycle. Redlines Spoiler Epiphytes must undergo their rebirth within the ten to fifty ooc week time window. No sooner and no later. Changes from season to season and rebirth to rebirth are optional and occur progressively. Epiphytes cannot rebirth to escape death or consequences which would result in a pk. It is a natural part of their cycle and not a true death. Rebirth does not extend the original race’s lifespan. A human turned epiphyte will still die at the old age of 150. Physical changes of each rebirth are purely cosmetic, slowing with each rebirth usually. These changes are entirely up to the player. The seasons are purely up to the players to roleplay, due to the varied nature of plants in nature. Some plants might show less visible effects compared to others. Personality can shift, though it still requires rp to justify it. Total reversals require the same amount of extensive rp as any other creature. All magics and feats are retained through rebirth due to the epiphyte possessing the same soul. How memory is transferred over or lost with each rebirth is entirely oocly up to the player. Animalistic features must come from animals left under the plant, and are strictly protrusions or alterations, not additions. Cloven feet or horns are allowed, but additional limbs, wings, or tails are not. No beastial faces either. The transformation into a fae plant occurs only on their final death (pk) and will not happen should an epiphyte be bound to a different existence in the afterlife, such as being a druid, spiritualist, or former dark creature. Should a mystic use Unbound Fates on an epiphyte, this would free them from the fate of becoming an eternal plant, letting their soul pass to wherever their race would normally. A rebirth which bears more drastic or combative effects is possible for ET epiphytes. Player epiphytes can only possess such changes as a MArt Rebirth. ❀✿==------------------------------==✿❀ Abilities ❀✿==--------------- ---------------==✿❀ Source Connection [Non Combative] [Passive] Innate to all epiphytes is the connection to the fae plant. Epiphytes are constantly aware of where their fae plant is, able to feel the sensations it experiences, and even able to empathically communicate with them should they be close enough. This communication is something deeper and more emotional than anything possible with the mortal tongue, or even druidic communion. Additionally, epiphytes may manifest their connection in the form of animated plant material of their fae plant. This can be something such as a bird made of swirling petals, a spider of fungal mycelium, or merely a very lively clump of leaves. These manifestations bear the personality of the fae plant, though it is not truly the plant in the flesh. Spoiler The range at which an epiphyte can communicate with their plant is 15 meters. While epiphytes can communicate freely with their fae plant, the fae plant cannot inform the epiphyte or others of events leading up to, or the event of, their death or their epiphyte’s death. Epiphytes can only communicate with their plant directly, not other plants. The fae plant is unaware of what is going on around it unless directly attacked, or communed with by a druid or fae. Information on attacks from players are transmitted after the fact by the attacking player or ST to avoid metagaming. The fae plant similarly has no sense beyond touch and pain, and cannot transmit visual or auditory information of what went on around it. The fae plant is also constantly aware of the epiphyte's location, though it has no way to transmit this information to others. Fae plants cannot be used to metagame the location of the epiphyte. The exact form of the epiphyte's manifestation can change at will, so long as it does not exceed the size of a small wolf (more than five feet in any dimension, though serpentine manifestations can be up to seven feet long.) The manifestation is effectively a pet with the personality of the fae plant. It cannot be communed with or be a source for the epiphyte to communicate with it, nor can it participate in combat in any way. The manifestation will simply scatter away so as to not distract the epiphyte in conflict. An epiphyte with tier 5 druidic communion may use their manifestation in place of their luonto wherever applicable. Sowing [Combative] Epiphytes, being fundamentally kin to the plant which created them, can produce seeds of the mundane variety of their plant continuously. While this has no application in a combative situation on its own, these seeds can be used by druids for the growth spell in combat as any mundane seed could. Performing sowing in a combative situation requires at least [1] emote to perform, scattering seeds over a 1 meter by 1 meter section of ground. Out of combat, should a fae plant die or be in an area of extreme danger such as within the radius of a voidal tear, an epiphyte may produce a single fae seed with a great deal of pain and effort. Producing this seed will immediately cause the fae plant to shrivel and die, its soul transferring over when the new plant has been put into the earth. Spoiler Sowing’s only combative application is by use of the druid growth spell. It cannot be used to blind, harm, stun, or meaningfully impact combat in any other way. Seeds produced by sowing behave completely normally. They are player signed. Should the epiphyte's plant possess alchemic properties in it's mundane form, plants grown from sown seeds do not possess those properties. Sowing