WestCarolina 1779 Popular Post Share Posted April 14, 2023 Spoiler This rewrite is an attempt to heavily consolidate the Druidism lore games pieces written by both @Luciloo & @Delmodan; merging the previous Communion & Control & Blight Healing M.As into a concise, twenty ability Magic. Spoiler https://www.lordofthecraft.net/forums/topic/163263-✓-lore-the-origins-of-druidism/ On the lands of Almaris the Druids' dedication to their duties have been challenged and trialed by the Aspects. Taynei’hiylun being one to represent these Wild Gods, tested Druids and what sacrifices they would make for nature. Druids passed on to the Eternal Forest as a result, and others left maimed as a reminder of their tribulations for the cause. After this experience, many felt empowered and inspired to be proactive with their gifts. However, after mass voidal destruction struck the realm, the incapability of being able to heal left many Druids feeling helpless. Failed attempts were made to spread fire to the voidal hollow, inspired by the philosophies of Nemiisae’s culling. Cernunnos was with those Druids who fought the creatures that survived within these blighted lands, yet to no avail would that solve the problem. And with those sparse creations of Cerridwen left tainted, Druids were unable to commune to seek information to form further plans. With that, Druids had come to the decision to bring the Aspect Stones together, with the price of a sacrifice, the Hyssop Druid. As their fellow Sister’s death activated the stones, both Druids and guards witnessed an explosion of natural energies healing the blighted land, leaving an Elder willow in the Hyssop Druids place. As inspiring as the events were, it left many Druids questioning their own abilities to efficiently and effectively serve the Aspects, and maintain the natural balance. There formed a group of Druids who came together at the mark of every spring to ritualistically seek visions of gifts lost in the wilds and a more practical way of casting their current abilities. Ritual offerings ranged from remains of nature's foes, infused trinkets of yore, as well as other creations from the hands of newer Druids of the fold. Prayers were chanted, smoke from the Raell’vulsulin tree burned, and stylistic dressware was worn on the occasions with the belief that all their efforts may somehow be heard. Beyond these ceremonial gatherings, did the Druids spend every day performing their duties and seeking out more knowledge of their connection and gifts. It was then, one day, that Taynei’hiylun cast a vision upon all Druids: A barrage of Druidic warriors and guardians sprinted across plains with smoke and gray in the horizon. Upon treetops, some of these Druids pull powered woad bows to fend off an attacking Iblessian force. Their arrows strike true with far more efficient uses of their gifts. On the other hand, armourless Druids on the front-line with polearms and shields in hand stretch arms where skin akin to bark would grow and protect their flesh. Some of these polearms were visually wooden, and when striking demonic foes would an entanglement of vines and roots bind appendages. Another grouping of Druidic guardians fell behind with the duty of healing what land their warriorkin had reclaimed, or infusing flora to mend injuries those who had fallen received. The battle lasted for what felt like only mere seconds – a depiction of various scenes coming in and out of view all until these Druids awakened with new foreseen gifts to be learned. Art by Nissa Pilgrimage Druidism is a blessing bestowed upon those who have proved themselves in the eyes of the Aspects. Those who wish to walk the path and commit themselves to a life of duty and servitude first undergo a dedicancy: a series of trials and lessons to allow a Druid to gauge the individual’s progress and their devotion to the ways. At the end of this journey, the student endures the final challenge of Attunement where the Aspects reign as arbiters of their soul. Should the individual succeed in this endeavor, a tether is created to not only the Aenguls, but to their creation – nature -- and so their journey begins anew. For the first time, a Druid experiences the beautiful lull of the eternal hum. A faint, muffled variation of nature’s melodies encompass and become akin to a sixth sense. A Druid’s link to the natural realm grows stronger over time and with practice. Communion is something of the spirit, making the song of nature different for every attuned Druid. Some Druids experience a more visual adjustment, such as dancing orbs of colorful light, or a glow radiating around plants, while others may feel a tempo that courses through nature. Choirs, orchestras, and more grand melodies become the norm and bring comfort to Druids who have been attuned for years. With the guidance of their teacher, a newly attuned Druid’s trust and relationship established with nature will grow. The Druid themselves can learn a full range of abilities that allows them to interact with, aid, and maintain the balance while helping it thrive. After a great deal of tutelage, a Druid may blossom and attain a deep connection with the natural world around them, perhaps even affording the opportunity to continue the cycle and teach their own students. Spoiler [Redlines] Druidism occupies three magic slots The pool of natural energies is akin to the life blood of nature. Druids possess a well of this essence that ebbs and flows within. They are capable of manifesting and utilizing their natural energies to nurture, purge blight, empower other Druids and so much more. The range of abilities a Druid can cast all stem from their natural energies. The Tier of the Druid will determine the efficiency of the use of their energies. Lower Tiered Druids will experience far more fatigue than that of an experienced, Tier 5 Druid. However, in all cases would a Druid be limited in some capacity. Depending on the abilities a Druid utilizes, will determine the rate at which they will become exhausted and incapable of expending anymore of their energy. Some gifts require significant use of one's pool of energies, while others may be more mundane and will not reach a state of fatigue. Each ability is classified by either Trivial, Minor, or Major levels of exertion when at a mastered level - Druids are encouraged to roleplay greater exertion levels when learning and practicing spells the first few times. These guidelines can be found below: [Trivial] - the use of this ability hardly affects the pool of energies, akin to a casual walk. [Minor] - you can only use these abilities roughly three to five times before your pool is exhausted, akin to a brisk jog. [Major] - once or twice at the very most, with the danger of over-exhaustion, akin to a full-on 100 meter sprint. Learning a spell for the first time will always completely empty the Druid's pool of natural energies. Limitations [Tier 1 Natural Energies] - Exhaustion Cooldown 24 narrative hours – Cannot use abilities, experience fatigue [Tier 2 Natural Energies] - Exhaustion Cooldown 16 narrative hours – Cannot use abilities, experience fatigue [Tier 3 Natural Energies] - Exhaustion Cooldown 8 narrative hours – Cannot use abilities, experience fatigue [Tier 4 Natural Energies] - Exhaustion Cooldown 4 narrative hours – Cannot use abilities, experience fatigue [Tier 5 Natural Energies] - Exhaustion Cooldown 2 narrative hours – Cannot use abilities Exhaustion may appear different depending on the Druid. Some Druids who exert themselves can pass out, others may have headaches and are incapable of focusing, while a Tree Lord might have parts of their bark peel. Should a Druid attempt to cast beyond their available pool of energy, their spell will fail and the Druid will fall unconscious. [Example] A Tier 5 Druid may cast Guidance, a Minor classified ability, four (4) times until they reach their limitations; an exhaustion cooldown of two (2) narrative hours and the inability to cast anymore until then. Gained Upon AttunementT1 [Passive] Communion [Combat][Trivial] As the foundation of all Druidic gifts, communion is the base ability gained when connected to the Aspects and nature itself. Over time, Druids develop a relationship with nature and establish trust that allows for them to hear further and wider than where their feet stand. One is able to commune with nature that is underground or underwater, so long as one is aware of its presence. Mechanics At the completion of Druidic Attunement, a Druid’s soul and mind are connected to the natural world, capable of hearing what is called an eternal hum. This hum consists of intertwined songs originating from the natural sphere of the Aspects’ influence, including flora and fauna. Druids are unable, however, to Commune with creations of other deities and beings, such as Dragonkin, Kharajyr, Hou-Zi, Wonks, Musin, Descendants and/or conjured creatures of the Void. A Druid Communes passively with the natural world around them, and is able to hear the combined voices of nature. Though singular voices, such as a blade of grass or one tree in a forest will be drowned out, altogether voices are expressive and may tell a Druid the state of the general area. For instance, one may experience an overwhelming sense of anguish if a Voidal Tear has been opened in a specific natural area, or on the other hand, joy, should there be a balance held. Tier 1 - 5 block radius Tier 2 - 10 block radius Tier 3 - 15 block radius Tier 4 - 20 block radius Tier 5 - 25 block radius Spoiler [Redlines] Players cannot feel the eternal hum unless they have an accepted and valid MA in Druidism. Druids can only Commune with the natural world and natural creatures: Fae Creatures, animals, plants, and anything specified within approved Lore. Druids cannot Commune with descendants, nor can they Commune with Dragonkin, Undead, or any sort of unnatural being, e.g. voidal behemoths or conjurations. Druids participating in any sort of combative scenario cannot use Communion beyond a 30 block radius. Overseeing Event Team members may use their discretion otherwise. In large-scale catastrophes where nature may be affected beyond what the eye can see, Druids may feel the shift in nature's song as a general impression. Druidic Shapeshifters in their animal forms will sound exactly like their respective animals. Only the shifter can reveal themself in whichever way they choose, to whoever they choose. Druidic Shapeshifters, like other animals, may choose not to speak or share feelings with the Communing Druid. Concluding that an animal is a shifter because of their refusal to speak is metagaming. T1 Required to be taught T1 [Active] Tuning [Combat][Trivial] Communion allows a Druid to perceive the broader voices of nature. Being able to articulate complex feelings, or individual voices, comes with focus and concentration upon one melody amongst the chorus of others. Interacting with a single blade of grass within a patch requires a Druid to attempt at filtering the other songs within their mind until they can successfully isolate the desired voice. Only when one has managed to separate a song from the others, are they able to sense and communicate mundane thoughts, images, and impressions, and intentions between flora and a Druid. Mechanics The more a Druid practices and meditates over time, the easier it becomes to tune and exchange messages with species of plants, be it one or several. By this point, Druids may discern or recognize the health and needs of a plant so that it can survive or thrive. As a Tier 1 Druid, the first step in being able to isolate a voice in nature is to listen and meditate. While the Druid is seeking out the single song in a crowd of many, through their communion, they concentrate and focus in picking up that one particular voice. As that singular voice is found, the Druid then must attempt to isolate it from the others in order to be able to communicate to the one individual flower, tree, blade of grass, etc. If successful, and so long as a Druid maintains their connection and concentration, they may freely converse with the