must be performed on a section of ground or wall suitable for the plant; it cannot be scattered into wounds. They are scattered over the space of a single side of a single Minecraft block in combat within 2 meters of the epiphyte. Seeds produced are proportional to the size of the mundane plant. A fungus might produce a cloud of hundreds of spores while a tree will only produce one seed. Producing a Fae seed is incredibly painful to an epiphyte. They are incapable of using epiphyte abilities for 1 OOC day, producing a fae seed for 1 OOC week, increase their effective number of experienced rebirths by one, and find their next rebirth occurring 20 OOC weeks earlier than it should (to a minimum of 10 as normal.) This does not apply to map transition, initial placements, or pasting errors. Epiphytes must have their seed planted somewhere. Bearing no plant leaves the epiphyte in a state of constant despair and pain which only grows into madness until the seed is produced and planted. Sowing may be used 3 times per combative encounter. Budding [Combative] To all fae plants, the ability to mimic organic matter with their own floral material is an inherent quality, one that the epiphyte is themselves able to reproduce to a minor degree. In [2] emotes in combative situations, an epiphyte can cause a floral item to sprout from their body. This floral item is made of the same material as them but mimics the properties of the herb or plant from which it was copied. This herb may then be cut from their body and used, or left to remain on their body. Should an epiphyte understand perfectly how to process a herb, they may instead cause a salve or liquid to seep from a finger, possessing the properties of that processed herb. Uniquely, only the beneficial properties of herbs are copied this way. Spoiler Only floral items, up to the size of a volleyball in total size, may be budded. It must be the size/shape of the regular plant or the specific parts of the regular plant. You cannot replicate animal parts. Replicated herbs need only be consumed once to be replicated in the future. The epiphyte must have consumed the floral item to recreate it with budding, akin to their fae plant. Replicated herbs do not possess any of the alchemical signs or uses of their original herb. For instance, drake's tail cannot be processed for neither the base nor the signs of a blasting potion. Any negative/poisonous properties of herbs are not replicated. You cannot make yourself poisonous by covering yourself in goblin’s ivy. Budded herbs will shrivel and die should they leave the epiphyte’s body for more than an OOC hour, unless under druidic infusion that might keep it alive. Medicinal properties will fade when it dies as well, essentially meaning they do not exist long enough to make medicinal items. Items made of the raw material, such as nightglow ink or goblin's ivy bindings however, can still be produced. Budding is usable in combat for first aid purposes and anything you could use a herb for beneficially. It cannot be used to harm others in any way. Light produced by bioluminescence will not blind, twigs cannot stab, ect. Budded creations are made of the same plant material as the epiphyte. They can either appear like recreations of the original form, or more creative reformations of the herb. For instance, a nightglow flower produced by a saprophyte could appear as a glowing flower made of fungal material, or a glowing mushroom with the same properties. Budded herbs follow all redlines of the herbs produced where applicable. Poisons cannot be made from this ability. Really. Cannot copy herbs rare enough to require an event to find, or those which possess magical properties. No voidal reagents for instance. Examples of the above include ashwood trees, everwinter trees, ironwood trees, voidal reagents, elder/mother trees, and any mobile/creature plant. This list is nonexaustive. Can be used to cause some cosmetic alterations to the epiphyte, but never to the extent that they can disguise them. Use of this ability is subject to balance default first aid rules. Non liquid/salve/oil processed herbs, such as a herb which needs to be smoked to be used, must be processed manually. Any attempt to attack the epiphyte in combat will disrupt this ability, causing the budded herb to shrivel and crumble away. Budded seeds cannot be grown into full sized plants, nor can budded plants produce viable seeds. Things produced through budding are player signed. Budding has delayed and dulled medicinal effects while within combat. It can be used to help stabilize someone, but never to the extent they can rejoin combat should they already be incapacitated. Budding may be used 3 times per combative encounter, with a cooldown of 1 emote required between uses. Repeated uses will cause mild skin irritation, progressing to nausea if used too much. Additionally only up to 3 buddings can remain attached to the epiphyte at any given time. Regrowing [Non Combative] [Passive] Being floral beings, the way an epiphyte’s body regenerates is fundamentally different and more potent than a descendant. Out of combat, minor wounds such as scrapes and such will heal within at most a narrative hour without intervention. Moderate wounds, such as fractured bones, shallow wounds, second degree or lesser burns or similar will require a narrative day to heal, and only sometimes require medical attention. Major wounds, such as deep wounds, punctured organs of most kinds, broken bones, or third degree burns and similar, require medical action to be performed before then lest it become infected or the epiphyte bleed out in most cases, though they will fully heal after an ooc day. Extreme wounds, such as severed limbs, lost eyes, brain injuries, or similar will require an ooc week to fully recover, and will almost always require some form of immediate medical treatment. Spoiler Minor wounds include things such as cuts or bruises. Moderate wounds include things such as shallow wounds, fractured bones, or second degree or lesser burns. Major wounds include deep wounds, broken bones, severed digits/ears, third degree burns, charred flesh, or punctured organs besides the brain or heart. Severe wounds include things such as severed limbs, lost eyes, or brain damage. Blight healing’s blooming spell can be used to essentially speed up this process, healing any of the above conditions with a single casting. Only a single severe wound can be healed per casting however (such as regrowing a single severed limb.) Some damage is too severe for even blight healing or passive regrowth to heal. Lethal punctures to the head or heart, spinal breakage, decapitation, terminal blood loss, or being cut in half at the torso cannot be cured by either method. Blood does not return any faster with regrowing or blight healing. Healing only takes effect when the epiphyte is out of combat and in good health otherwise. Being within any sort of corruptive area or being diseased in any way will freeze their regrowth (though blight healing will still work on them.) The healing will not shift the body back into place or push out invasive objects. Arrows or shrapnel will have to be removed to heal properly, and dislocated limbs must be mended manually. Should an epiphyte possess the Seer magic or feat, they may choose to have their eyes become stunted and unable to be healed, whether regrowth or blight healing. Should blight healing be used to cure at least one major or severe wound, or three or more moderate wounds, they will find themselves exhausted and hampered in combat for the next 2 ooc hours. Quaking [Non Combative] Epiphytes, much like the slumbering kin of the weald, possess a minor ability to ‘awaken’ their body to produce various effects when not under strain. Be this moving their floral hair, producing and manipulating clouds of leaves or petals, changing coloration, causing parts of their body to glow or shimmer, project seeds at annoying individuals, or any other other harmless flavorful action which the epiphyte might produce, using their floral material and floral items they have consumed. Unlike quaking, budding cannot make permanent creations or alterations. All uses of quaking take at least [1] emote to perform. Spoiler While non combative, quaking can be used as an additional tell to magics the epiphyte possesses in combat, such as swirling leaves filling the air around them, so long as it is obvious, only an addition to tells and not a replacement, and completely aesthetic. Quaking involves the manipulation, temporary growth, alteration, or expulsion of floral materials, not their permanent addition or creation as such falls under budding. Cannot be used in combat outside tells, nor can it ever be used to harm in any way. No strangling people with hair. Glowing lights up to the strength of a redstone torch can be produced with this effect, though they can never blind. Replicated items may be used in quaking, though they will possess none of the medicinal properties of those items. Replicated items must be consumed at some point to be used, though it need only be done once per type of flora. Replicated items follow the redlines of budding concerning what can and cannot be budded (voidal reagents, ect). The general core body, such as limbs, digits, face, skin, internal organs, ect, cannot be moved with this ability like hair might. Movements of hair, glowing effects, coloration changes, ect are inherently temporary, withering, rotting, or fading away the moment the epiphyte stops focusing on them. As such they cannot be harvested for use in items. Cannot be used to disguise. ❀✿==------------------------------==✿❀ (OOC) Spoiler Explanation Epiphyte lore has existed as a continuation of the age-old dryad lore of this server, intended to be a good early CA for newer players. However, after many years it has become rather difficult for players to understand, hard to bring into roleplay, and terribly lacking in detail and cohesion. A rewrite is what perhaps just about every epiphyte player I have spoken with has requested, and many beyond just them seem to think it is necessary. This lore is not intended to make CA's a 'crp' race, but rather increase their ability to bring their curse into roleplay and further their own character's narrative. Old epiphyte lore was held down too much by the need to keep all of their potential to self rp. I've also allowed for fae plants to be more 'fae' than their old, essentially mundane counterparts. Finally rebirth has been reworked to be more of a life cycle rather than a strange occasional child rp enforcement device, in hopes it will be more applicable to the rp and journey of an epiphyte. Credits Writer @ClassyBells Editors@marslol @Pengin @Spoopy_Duck Player Feedback@marslol @RMW01 @MeteorDragon @ColdAir Nerds @Keefy @Oriaros Sources Spoiler ❀✿==------------------------------==✿❀ ❀✿==------------------------------==✿❀ Source 42 Link to post Share on other sites More sharing options...