plant until their connection is broken. Tier 1 - Range: 5 meter/block radius | At most 1 target Emote(s): (1) Connect and Meditate (2) Concentrate/focus (3) Perceive nature/ Isolate (4) Communicate Tier 2 - Range: 10 meter/block radius | At most 2 targets Emote(s): (1) Connect, Concentrate/focus (2) Perceive nature/ Isolate (3) Communicate Tier 3 - Range: 15 meter/block radius | At most 4 targets Emote(s): (1) Connect, Concentrate/Isolate (2) Communicate Tier 4 - Range: 20 meter/block radius | At most 5 targets Emote(s): (1) Connect, Concentrate/Isolate (2) Communicate Tier 5 - Range: 25 meter/block radius | At most 8 targets Emote: (1) Connect, Concentrate and Communicate Spoiler [Redlines] Druids cannot use Tuning to metagame information regarding character deaths. Druids cannot use Tuning to metagame information regarding a players location, or any specific details on an event or situation. Druids cannot use Tuning to metagame information regarding the circumstances of any forms of death, including character deaths. Druids can only sense emotions from plants such as fear, anger or disturbance in the area, no other information. Should an individual use Tuning in an Event Team hosted event, the ability is under the discretion of the ST. Druids cannot use Tuning on descendants, nor can they Tune with Dragonkin, Undead, or any sort of unnatural beings, e.g., voidal behemoths or conjurations. Art by Castaguer93 T2 Required to be taught T2 [Active] Growth & Ungrowth [Combat][Minor] During the earliest years of being attuned, a Druid is taught the intricacies of flora's developmental stages and thus may learn how to grow and ungrow plants with their abilities. With much meditation, practice, and time, the Druid may nurture an acorn to thrive into the tallest of oak trees, replenish flower buds after a storm, or shrink that same oak back into its shelled seed to be preserved. Mechanics Whether they intend growth or pruning, a Druid may invoke their energies into seeds, branches, and plants to encourage its development. Channeling Druidic energy into a plant starts by the Druid conjuring their gifts' essence. They may pour just enough Druidic energy into a seed to make it sprout from its shell, or an abundance to permit for a plant's full development. Higher tier Druids are able to more easily influence large and complex plants, while a lower tier Druid will be easily overexerted. Growth and Ungrowth work symmetrically. The individual trying to nurture a seedling into a healthy rose employs the same focus and energy used when reverting it back to a seed. First, a Druid must be able to connect and maintain a connection with the surrounding nature. Once they have established this, their goal is to focus on the chorus of songs in search of the individual one they intend to target. After finding the specific voice, the Druid may Grow or Ungrow the plant as desired by feeding their Druidic essence into the flora. It is important to note that the same plant may not Grow and Ungrow in the same series of emotes. Once the Druid has decided whether to Grow or Ungrow the target, in the second or third emote of the process, it may only Grow or Ungrow, respectively, for the rest of the connection. Following emotes may guide the growth of the plant or seed until it blooms into its natural stems and petals, or may revert back to a seed(s). Depending on their tier and the size of the plant that is being Grown or Ungrown, a Druid will experience a great deal of exhaustion and may not use their gifts for the next 24 hours. T5 Druids are not exhausted by this ability and thus bypass the exhaustion. Should an individual receive help through Invigoration, no matter the amount of Druids who are aiding, this will cut the 24 hour time to 12 hours. Tier 2 - Range: 2 meter/block radius | 2 meter/block distance Emote(s): (1) Connect and Meditate (2) Concentrate and Focus (3) Attempt at guiding Growth/Ungrowth (4) Plant Continues to Grow/Ungrow Tier 3 - Range: 10 meter/block radius | 10 meter/block distance Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding Growth/Ungrowth (3) Plant Continues to Grow/Ungrow Tier 4 - Range: 20 meter/block radius | 20 meter/block distance Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding Growth/Ungrowth (3) Plant Continues to Grow/Ungrow Tier 5 - Range: 25 meter/block radius | Upwards to 30 meter/block distance Emote: (1) Connect, Concentrate and Focus (2) Guide plant Growth/Ungrowth Any Druid that is below T3 is unable to Grow or Ungrow an Elder Tree. An additional emote is required to seek out the song of nature should a plant not be in the direct line of sight of the Druid, yet in the casting vicinity. Spoiler [Redlines] All Communion redlines apply. A Druid may only encourage natural plant life to Grow or Ungrow. Flora summoned from the Void via Conjuration or other means give off no ‘voice’ or ‘song,’ and therefore cannot be Grown or Ungrown. In a combat scenario, if a Druid cannot physically see the plant they wish to Grow or Ungrow, they must do an additional emote of ‘seeking’ the plant out first. In a combat scenario, a Druid can use seeds or other plant material to Grow or Ungrow against their opponent to compromise parts of armour or flesh. In a combat scenario, plant material cannot break plate harder than steel. At most it can break a few chainmail links, or plate made weaker than steel. Emotes must describe the tree, shrub, flower etc., being Grown or Ungrown within the process. Flora does not immediately become a tree, or reverse into a seedling. Floral Growth may not burrow under skin on its own. Should a Druid wish to achieve this, the seed or spore must be implanted into an open wound, mouth, nose, eyes, ear, etc. Sentient flora may not be Ungrown unless IC permission is granted. Certain Lore creatures cannot be ungrown even with the consent of a player, e.g., Epiphytes. Druids who wish to retrieve a sapling from a Soul Tree must get OOC and IC permission from the character in question. That sapling must be ST signed. Druids who wish to Ungrow or Grow parts of an existing Soul Tree, must get OOC and IC permission from the character in question. Treelords may not Ungrow their own Soul Tree, as the process places great strain and stress upon their soul. A single Druid may Grow or Ungrow something as large as an oak tree to its full maturity over time. This, however, is not feasible in a combat scenario. Exhaustion during and after the use of this ability is dependent on the Tier of the Druid. A younger Tiered Druid may find themselves faint after Growing a limb of a tree, or a flower from seedling to full growth, while an elder Druid may only face exhaustion post-Growth or Ungrowth of an entire mature tree. If a Druid’s connection is broken mid-casting, the Growing or Ungrowing plant will cease in its current stage until the Druid is able to continue. Flora based Event Creatures require an Event Team’s permission to be Grown or Ungrown. T2 Required to be taught T2 [Active] Beastspeak [Combat][Trivial] Much like being able to communicate with flora, Druids can establish conversations with fauna. Druids may communicate with animals by identifying and isolating that creature’s specific voice in the chorus of nature in one's mind. Fauna and fae creatures are more complex than plants, so they are correspondingly more challenging to engage with. However, their thoughts and emotions can provide useful information when finding the root of a problem in nature. Each creature has a different level of intelligence, which may require more effort when communing with the animal or fae. Mechanics The ability to communicate with animals provides Druids unique tools to fulfill their duty of protecting the balance. One can learn an animal's intentions, its health and well-being, or its impressions of its surroundings. Should an animal not wish to communicate, a Druid may still discern feelings and emotions from the creature. Druids have the ability to pacify an aggressive animal, request that it shield the Druid, or attack a foe. Animals cannot physically speak, but one is able to hear their tone through emotions or personality of the creature. For a Tier 2 Druid, the first step in being able to isolate a creature's voice in nature is to listen and meditate, concentrating on the song of nature to discern the single melody of the target animal among the larger chorus. When that singular voice is found, the Druid must isolate it from the others in order to communicate to the creature. If successful, the Druid may freely converse with the creature until their connection is broken. These interactions feel as though one is conversing with a simpler-being, either trying to problem solve or dumb-down to exchanging emotions. Tier 2 - Range: 5 meter/block radius | At most 2 targets Emote(s): (1) Connect, Concentrate and Focus (2) Perceive nature and Isolate (3) Exchange of thoughts, emotions, imagery Tier 3 - Range: 10 meter/block radius | At most 4 targets Emote(s): (1) Connect, Concentrate, and Isolate (2) Exchange of thoughts, emotions, imagery Tier 4 - Range: 15 meter/block radius | At most 5 targets Emote(s): (1) Connect, Concentrate and Isolate (2) Exchange of thoughts, emotions, imagery Tier 5 - Range: 25 meter/block radius | At most 8 targets Emote: (1) Connect, Concentrate and Exchange of thoughts, emotions, imagery Spoiler [Redlines] Beastspeak can only be used on natural animals and fae creatures Beastspeak cannot be used on Hou-Zi or Kharajir, as they are creations of Metzli. Druids cannot use Beastspeak on any type of Dragonkin, or any Voidal conjured creations. Beastspeak cannot be used on any animals or creatures to metagame information for a death, or any specific information on a situation. Animals or flora might express distress or sadness in these scenarios. A Druid cannot use Beastspeak to relay their own location, unless they are to use the Aviary Plugin, and the animal as an aesthetic feature. Beastspeak cannot be used as a means to circumvent Malirally Bells to ping on Discord. A Druid cannot detail coordinates or names of places from a creature. Animals are still wild and thus will portray and behave in their natural psychological ways. Druids will find difficulty taming animals at younger Tiers with the use of Beastspeak. Druids cannot tame ‘untamable’ animals or creatures, such as lubbas etc., but they may have some amicable regard for a Druid who contacts them frequently. Animal companions must adhere to Story Team guidelines concerning pets when used in combat. Animal companions larger than a Wolf are prohibited in combat scenarios. Beastspeak communication is dependent on the intelligence and complexity of the animal being spoken to. Animals will not always understand, or comply with abstract concepts. An animal's understanding of ‘home’ may simply be ‘den’ or a desire for the animal to feel a certain way may be construed differently. Druids cannot force or manipulate animals or fae to go against their natural instincts or behaviors. Druids cannot order or manipulate animals to go against their owner. Druids can, however, protect themselves against an animal attack should their use of Beastspeak be successful and uninterrupted. Success is usually dependent on the more practiced and higher Tiers of a Druid. In a combat scenario, a Druid may use Beastspeak on at most five (5) small animals (such as squirrels), or fae creatures (such as Sprites), or one (1) large animal (such as a wolf, bear, deer). Any attempt at more animals or fae will cause the Druid to lose their connection with all they were previously connected with. In a combat scenario, a Druid may use Beastspeak on at most ten (10) insects (such as bees, or ants). Druids may convey messages with animals using Beastspeak. However, the only way the recipient may decipher a message is if they are in the Beastspeak range of that animal, and are a Druid themselves. Art by Cobaltplasma Required to be taught T3 [Active] Guidance [Combat][Minor] Nature dances as a gust of wind flows through the lowest of valleys and highest of mountain tops. Tree limbs can be seen waving, while stems bow and grasses sway. Similar to the wind, a Druid may influence the movement and appearance of nature to their desires. They might ask a tree branch to swing like a baseball bat toward an enemy, or guide that same tree's trunk into a molding a handful of wooden arrows. The intricacies of an item molded from a tree limb or trunk, will heavily depend on the circumstances the Druid is in. For instance, if a Druid is fleeing combat and out of arrows, they may not be able to buy enough time to connect, concentrate and mold sharp enough arrows from a nearby tree. However, if a Druid is in a non-combative situation and able to devote more time and concentration to the work, they may Guide the tree’s wood into producing detailed, ornate arrows. Mechanics An individual can encourage and attempt to Guide flora at the whim of their connection, to defend, to attack, or to be used in everyday utility. As a Druid gets more comfortable with nature, and comes to be trusted by the natural world around them, they are capable of coaxing nature into more profound movements, and from further away. The process of Guiding starts when a Druid connects to their gifts, and opens their concentration on the task at hand. They must focus on the singular voice of what plant they wish to manipulate or move. Once an individual has successfully tuned into a single plant, they may attempt at guiding the movement and/or molding of the plant in whichever direction they so choose. Following this attempt, the plant will stir, shake, rustle and wiggle as it begins its movement or sculpting. The ground may shake below one's feet, leaves sound overhead, water may splash or wood on a trunk will begin to warp during this phase. Lastly, should a Druid successfully maintain their connection, the plant they are guiding will make it to their target destination and/or established form. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding movement and/or molding (3) Plant stirs and begins to move (4) Plant moves to target Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding movement and/or molding (3) Plant stirs and moves to target Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate and Focus (2) Plant stirs and moves to target + extra emote per block movement/molding [Size & Weight Limits] Tier 3: 30 cm, and 4 kg Tier 4: 80 cm, and 8 kg Tier 5: 140 cm , and 13 kg An additional emote is required to seek out the song of nature should a plant not be in the direct line of sight of the Druid, yet in the casting vicinity. Spoiler [Redlines] All plant life under the control of a Druid still adheres to its respective properties i.e., wood will crack and break if pushed beyond what it is used to, roots will be destroyed if they travel beyond where they would normally rest. All plant life under the control of a Druid can be destroyed by normal means in a combative scenario i.e., slashing, cutting, burning, etc., as appropriate to the type of vegetation in question. Living flora is flammable, but it is not made of paper and lighter fluid. It will take four (4) emotes for a mundane fire to char, blacken, and destroy an area that is exposed to fire. It will take two (2) emotes for Voidal or Dragonic fire to char, blacken and destroy an area that is exposed to its fire. Exhaustion during and after the use of this ability is dependent on the Tier of the Druid. A younger Tiered Druid may find themselves faint after swinging a limb of a tree, while an elder Druid may only face exhaustion after a number of such swings. Line-of-sight is required in order to control and manipulate flora. Line-of-sight with a tree is enough to control roots and branches of a tree, despite them being overhead or underground. In a combat scenario, should a Druid’s connection with the plant they are molding from be interrupted, the item will halt in its current stage until the Druid can continue from the beginning of their emote sequence. Items sculpted from plants using Guidance only require ST signatures if it is required of other items made from that plant. All items created from the use of Guidance must have an item representation in the player’s inventory to be used. All items created are to follow realistic properties regarding strength and sharpness of a wooden item. Any disturbance to the connection of the Druid will cause the hindrance of a creation or guidance of flora, e.g, a rock thrown at one's head, or someone knocked off their feet. In a combat scenario, should a target within the 15 block radius be captured in the second emote required, further guiding of the plant costs 1 emote per block movement. In a combat scenario, should a target be captured by a plant, only one form of strike can be performed per emote. Ie; a Druid cannot hit and then entangle an opponent in one emote. T3 Required to be taught T3 [Active] Invigoration [Combat][Enchantment][Major] There are many cases where a Druid may exhaust themself during the use of their Druidic abilities. Some Druidic tasks might require more strength than a lone Druid can bring to bear. In these situations, multiple Druids may combine forces to increase the amount of energy available. Like dolphins hunting in pods or bees moving in swarms, Druids must rely on the strength of numbers to accomplish the most difficult tasks. Invigoration offers Druids the ability to lend a sum of their essence to another Druid. This Invigorating bolsters a Druid's use of the gifts. Invigoration is the art of weaving one’s Druidic energy into another Druid, thereby allowing the group to stave off exhaustion in order to accomplish a task. Mechanics A collective well of energy is created and drawn on by the ‘active’ Druid who is performing another Druidic ability. In particular, should an invigorating Druid be within a certain range of the ‘active’ Druid casting, the ‘active’ Druid can receive this energy as a means of staving off their spell exhaustion. This is dependent, however, on the Tier and experience of the invigorating Druid; [Tier 3] Druid may provide one (1) additional minor spell [Tier 4] Druid may grant two (2) minor additional spells, as well as an additional five (5) block/meter radius to any ability [Tier 5] Druid may grant either three (3) minor additional spells or one (1) major, as well as an additional five (5) block/meter radius to any ability. Out of combat, Druids might use Invigoration as a method of soothing a fellow Druid under distress. That said, the receiving Druid may choose to not accept this comfort. Druids cannot induce emotions or feelings in those unwilling to receive. Invigoration is one of the most taxing abilities in Druidism. It requires an individual to practice tapping into their pool of energies and learn how to manipulate it into a stream to be shared. First, a Druid must connect to their gifts, concentrate, and focus on conjuring their energies within. As soon as the Druid has established this concentration, they can invoke their Druidic energies. Afterward, the Druid collects and pools their energies within, as if held up behind a dam. The pooled energies can then spill outward toward the intended individuals who wish to receive the shared essence. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies (3) Allow the energies to swell and shift within (4) Attempt at guiding energy toward target Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies and allow to shift within (3) Attempt at guiding toward target Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target Spoiler [Redlines] Druids cannot Invigorate non-Druids. Druids must be within specified distance to receive the energy. Druids must also be within the line-of-sight in order to use and receive Invigoration from another Druid i.e., walls, buildings, trees may block an individual from receiving Invigoration. Invigoration may take many outward sensory forms (pools of mist, ethereal light, etc). These phenomena are aesthetic only, and cannot harm or aid. Druids cannot use other Druidic abilities whilst using Invigoration. In a combat scenario, Invigoration contributes ‘additional’ spells and/or radius to the Druid drawing upon the pool of energy. Mechanics are listed above per Tier classification. When a casting Druid pulls all energy provided from an Invigorating Druid, the Invigorating Druid ends their spell and can no longer Invigorate again for the duration of the combat scenario. Exhaustion settles in for the casting Druid the more the ability is used throughout a situation. Invigoration is an entirely stable process, unlike Voidal Circling. Energy received from Invigoration is temporary, and will fade away once the flow of natural energies stops. Should an Invigorating Druid be interrupted amidst their sharing of energies, they may try to reconnect and share again. In Events, “active” Druids are advised to indicate which additional spells they receive from Invigoration. Druids who attempt to ‘soothe’ or ‘calm’ other Druids by using Invigoration must have the OOC and IRP consent of the receiving Druid in order to RP its effects. T3 Required to be taught T3 [Active] Resurgence [Non-Combat][Enchantment][Minor] With life comes inevitable death. Sometimes, however, Druids may have to interfere with the natural order of things and use their Druidic energies to revitalize flora. A wilted flower, burnt grass, a charred stick or a fallen tree limb may be healed back to previously lively health. Should an individual wish to create sentience with a natural item like a stave, or a woven necklace, they must continue incorporating their Druidic essence into the object. Through this process, a Druid is able to infuse their well of energies into breathing colorful, vibrant life back to once dead or dying flora. Mastering the sentience portion of Resurgence comes with being a Tier 5 Druid, through time and practice. Mechanics Resurgence requires Druidic energy to be fed into flora. This flora is typically dead, or dying, and during these stages of life, the affected plant will be able to continue its natural life cycle as normal, without any magical properties. Visually, a wilted flower will regain its vivid color and stalky stem. Charred, flaking bark regrows healthy on a branch, and where a circlet of twine and leaves once appeared dry could be lively and green again. Should a Druid continue coursing their essence into the plant, they may be able to cultivate sentience within the revitalized flora. Sentience appears in various ways: a stave may find itself idly rooting to the ground, swatting at unwanted hands, or clumsily waddling of its own accord. Likewise, a woven leaf cloak can embrace its wearer for warmth, or a bark circlet will speak puns and other jokes to the Druid. Over time the personalities of these sentient beings, initially rough or simplistic, are developed more fully. Some adopt personalities similar to their handler, while others develop unique characteristics of their own. It is rare that a sentient object is able to share memories or thoughts of its own, though very old staves with centuries of knowledge and experience may be sentient enough to do so under exceptional circumstances. Should a dying or dead object be Resurged back to life, if it is not grounded or rooted in its natural habitat with proper nutrients, the object has an IRL week until it dies again. If an individual wishes to maintain the sentience of a stave, they must Druidically Infuse the item. Resurgence begins as a Druid connects and focuses on their gifts, specifically, conjuring their Druidic essence that wells within. Firstly, a Druid must concentrate and focus, tuning into the particular floral object they wish to influence. The Druid starts invoking the natural energies they have at their core, manifesting an ethereal aura around their being. With this misty aura, they may attempt at guiding the energy outward and toward their designated object(s). Once the mist meets the dead or dying flora, the Druidic energy starts to penetrate the object(s) and revitalization begins. At this point, a wilted flower has strength to stand tall on its own again, or a charred branch sheds its burnt bark and blooms a healthy, thicker skin. [Epiphyte Healing] Spoiler The nature of an Epiphyte's makeup and anatomy makes them prone to injury and disease. Seeing as they are walking, fae-like plant matter, many are susceptible to mundane injuries. Druids may heal Epiphytes with the use of Resurgence. While this process may prove successful if uninterrupted, the Epiphyte themselves cannot charge back into a combative situation for another two (2) IRL hours. They will find themselves exhausted, even if they are relieved from their injuries. Only mundane injuries such as broken bones, gashes, severed peripheral limbs and minor scrapes, cuts, and dislocations, can be mended by this ability. Any sort of traumatic injury akin to a beheading, or complete severing of the torso, cannot be repaired by these means. The four (4) emote process allows for a Druid to connect to their gifts, and begin conjuring their natural healing energies. Furthermore, they may pool those energies and then send them outward toward the target Epiphyte, and specifically the injury. The Druid is able to mend and repair the injury with the use of their healing gifts back into a healthy state over the course of two emotes. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target injury (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies mend and repair the wound Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target injury (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies mend and repair the wound Tier 5 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target injury (3) Druidic energies mend and repair the wound Tier 3 - Range: 5 meter/block radius | 25x25 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies (3) Attempt at guiding energy outward (4) Druidic energies reach target flora Tier 4 - Range: 10 meter/block radius | 30x30 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies and attempt at guiding outward (3) Druidic energies reach target flora Only when an individual reaches Tier 5, are they able to instill sentience into a resurged flora item(s). Tier 5 - Range: 15 meter/block radius | 40x40 area Emote: (1) Connect, Concentrate and Focus (2) Invoked mists move and target the flora Spoiler [Redlines] Druids can only affect natural plant life and fae creatures with the use of Resurgence. Druids can affect Epiphytes, but only with IC and OOC permission. Resurgence cannot be used to revive Soul Trees, Epiphytes, animals, Descendants, etc. Only natural flora objects can gain sentience from Resurgence. Resurgence does not affect undead animals, creatures or characters, or unnatural flora ie, voidal reagents such as Casmacineral Trees. Objects that have gained sentience from Resurgence must be ST signed. Objects that have gained sentience from Resurgence are largely for flavor. Druids can, however, use a sentient ST signed item with the use of additional emotes from Guidance. Sentient objects can do no more damage than any mundane weapon could. Morphing one’s sentient object into something else will require appropriate emote count from Guidance. Any additional effects must be written and submitted as an MArt, ie. a staff transforming into animal-like shapes. Druids cannot Commune or Tune with sentient objects to metagame information about character death, disappearance, or specifics in events. Should a Druid lose their sentient item, the item itself will become dormant without the presence of a Druid after one (1) IRL week. Dormant items may be returned to sentience by Resurging them again. Only Druids can use sentient objects. Should a non-Druid attempt to use it, it will act as a normal object. Sentient objects will react with feelings of disdain, disgust, and/or pain when in the immediate presence of Voidal casting. T3 Required to be taught T3 [Active] Fertilizing [Non-Combat][Enchantment][Minor] As a Druid practices their use of Resurgence, they become more comfortable with using their Druidic abilities to heal. With practice, this emergent ability can be applied to larger issues. In time, even expanses of barren wastelands with soils stripped of nutrients may be fertilized and see life restored.. Similar to Resurgence, the Druid must manifest their natural healing energies to infuse the earth. As with so much of Druidic practice, there is a balance to be found when using this ability. Too little energy will not be enough to restore fertility to the land. On the other hand, too much energy causes harm to existing plants in the area. Mechanics The most barren or arid lands may be fertilized so that flora and fauna can grow healthily again. This ability allows the restoration of soil with restoring, fertilizing nutrients. Much like Resurgence, a Druid must be in a state where they can connect to their gifts, concentrate on the particular area they seek to influence, and focus on the task at hand. Once they are prepared to continue, the Druid must conjure their natural healing essence from within. This Druidic energy fully manifests in an ethereal, misty glow to whichever aesthetic one chooses. As the energy swarms around the Druid, they can attempt to send it toward a selected area that requires fertilization. These energies will affect the soil in a radius around the Druid, determined by their Tier and experience. One might see an immediate change in the ground (e.g. it budding seeds) but Fertilization does not always produce obvious effects, even if successful. Tier 3 - Range: 5 meter/block radius | 25x25 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies (3) Attempt at guiding energy outward (4) Druidic energies reach target area and resows fertility Tier 4 - Range: 10 meter/block radius | 30x30 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies and attempt at guiding outward (3) Druidic energies reach target target area and resows fertility Tier 5 - Range: 15 meter/block radius | 40x40 area Emote: (1) Connect, Concentrate and Focus (2) Invoke mists toward targeted target area and resows fertility Spoiler [Redlines] Fertilizing can only be used on barren land or plantlife. It cannot be used on animals, descendants, or other creatures. Fertilizing cannot be used to purge or cleanse blighted lands or plantlife. Druids who use Fertilizing on blighted plants or lands will find the effect null until the blight is cleansed. Art of Zara Alfonso T4 Required to be taught T4 [Passive] Druidic Limbs [Permitted in Combat][Enchantment][Trivial] As servants of the Aspects, many Druids expose themselves to countless circumstances where their physical, mortal bodies are put in harm's way. These interactions may lead to scarring, broken bones, and sometimes injuries as extreme as amputation. In order to continue in their duties, it may prove useful for a Druid to obtain a Druidic Limb. Mechanics [Creation] Druidic Limbs are crafted from natural wood only. The wooden, carved limb itself is totally mundane when unattached; therefore, anyone may craft the physical limb, though it can be molded by Guidance with a more natural aesthetic from the tree itself. Attaching the limb requires the use of Growth. They must grow the wooden limb into the flesh and anchor it into a central bone in the area of the lost appendage. The limb can only perform when fitted and Infused properly. A Tier 4 Druid requires three emotes to successfully Infuse a Druidic Limb. Only after connecting to their gifts, concentrating on the task at hand, and marshaling their energies may the Druid imbue the limb with their natural essence to create an enchanted Limb suitable for a Tier 4 Druid. The energy of the creation process may manifest as appropriate aesthetic-only effects around the Druid. [Functionality] The physical ability of moving joints, flexing digits, and all motor and functional skills revolving around a prosthetic limb requires the infusion of the Druidic Limb. A Druid can passively feed their Druidic energies into the wooden limb, and must do so in order to maintain its function. Fluidity of the Druidic Limb's movements becomes natural the moment the limb is imbued and attached. Of course, it will take a Druid some time to adjust when the limb is first adhered. Yet should a Druid ever stop their passive connection to their prosthetic limb, it will fall dormant, incapable of movement. [Disadvantages] While Druidic Limbs can replace much of the function of a natural appendage, they have a number of disadvantages. Lacking nerves, the limb is incapable of mundane methods of feeling, though it does have reflexivity through its own means. Wood and bark also have different mechanical properties than flesh. Bludgeoning- Three (3) emotes of successful attack with a blunt weapon, and after six (6) emotes of successful attack with edged weapons. Mundane & Magical Fire - Five (5) emotes of consistently spread fire burning upon the Druidic Limb for it to be painfully destroyed entirely. Voidal Flame and Azdrazi fire require three (3) emotes of consistently spread fire burning upon the Druidic Limb for it too, to be destroyed. Blight - Three (3) emotes of consistent exposure to blight or taint for a Druidic Limb to begin rotting and become a source of blight itself. Only the ability Purging & Cleansing can cleanse the taint and save the prosthetic. Should an individual with a blighted Druidic Limb go without properly healing the limb, the prosthetic will continue rotting until it is destroyed. A Druid has five (5) IRL days to receive proper treatment. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies (3) Attempt at guiding toward target Tier 5 - Range: 10 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target Spoiler [Redlines] Druidic Limbs can only be made out of wood. Druids must be Tier 4 or higher in order to operate and manipulate their Druidic prosthetic. Druids with Tier 2 Growth & Ungrowth may secure or remove a Druidic Limb from a Druid. Druids can secure or remove Druidic Limbs onto non-Druids, but non-Druids will be incapable of operating the limb; it will act only as a peg-leg or equivalent. Druidic Limbs cannot be altered during combat scenarios. Druids cannot detach their own Druidic Limb. However, should another Druid detach the limb, the limb-owner can thus repair it. Druids cannot reattach their own Druidic Limb. Druidic Limbs cannot be fitted, secured, or removed during a combat scenario. Druidic Limbs must resemble and appear as their flesh counterpart. Druidic Limbs cannot take the shape of a weapon or shield, nor can it have protrusions to act as a weapon, nor can weapons be affixed to the Limb. Druidic Limbs do not offer additional physical strength compared to the original limb. Altercations to a Druidic Limb will cause it to crack and warp. If this occurs, a Druid must repair it using Growth & Ungrowth or Guidance. The Druidic Limb is only living when attached to a Druid. Should a Druidic Limb be removed from an individual for longer than one (1) IRL week, it requires the same creation imbuement for its properties to be redeemed. Druids cannot create Druidic Limbs to become faster/function better than any normal limb would. The mechanical properties of the Druidic Limb reflect those of the source timber. Lore approved trees may be used, but their special properties are lost the moment the limb is carved or molded ie., Ironwood Druidic Limbs cannot be tempered. Ashwood tree properties will only exist as mundane wood in a limb. Druids cannot give themselves extra limbs ie., four arms, three legs, etc. Epiphytes' bodies will reject Druidic Limbs. The process would prove painful, and the limb would not attach. An individual can only replace parts of or full limbs ie., arms, legs, hands and feet. If subject to Thanhium or Null Arcana, the Druidic Limb will have more difficulties functioning according to its Lore. T4 Required to be taught T4 [Active] Restoration [Non-Combat][Enchantment][Major] When any form of the Aspects’ creations are blighted by unnatural means, a Druid is able to purge the taint and return nature to its healthy state. Any area, natural flora, or fauna that may have