RMW01 208 Share Posted October 22, 2022 WOOOOO 7 Link to post Share on other sites More sharing options...
Spoopy_Duck 1500 Share Posted October 22, 2022 I hate plants 4 Link to post Share on other sites More sharing options...
Tav 1381 Share Posted October 22, 2022 babe wake up epiphyte rewrite just dropped 7 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted October 22, 2022 Wait I'm going to have to write a guide if this gets accepted... I've made a mistake!!!!! 12 Link to post Share on other sites More sharing options...
MeteorDragon 2834 Share Posted October 22, 2022 Just now, ClassyBells said: Wait I'm going to have to write a guide if this gets accepted... I've made a mistake!!!!! its ok you can basically just copy and past the lore 4 Link to post Share on other sites More sharing options...
Keefy 2047 Share Posted October 22, 2022 Druid Man Approved.YOU DID A GREAT JOB HOMIE! Go rest up! 7 Link to post Share on other sites More sharing options...
Terry 1859 Share Posted October 22, 2022 I am being held against my will and told to updoot this Good job Classy! (I do actually mean that) (Yes this was written by me I promise) 4 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted October 22, 2022 3 minutes ago, Terry said: I am being held against my will and told to updoot this Good job Classy! (I do actually mean that) (Yes this was written by me I promise) Good, your ironwood is in the mail. 6 Link to post Share on other sites More sharing options...
marslol 672 Share Posted October 22, 2022 yippee! yahoo! i'm not up to anything evil or nefarious! +1 4 Link to post Share on other sites More sharing options...
Fleur___ 93 Share Posted October 22, 2022 If this doesn't get accepted, I WILL cry. I love it so much. I need my little plant bird! 4 Link to post Share on other sites More sharing options...
SoulReapingWolf 2258 Share Posted October 22, 2022 While I like a lot of the changes there is something that I feel might set a dangerous precedent in terms of voidal magic & the voidal mage community that we've been trying to get away from and it is the 'corruptive' nature it has on nature that was recently written into pieces outside of Voidal Lore like druidism & Fae creatures. Another thing that might need to add is the period between rebirths while the Epiphyte can not use their magic due to being under the age of 16. @Kalehartmight have more information on the subject. 4 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted October 22, 2022 6 minutes ago, SoulReapingWolf said: While I like a lot of the changes there is something that I feel might set a dangerous precedent in terms of voidal magic & the voidal mage community that we've been trying to get away from and it is the 'corruptive' nature it has on nature that was recently written into pieces outside of Voidal Lore like druidism & Fae creatures. Another thing that might need to add is the period between rebirths while the Epiphyte can not use their magic due to being under the age of 16. @Kalehartmight have more information on the subject. In the void thing, fae reacting to it is less a nature thing and more of a fae thing, not brought by corruption itself but by an abhorance to it. As it is now Epiphytes and sprites both experience pain around voidal casting, though I changed it down to nausea to make this fit what's actually going on more closely. On the second thing, epiphytes no longer go through the child phase of rebirth that they used to, so they can get their magic back right away if they want to. Should this pass they will now be reborn as adults (though appearing youthful for awhile like an elf of the same age might.) Removing the child rebirth thing was probably the maaaaaain request I got from LT. 7 Link to post Share on other sites More sharing options...
MeteorDragon 2834 Share Posted October 22, 2022 19 minutes ago, SoulReapingWolf said: Another thing that might need to add is the period between rebirths while the Epiphyte can not use their magic due to being under the age of 16. We ensured that there wouldnt be a "child phase." That's probably the worst part of current epiphyte lore 3 Link to post Share on other sites More sharing options...
Rayalia 285 Share Posted October 22, 2022 WOOOOOOOOOOOOOOOOO CLASSY! THIS is proper plant lore! Loving the changes on the old stuff, I'll cry if ST don't accept this. 3 Link to post Share on other sites More sharing options...
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