been tainted, caught in a pool of pollution or field of necrotic blight, can be infused with the natural healing energies from a Druid, which repels the evil influence and allows the afflicted plant or creature to return to health. Mechanics Restoration may be cast against a single plant or animal, or an area, and can cure both natural and unnatural diseases: blight, heith-hedran rifts, sewage, alchemical debris, the effects of voidal exposure, etc. However, animals broken bones cannot be mended. A Druid must connect with their gifts, developing an active connection from their latent or passive communion. As they conjure their healing energies, aesthetic “tells” develop around the casting Druid. These energies are then sent outward toward the affected target, penetrating into the ground or plant. As the Druidic healing energies weave and combine with the area, the energy will spread in a larger radius from where they stand in a water-ripple effect. Those around would be able to see nature being restored to its previous state: flowers once wilted, turning upright or a desolate, blighted area now green and full of life. Should an individual cleanse water, any debris would be consumed by those Druidic energies, and its previous shimmering surface would reappear. [Epiphyte Healing] Spoiler While Epiphytes are prone to more mundane injuries, they are especially susceptible to necrotic and voidal blight, disease, natural illnesses, and Ahzl poisoning. Epiphytes consist of plant matter, thus should an Epiphyte fall ill to a natural disease or is tainted by a necrotic curse, they may be healed by a Druid with Restoration. Similarly to Resurgence, healing with Restoration may be immediately successful if the Druid is uninterrupted. The Epiphyte, however, will still be exhausted and require nursing. In particular, the healed Epiphyte cannot rejoin combat for two (2) IRL hours. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies purge and relieves of illness/blight Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies purge and relieves of illness/blight Tier 5 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Druidic energies purges and relieves of illness/blight [Soul Tree Healing] Spoiler Unlike Epiphytes, Soul Trees can bear hearty blows. However, both their Soul Tree and their husk are incredibly susceptible to illness, disease, poisoning, and fire. Necrotic and voidal blights can corrupt a Soul Tree and the husk into a state of madness and potentially degradation (see Soul Tree Lore for more details). Similarly, Ahzl poisoning will harm a Soul Tree and husk. Should a Soul Tree become tainted by a necrotic curse, Druids may heal them with the ability Restoration. Soul Trees have 1-to-2 IRL weeks to be Restored before blight kills the tree. The Treelord has two (2) IRL days to be Restored or the blight will be transferred to their Soul Tree. Both experience pain and agitation while blighted. Though Resurgence can succeed immediately if the Druid is uninterrupted, the husk will be exhausted by the process. In particular, it may not rejoin combat for two (2) IRL hours after being purged (cf. Epiphyte exhaustion after healing). Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies purge and relieves of illness/blight Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Attempt at healing the wound with the Druidic energies (4) Druidic energies purge and relieves of illness/blight Tier 5 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus on invoking healing energies (2) Pool healing Druidic energies and send toward target area (3) Druidic energies purges and relieves of illness/blight Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic healing energies (3) Attempt at guiding toward target (4) Natural healing energies penetrate into target and restores to natural state Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic healing energies (3) Attempt at guiding toward target (4) Natural healing energies penetrate into target and restores to natural state Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target (3) Natural healing energies penetrate into target and restores Spoiler [Redlines] Restoration can only cleanse and purge land, water, flora, fauna and fae creatures. Restoration cannot heal Descendants, Druids, Dragonkin, unless specified within the Lore for that race. Restoration does not restore fertility to healed lands. This can be achieved with the Fertilizing ability. If the state of the land is unclear, contact the player who created the state of the area or supervising ST for clarifications. Both natural and unnatural corruption, disease, and the aftermath of fires can be restored with this ability. Necrotic biomass compromised plant matter must be broken manually before it can be restored. (See Necromancy Plaguemancy Lore for more details). Biomass compromised flesh, however, cannot be cleansed. It can, however, be broken down and buried. Restoration cannot be used to revive Soul Trees or Epiphytes. Restoration cannot be used to cure Treelords of natural illness. Restoration can restore blighted land to its natural state, but a source of blight will still continue to spread into Restored land. Creatures summoned from the Void via conjuration magics are not the Aspects’ creations. Therefore, they cannot be cleansed nor can be harmed by this ability. Any abominations created with plant matter through Necrotic Arts must be slain through force of arms, and cannot be restored with Restoration. Only after the creature is killed can its form be restored. Druids can use Restoration on Shapeshifted Druids; shapeshifting Druids cannot use Restoration on themselves, however. Restoration is not a means of bringing descendants, Druids, Epiphytes, Soul Trees, etc. back from the dead. T4 Required to be taught T4 [Active & Passive] Singing [Combat][Enchantment][Trivial] As time goes on, Druids establish a bond and trust with nature that surrounds them, and in doing so, they may emulate their emotions through nature, or influence the way nature's song fluctuates and sounds. Druids have their duty to preserve the natural balance and order in nature. A good deal of the balance is visible to even those who are not Druids. Mechanics What descendants cannot see or hear are the times where there is discordance in nature’s song. Druids, on the other hand, are quick to feel and sense these emotions and the chaos of the voices. From there, they are able to manipulate and coax the song into one more balanced, or even cause chaos themselves. The balance of nature’s song may go awry for a multitude of reasons. Should a dark mage cast in a vicinity where there is life, those specific songs will react with disdain, with sadness, or discomfort in response to the unnatural magicks. Nature's voices will also scream in sorrow should fauna or flora directly be affected by something destructive, like a forest fire or blight. On the opposing end, a Druid may experience a very joyful area, usually in places with an abundance of natural energies like groves or grottos. While nature’s song can shift and change in accordance to its surroundings, Druids also have the ability to balance the voices. Perhaps a tree was corrupted, and the area surrounding it caused sensations of despair, a Druid would be able to attempt to calm and soothe the songs back into their lulled state. This will be the most probable case of singing and affecting the songs of nature. Yet, there are also the off-chances when a Druid’s own emotions can influence nature’s song. Druids are so in tune with the natural songs that they too, can become a piece of that sudden discordance or booming of joy. When a Druid influences the natural songs, sometimes, they may visibly see change in nature itself. A Druid’s angering song affects plants and animals like an aura surrounding them. Birds may repel from the uncomfortable song, or flowers and grass will wilt. Similarly, Druids can cheer up or soothe the natural songs to cause those trees around them to perk and sway, akin to wind wiggling their branches. For a Tier 4 Druid to coax nature’s song into a state of order or disorder, they must firstly connect to their gifts and concentrate on that ethereal hum in the back of their minds. Following this, as the Druidic energies swell and shift and their connection to that hum grows stronger, they can begin manipulating the emotions and songs with one of their own. The progression of this influence spreads outward, and may affect a larger radius around the casting Druid. With practice, a Tier 5 Druid may passively affect the songs of nature in one emote, spreading a particular emotion or sensation amongst the voices. Tier 4 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies to shift and swell (3) Spread influence over nature's song Tier 5 - Range: 20 meter/block radius Emote: (1) Druid passively influences the surrounding song into one of their desired emotions/sensations Spoiler [Redlines] If an area is affected by Singing, appropriate OOC signage should be placed by the individual. This ability is not strenuous nor exhausting, but lower Tiered Druids might find it confusing and difficult to perform at first. A Tier 5 Druid's presence may passively have these effects within their immediate area as they travel around, no greater than 5 meters/blocks. Non-Attuned Druids are able to notice small atmospheric things like shifting flora or the behavior of animals when a Druid uses Singing. Singing only allows a Druid to share emotions and simplified thoughts. In no way can they communicate strategic plans or details through Singing. Druids may choose their specific ‘voice’ and how their own song would sound, should they please. T4 Required to be taught T4 [Active] Greensight [Combat][Trivial] One may obtain the ability to override their senses to observe nature in a different spectrum. Whilst blinded, a Druid is able to convert nature's songs into its visibly energetic form. This unique ability allows a blindfolded or sightless Druid to navigate the realm by manipulating the natural songs around them into something they can see. Mechanics Druids are able to advance their ability to navigate areas with their innate use of communion, by constructing those natural songs into an image within their minds. Perception of these natural songs is dependent on what nature is present around a Druid. [Perception] Should a Druid attempt this ability within a jungle, they would find themselves surrounded by an abundance of images; trees, vines, grass and ferns. On the contrary, Druid’s in desolate locations where areas are devoid of life, experience a dreadful pit of what would appear to be the void - darkness. Anything that does not possess natural life will also be perceived as ‘hollow.’ The more life that is present, the more complete the image is for a Druid. Druids may recognize the shape of nature’s songs in either a silhouette portrayal, or something corporeal and ethereal. A hazy, viridian mist will make up what piece of nature is before or around a Druid. Some Druids may find that Greensight is a helpful way to shift into a meditative state, and connect deeper to nature and its songs. In order for a Druid to engage and explore with Greensight, they must firstly connect to their gifts and focus on the natural songs around them. Once they establish this, the Druid may manifest those songs into visible energy forms. This energy, taking a corporeal silhouette form, will soon after develop into a cognitive map of their natural surroundings. Here, Druids are able to see hazy green energy that represents the natural life before them, when blindfolded. Tier 4 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest songs into visible energy forms (3) Develop energy forms into a cognitive image of natural surroundings Tier 5 - Range: 20 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest songs into visible energy forms which turn into natural surroundings Spoiler [Redlines] Druids can only perceive natural things with Greensight, such as plants, animals and fae. Druids cannot perceive Descendants, other Druids, Treelords, Epiphytes, Dragonkin, Golems, Constructs etc. However, should these beings have vines or roots bound to them, they will be able to see that. Druids can, however, see the physical Soul Tree and Epiphyte plant, but that cannot be used to metagame location or knowledge of the type of magical plant. If there is no flora or fauna nearby, Druids cannot see anything. It would appear void. Aesthetically, Greensight appears as though an empty world contains soft emerald or light where natural flora or fauna would be. Greensight cannot be used to metagame character position. Greensight cannot be used to metagame death, or any specific details in regards to a situation. Greensight is only exhausting for those using it for the first time, otherwise it becomes second nature to them with the more practice they have. Druids must cast Greensight only once in order to maintain it for the remainder of its use. Druids cannot see natural energy that is obstructed by unnatural things such as rock or walls. Druids cannot see beyond a 180 degree vertical and horizontal view. Meaning, they cannot see what is behind them. Druids may see Luontos during the use of Greensight. T4 required to be taught - TA required - Invigoration required to be taught T4 [Passive][Attunement] [Non-Combat][Connection][Major] The first to ever experience the judgment under the watchful gaze of the Wild Animal Spirits and first Elder Tree, Riitill’eliuii, underwent a series of trials through a vision given by these powerful beings. It was then that the first Druid emerged, and was welcomed into the Aspects' fold, granted the gifts so that they may protect and serve for the balance. From there, Druids were able to replicate the first attunement with trials of their own, and a last test being the host of an attunement vision. As a Druid grows more in tune, connected and comfortable with their Druidic gifts, they may learn the ability to join others in hand with the Aspects. The art of attunement follows a series of trials that a student must undergo. These trials are known as a dedicancy. A dedicancy is a test for commitment and preparation for a student's future connection to the aengulic abilities. It is up to a Druid to guide a student through these trials and tasks, these lessons, before they receive judgment through an attunement vision. The attunement vision itself happens over a prolonged period of time, where the individual's soul is being altered and tethered to the Aspects and their realm. The absence of a proper vision and preparation will leave the soul tampered with, and assailed by Aspectual power. Mechanics [Learning Ritual] For one to learn how to attune another, they must receive a lesson from another Druid who has the experience and knowledge of vision granting. A Druid might guide another in learning this ability by having the Druid aid in an ongoing attunement vision, from start to finish. The only ways to learn how to attune, is by learning through the process of aiding in an attunement with the sharing of ones’ Druidic energies, or having a Druid guide you through the process whilst attuning a Druid. For the latter, the experienced Druid will share their essence with the learning Druid to aid in the events. [Connection Ritual] Attunement visions, while traditionally occurring within an ‘attunement pool,’ or some body of water within a grotto or grove, may be performed outside of water. The student is instructed to relax and fall into a meditative state as their Druidic guide connects deeply with the nature around them. The energies stir, ebb and flow, and the Druid hosting the vision may influence a radius around them with shimmering light or rustling grass as if wind is gusting. By then, the dedicant is brought into an altered state of consciousness. While the student falls into a trance, all the experiences that come during the vision appear and feel vivid and surreal. These visions guide the dedicant through their biggest fears, their greatest hopes and may meet or see beings like the Aspects themselves. Through this process, and should the attunement be successful, a link is forged between the newly attuned Druid and the Aspects. Additionally, a weaker bond is formed between that new-standing Druid and the Druid who had attuned them. By the end of the vision, and once the Druid awakens, they traditionally announce what totem was granted to them by the Aspects. A totem is something natural, a namesake that can be interpreted as what the individual represents within nature itself or what they may grow or develop into. A Druid performing an attunement must connect with their gifts, and focus on their relationship and bond with the songs and natural energies around them. As they proceed, they must conjure their own essence within and allow for it to shift and swell. The individual’s Druidic energies are then sent outward to mingle with the natural, surrounding energies that their dedicant lays before. This empowering force then aids the dedicant in their meditative state, casting them into an unconscious cycle where they may experience the vision. From there, it is up to the guiding Druid to host a vivid, surreal vision that puts the Druid through various tests and trials in order to earn and receive their connection to the Gods and nature's gifts. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell (3) Druidic energies are directed toward the student to mingle with the natural energies around them, causing the student to experience a foreign force and be drawn into an unconscious state Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell (3) Druidic energies are directed toward the student to mingle with the natural energies around them, causing the student to experience a foreign force and be drawn into an unconscious state Spoiler [Redlines] Druids must be taught Attunement by a Druid who has the ability listed on their MA, through roleplay. Druids cannot use Attunement in a combat scenario. Druids must be Tier 4 in order to use Attunement. Druids must have an approved and valid Druidism TA in order to be taught Attunement and to perform it. Druids teaching Attunement must share the knowledge to the learning Druid in the process of Attunement. An individual must be 18 or older in order to successfully be attuned. Anyone below the age of 18 will fail their Attunement. In order to be attuned, an individual must go through a Dedicancy. Dedicancies must consist of at minimum six (6) tasks, trials, and lessons, to prepare a dedicant for what it takes to be a Druid and the responsibilities that come along. Dedicancies should have effort and genuine roleplay from both the student and guide. It should not be rushed, nor seen as red tape. IRP cultural differences on lessons is not grounds for a failed Dedicancy ie., if a Druid chooses not to teach their student about the Third Aspect. Dedicancies must be done at minimum, over one (1) IRL month. This does not mean it should be rushed to be completed in a month. Attunement will fail should insufficient preparations be done, such as a Dedicancy. Attunements are difficult on the dedicant-soon-to-be-Druid. Specifically, mental side-effects may include but are not limited to migraines, misophonia, or other sensitivity to sound, paranoia and sensory overload until the first lesson is had. Druids who attune are also exhausted post-Attunement, even more so if the Attunement proves successful. The Attunement vision itself is proctored by the Attuning Druid, and is inflicted for the dedicant and dedicant only to see and interact with. Attunement visions creatively incorporate a dedicant's fears, hopes, wishes, past events and their Totem. This information can be gathered both IRPly and OOCly. Ultimately, this serves as a means to provide a more enriching and personalized experience. Attunement visions are not required to be done within a body of water. The Druid guide and their newly attuned Druid have a special yet loose bond formed between their souls upon Attunement. This is not discernable in any way other than when either Druid passes to the Eternal Forest (PK), or is Unattuned, a greater wave of emotions will strike them compared to the wave other Druids may feel. Druid must write an MA upon a successful, completed Attunement. An individual who wishes to be re-Attuned requires three (3) Druids with a TA and the ability Attunement, and one (1) of those Druids with an accepted and valid Unattunement FA. A Druid can only be re-Attuned once. After a second Unattunement, a Druid cannot be re-Attuned to the magic again. Learning Attunement must be marked down on the Druids MA or TA. T4 required to be taught - TA required - Attunement required to be taught T4 [Active] Unattunement [Feat][Disconnection][Chaos Clause][Major] The Druidic gifts have their intents and purposes of restoring and keeping order in the natural balance. The direct connection to the Aspects, their realm and abilities is one highly valued by those who worship and perform the duties to keep the natural cycle going. Druids are also able to learn how to painfully and rigorously sever this tether to the Aspects should a Druid abuse their gifts. On the other hand, some Druids may feel they have served their purpose as a Druid or no longer wish to carry the weight of the gifts and duties that is expected of a Druid. This gift, or what some may refer to as a burden, may purge and remove the connection one bears to the Aspects and their realm. The responsibility of severing the tie a Druid has with their gifts is a painful experience to not only the target Druid, but also to that who is unattuning. It is a sorrowful experience, filled with distress and unease for all involved. The impact of Unattunement is far too much for a single Druid to perform alone, therefore, it takes the extra help of two Druids who know Attunement to aid in the process. Mechanics [Learning Ritual] A Druid must learn how to Unattune from a Druid with the knowledge and ability of Unattunement. The Druid with Unattunement must either hold hands with, or have their hand on the Druid before connecting to their gifts. Then, the Druid must concentrate on their Druidic energies and begin conjuring them. After conjuring their energies, the Druid sends them forth into the fellow Druid with the intent of guiding the energies to their soul. Lastly, the Druid manages to Unattune the individual for just a brief moment where the learning Druid will have their eternal hum stripped from them, feeling ill, and weakened. Once the learning ritual for Unattunement is over, the Druid will be restored of their eternal hum, but will still feel the side effects for one (1) IRL week. [Disconnection Ritual] As the disconnection ritual begins, the Druids Unattuning must be within a five (5) meter/block vicinity of the Druid to-be-severed. The Druid doing the direct Unattunement must have their hand directly on the Druid who will be disconnected. All three Druids performing the ritual must conjure their Druidic energies, and focus on their connection with the natural world around them. The two assisting Druids may then invoke their essence and utilize the ability Invigoration, sharing it outward to the Druid doing the direct Unattunement. Throughout this process, nature grows uneasy and distant, painful for all those who are attuned in the area. The screams and discordance grow unruly, and unbearable, making the process itself difficult to carry through, though possible. As those energies shift and swell, the performing Druid disconnects the targeted Druid, relieving their soul of the bond and link with the Aspects. The overwhelming experience comes to a close once the ritual is completed successfully, without any interruptions. All those present, the three standing Druids and the now disconnected individual, are strained, exhausted and weakened by the events. The unattuned Druid encounters a surreal and perhaps at first uncomfortable feeling when that familiar eternal hum dissipates. Nature’s voices within the back of their mind fall silent. For elder Druids, this experience is exceptionally difficult to overcome as many find comfort in the eternal hum. [Reattunement Ritual] While the process of Unattuning is strenuous and burdensome, there is a chance for redemption. Under a multitude of circumstances, an unattuned individual may find themselves seeking the gifts once more. Should this individual undergo a dedicancy, and renew their trials through a Druidic guide, they may be re-attuned. Attunement is harmful to the soul, and repetitive severances from Deific connections make it difficult to get reconnected. Re-Attunement strictly requires three Druids who know both rituals of Attunement and Unattunement. As for re-Attunement, the process is similar to that of Attunement, however, it requires three Druids to perform the ritual. These three Druids must have the knowledge and ability to both Attune and Unattune. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell whilst physically making contact with target (3) Druidic energies are sent toward the target’s soul (4) Druidic energies flow and encase the soul, beginning to release the tether (5) The tether and bond of the soul is broken, formally releasing the soul from its bond Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell whilst physically making contact with target (3) Druidic energies are sent toward the target’s soul (4) Druidic energies flow and encase the soul, beginning to release the tether (5) The tether and bond of the soul is broken, formally releasing the soul from its bond Spoiler [Redlines] Druids must be taught Unattunement by a Druid who has an accepted and valid Unattunement FA, through roleplay. Druids cannot use Unattunement in a combat scenario. Druids must be Tier 4 in order to use Unattunement. A Druid must write an Unattunement FA application and have it accepted before using the ability. Three Druids are required to perform Unattunement. One leading with the ability Unattunement, and two assisting with valid, accepted TAs in Druidism, as well as the marked ability and knowledge of Attunement. The Druid performing the ability Unattunement must have their hand upon the Druid being unattuned in order for the ritual to be successful. The two Druids assisting in the Unattunement must be within a five (5) meter/block radius of the Druid Unattuning and the individual. To re-Attune, all three Druids must have an accepted and valid Unattunement FA, and also an MA in Druidism. Unattunement does not produce the mourning effect through nature that Druids feel when another Druid PKs. The Druid who has attuned the individual being unattuned will feel the severance of their bond. Unattunement on a Treelord: Should a group attempt to unattune a treelord by performing the ritual with the Husk / Treelord, then the treelord will die & won’t be able to revive for 24 OOC hours, when they’ll emerge from their Soultree feeling unimaginable pain, however they will remain attuned. The group performing the ritual would still be drained despite not achieving the attunement. Should the group perform the ritual with the Soul Tree, the Treelord is unattuned and MUST PK, Soul Tree saplings can’t be used to bypass this. If a Druid is re-Attuned within an IRL month of Unattunement, they may progress back to their original Tier, after relearning all of their abilities, within an IRL month timeframe, rather than the usual Tier time frame it takes for a Druid to learn. Should more than an IRL month go by, however, the prior connection is lost and they must begin with the usual pace of Tier progression. Once this is complete, the Druid must contact the Story Team to update their applications. A Druid can only be unattuned twice. Upon the second Unattunement the Druid cannot be connected to Druidism again. A period of two weeks must pass before a successful Unattunement on an already re-Attuned Druid can be made again. Should the Unattunement be interrupted, the ritual must start from the beginning, at the first emote for all those Druids involved. Art by Howard Lyon T5 Required to be taught T5 [Active] Entling Creation [Non-Combat][Independent Combative Summon][Enchantment][Major] A Druid has the advantage of working alongside their fellow Druid-kin when preserving the balance or fighting against foes. These events, however, may become strenuous or overbearing for the descendent strength a Druid has. Druids may summon assistance in the form of a towering, arboreal creature known as an Entling. These woodland guardians are much smaller than their Ent counterparts, and are far less intelligent. They create bonds with their Druid, and become dutiful companions. Mechanics [Statistics] These creatures may assist in either everyday tasks or act as vigilant bodyguards and warriors. Entlings have adopted the strength of that of a brutish Orc, as well as their capable growing heights of 2.3 meters. While these woodland companions may not stand as tall as an average tree, their abilities lend much aid to a Druid in combat. These spriggan-like constructs, made of pure wood and bark, can also help in heavy-lifting, being able to lift up to 272kg. While an Entling possesses the ability to lift or pack a punch, they in turn are very sluggish and slow in their gait. Furthermore, independent thought and speech is beyond what these creatures are capable of, rendering them solely as dutiful, mute woodland helpers. [Purpose] Entlings must be given direction and a direct purpose upon creation, but during combat they may go unsupervised. Only the Druid who creates the Entling may instruct it in its duties, due to the bond that is forged upon creation. Should the Entling be destroyed, or should the Entling fulfill its intended purposes, the creature will then mulch or wander into the woods to root and become a tree amongst many. Being able to summon an Entling begins with a Druid communing with a tree they wish to form and mold the creature from. As the connection and their Druidic essences manifest, they are then sent outward toward the select tree. The ritual progresses as the tree is fully encased by this spiraling Druidic energy, where the Druid must share a cognitive purpose for the soon-to-be Entling to adopt. From the tree’s trunk, the Druid has the ability to sculpt like stiff clay, the limbs of the Entling. From there, the main torso or ‘body’ of the Entling will rise, adding height to the creature. As the Druid proceeds, they may add a head, and peripherals as arms and digits. All the while, the tree and the Entling will crack, creak and groan, leaving the host tree unharmed and undamaged. Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and send outward toward target (3) Essence encases the tree and a purpose is shared (4) Molding process begins and limbs stretch out of the trunk of the tree, then a ‘body’ or ‘torso’ forms (5) Other additional features [optional] Spoiler [Redlines] Summoning an Entling requires a mature tree for it to emerge from. Druids can only summon and roleplay one Entling at a time. Entlings cannot be summoned during combat, but may participate and function in combat. Entlings can last indefinitely so long as their original purpose is still unresolved. An Entling's purpose must be aligned to the duties of a Druid. Therefore, they will not understand mundane things like cooking or moving a home. Entling Creation is tiring and will sap the Druidic energy from a Druid, though not cause much strain to their combative abilities. Entlings are powered by the Druid’s energy pool, therefore they must remain within the roleplay range of that Druid. Entlings cannot speak. They are simple-minded. Entlings cannot and do not possess any magical abilities. Their movements are sluggish and heavy, therefore they cannot move with speed. Entlings are structured and molded at various heights and builds, but cannot grow beyond the 2.3 meter height. Entlings cannot carry more than 272kg of weight. Entlings otherwise possess the same strength as that of an Orc. Entlings must have a humanoid appearance. The Druid will be released of their connection with the Entling when the Entling dies or returns to the wilds. Should an Entling survive an encounter, and/or fulfill its purpose, it will root itself in the wilds and grow inactive. Some may remain how they appeared, others will turn into the tree they came from. Entlings that have rooted and fulfilled their purpose no longer possess their previous abilities. They are just tree. Entlings are vulnerable to all fires; mundane, voidal, draconic. Three (3) emotes of sustained exposure to fire is enough for it to begin burning. Entlings can be completely destroyed should six (6) emotes of exposure to fire go unhindered. Entlings cannot be summoned from an Elder Tree. Entlings summoned from other Lore approved trees like Ashwood, or Ame’lie trees, do not possess the properties those trees contain. The Entling will be mundane. Entlings cannot be molded to have natural armour, nor can they don armour. They can, however, be given objects to throw or use to hit. Events fall under the discretion of the overseeing Story Team member. T5 Required to be taught - Invigoration required to be taught T5 [Active] Druidic Infusion [Non-Combat][Enchanting][Major] Druids of yore speak tales where artifacts aided in their duties as a Druid. Some of the greatest relics were blessed by the Aspects themselves, such as the Aspect Stones, or Blight Stones retrieved from the Eternal Forest. The ability to create and infuse these curios became more common as Druids learned the art of Druidic Infusion. This creative art allows an individual to generate more eccentric oddities compared to what Druids usually handle in their everyday duties. Infusion is passed down from Druid to Druid, each with their own traditional, ritualistic ways of adding essence into an object. The sacred gift requires a complex ability to manipulate and mold a Druid’s energies. A Druid must be comfortable and confident enough in their other gifts in order to infuse an object with the enchanting energies of said abilities. Mechanics Druids with T5 Invigoration may use this ability to infuse minor forms of Druidic gifts into objects as an enchantment. To Druidically infuse an object, one must collect either a rock, piece of wood, bone, hide, or perhaps a precious metal or crystal like Kuila – all depending on the particular infusion. Should an individual wish to sculpt an object or mend a piece of jewelry, that must be done before the infusion occurs. Any sort of tampering afterwards will destroy the enchantment and deem it inoperable. Some infusions are created with passive intent, others require a Druid to activate the enchantment. For each unique enchantment, it must be one or the other, not both. Should a Druid create an enchanted object that is passive in its use, the ability would expel gradually without need of activating. On the other hand, active infusions require three (3) emotes, an activation prayer phrase, the expelling of the imbuement, and the third of the enchantment taking effect. [Infusion Ritual] The item must be nestled in a bed of crushed Kuila dust - a natural Druidic energy conductor - where lines and shapes of dust can be drawn aesthetically around it depending on the Druid’s preference. Perhaps one Druid sprinkles the dust around their object to resemble that of the sun, or another to sprout like a tree with branches. The Druid must then conjure their energies much like they would with Invigoration, and allow for them to shift and swell. This pool of essence is a source that the Druid pulls from to cast downward into the Kuila dust. The Druidic infusing essences will encompass the item sat in the bed of dust. In this process, the Druid must have the gift they wish to infuse the object with in mind, allowing for it to penetrate into the item. The process happens slowly, with the help of the conducting dust, where the Druid expels their energies gradually. The help of the Kuila dust conductor allows for the Druid to control, and not over-expend their energies into the chosen artifact. Over the course of four emotes, the Druid may connect to their gifts, and focus on the natural energies within. As they maintain their concentration and connection, the Druid must allow for the essence to ebb and flow, shift and swell within, creating a pool to be pulled from. Afterwards, they are able to render their enchantment, expelling their energies into the lines of Kuila dust. The Druidic essence travels along the dust and toward the object, where it will fully encapsulate and penetrate the target item. This process continues over the duration of the fourth emote, where the item may have a visible, misty, aesthetic shimmer as it is charged with the enchantment to completion, as well as its granted activation phrase, should it require. [Recharge] Active enchanted items have the ability to expel the enchantments over the course of three (3) emotes. Once one successfully uses this enchantment to its full completion, uninterrupted, a Druid must recharge the item. Passive enchantments, on the other hand, must be recharged after each use, and/or after one (1) IRL week of possessing the enchantment if it has not been used. Recharging occurs over the course of three (3) emotes, where the Druid may connect to their gifts and focus on conjuring their own energies. These energies then swell within, and finally, the Druid is able to send them outward toward the item without the need of a Kuila ritual circle. Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence to shift and swell and render and articulates the gift to be infused into Kuila dust (3) The Druidic essence travels and absorbs the Kuila dust and the target object (4) The enchantment is infused into the target object. Current known infusions include the following; Invigoration, Singing, Resurgence, Fertilizing, Restoration, and Entling Creation. Spoiler Requires Invigoration to be taught Invigoration [Active][Any material] This curio, made of whatever material an individual chooses, withholds a small reservoir of Druidic energy. If the item is on the Druid, the essence can be drawn upon and fed into the user as a minor way to stave off exhaustion. The amount of energy stored within the enchanted item is not uniform to the size of the object. Rather, the same amount of energy will be found no matter the shape or size of the enchanted, infused item. An individual must indicate that they are using the artifact by conveying that they are drawing energy from the enchantment. The enchanted object grants a single target Druid three (3) additional emotes when casting without additional fatigue. Once the energy is successfully drawn, the enchantment will require a recharge. In order to recharge this infusion, a Druid must proceed with the appropriate three (3) emote count recharge ritual (outside of combat). Activation Range: 4 meter/block radius Emote(s): (1) Summon the spell – spoken ‘Aspectist Prayer Phrase’ (2) Enchantment spreads (3) Enchantment takes effect Recharge Range: 1 meter/block radius Emote(s): (1) Druid connects with gifts and focuses (2) Manifest Druidic energies (3) Send energies toward object and recharge [Redlines] Druids cannot use other Druidic abilities when using these enchantments. Druids can only use one Invigoration enchantment in the span of an event or combat scenario. Druids cannot stack multiple Invigoration enchantments onto one item. Spoiler Requires Singing to be taught Singing [Passive][Any material] An enchanted item made of whatever material may contain the Druidic ability to sing and affect nature's song with a specific, invoked tune. One is able to infuse a single feeling of excitement, tranquility, despair or even complete and utter silence. Aesthetically, the enchantment would radiate outward, allowing for the infusion to spread and affect the natural song within the area in a 4 meter/block radius, with its designated tune. A recharge is required for passive enchantments after one (1) OOC week away from a Druid. In order to recharge this infusion, the Druid must proceed with the appropriate three (3) emote count recharge ritual (outside of combat). Recharge Range: 1 meter/block radius Emote(s): (1) Druid connects with gifts and focuses (2) Manifest Druidic energies (3) Send energies toward object and recharge [Redlines] Singing enchantments cannot affect non-Druids. They can, however, have an effect on Druids. Singing enchantments cannot incite Druids, fae, or animals to attack. Should an area be affected by a Singing enchantment, appropriate OOC signs must be placed indicating such. Spoiler Requires Resurgence to be taught Resurgence [Passive][Flora only] Unlike other enchantments, a Resurgence infusion can only be done on flora itself. A sapling or tree, seedling or flower may be bound with properties from the ability Resurgence. Should an individual wish to don a cloak of leaves with hopes that the leaves do not wilt, infusing the entirety of the cloak may allow for the plant to remain living so long as it is in contact with the Druid. A recharge is required for passive enchantments after one (1) OOC week away from a Druid. In order to recharge this infusion, the Druid must proceed with the appropriate three (3) emote count recharge ritual (outside of combat). Enchanted items with Resurgence can only become sentient if it is made of flora. Recharge Range: 1 meter/block radius Emote(s): (1) Druid connects with gifts and focuses (2) Manifest Druidic energies (3) Send energies toward object and recharge [Redlines] Druids can only apply this infusion to natural flora. Flora summoned from the Void via Conjuration or other unnatural means give no ‘voice’, therefore they are incapable of being enchanted. Objects enchanted with Resurgence may be used in combative scenarios ie., Druidic Limbs, or staves with sentience. Objects used as weapons are no stronger than what a mundane weapon could do. Morphing a sentient object requires the Druid to use additional emotes with Guidance. MArt’s are required for any extreme alterations to a Resurged item. Resurged enchanted items that have sentience require ST signature. Non-Druids who try to use a Resurged item will find them ineffective. Spoiler Requires Fertilizing to be taught Fertilizing [Active][Any material] A curio made from any material and enchanted with the ability Fertilizing, allows for Druidic energies to feed slowly into soil. This process allows for desolate, barren land to receive nutrients and resows fertility in the immediate 4 meter/block radius of the item. With the successful use of this enchanted object, plant life can more easily grow within the ground and retake what nutrients are present. The first emote requires an activation phrase to be spoken. A second emote is where one can visualize the ability ‘bleeding’ its’ Druidic energies outward. The third emote is where the enchantment takes effect, energies penetrate into the ground and mingle with the barren soil, where the land itself changes into a richer soil with viable nutrients proceeds in a 4 meter/block radius around the stationary item. Once the energy is successfully drawn, the enchantment will require a recharge. In order to recharge this infusion, a Druid must proceed with the appropriate three (3) emote count recharge ritual (outside of combat). Activation Range: 4 meter/block radius Emote(s): (1) Summon the spell – spoken ‘Aspectist Prayer Phrase’ (2) Enchantment spreads (3) Enchantment takes effect Recharge Range: 1 meter/block radius Emote(s): (1) Druid connects with gifts and focuses (2) Manifest Druidic energies (3) Send energies toward object and recharge [Redlines] Fertilizing enchantments cannot revitalize totally dead land or mass pollution. Fertilizing enchantments cannot restore fertility to Druids, non-Druids, or animals. Fertilizing enchantments have no effects on undead, other dark creatures unless specified in Lore. Spoiler Requires Restoration to be taught Restoration [Active][Any material] Similar to a Fertilizing infused enchantment, a Restoration infused enchantment can affect any material used, and grants Druidic healing energies to expel from the item and toward the designated location. If a corrupted area already exists, this enchantment can drain in order to heal and restore the land or animal from blight. However, this infusion can be used as a preventative measure, staving off spreading blight or corruption. The downside to this, is that it will require a recharge much like other enchantments, therefore it may only be effective running its course of three (3) consistent emotes affecting a 4 meter/block radius around the object. A first emote requires an activation phrase in order to activate the enchantment. In the second emote, the imbuement starts to spread, energies ‘bleeding’ outward. A third emote describes how these energies penetrate into the target and mingle with the blighted land or animal. The blight or illness is purged from the target proceeds in a 4 meter/block radius around the stationary item. Once the energy is successfully drawn, the enchantment will require a recharge. In order to recharge this infusion, a Druid must proceed with the appropriate three (3) emote count recharge ritual (outside of combat). Activation Range: 4 meter/block radius Emote(s): (1) Summon the spell – spoken ‘Aspectist Prayer Phrase’ (2) Enchantment spreads (3) Enchantment takes effect Recharge Range: 1 meter/block radius Emote(s): (1) Druid connects with gifts and focuses (2) Manifest Druidic energies (3) Send energies toward object and recharge [Redlines] Restoration infusions cannot remove a source or entire area of blight, disease, etc. Restoration infusions cannot halt the spread of disease, blight etc. from a descendant. Restoration infusions cannot harm dark creatures, descendants, or Druids. An item with a Restoration enchantment that is blighted itself will be destroyed. Spoiler Requires Entling Creation to be taughtEntling Creation [Passive][Flora only] Through infusion of a floral shape a druid can form an eternal companion of sorts, like a tiny cousin of the mighty entlings. These entlings can be communicated with and directed like an entling would, able to perform minor tasks such as moving things, tending to plants, or other similar activities. All mobile components of the entling must be made of flora, though additional features such as cloths, kuila crystals, or bones can be added on as decoration. Otherwise, the actual infused creation itself is entirely made of any kind of floral material. These companions cannot sustain themselves forever, requiring 3 ooc hours to be spent within 5 meters of a druid per ooc week or else they will go dormant. [Redlines] The companion must have a base of flora, though immobile non-flora decorations or components are allowed. The entling can be repaired through druidic means, but it cannot be the basis for spells like growth or guidance. The companion cannot participate in combat, fleeing to safety should crp begin. The companion cannot be host to additional druidic enchantments, unlike other infusions. The companion cannot be larger than a single minecraft block. While the companion can be directed by druids, it cannot communicate information back to druids. The companion requires an ST signature. Spoiler [Redlines] All Druidic Infusions are Tier 5 due to their Tier 5 requirements to be infused. All Druidically Infused objects must adhere to the enchantment indicated across the Druidic abilities. Druids must be taught an ability in order to be able to Druidically Infuse it into an item. In order to combine infusions or create an infusion that does not exist, you must write and submit an MArt. Druids cannot place an enchantment on an item that is incompatible with the ability ie., a rock cannot possess Resurgence, a bone cannot gain sentience. Druids cannot place an enchantment on an item that will repel the enchantment ie., Thanhium, Null Arcana, Arcanium, etc. Should a Druid attempt to enchant an item like this, the item will reject the imbuement. Druids cannot enchant entire living or dead animals. They can, however, enchant a dead bone, antler, pelt, etc. Druids cannot Druidically Infuse other Druids, descendants, Dragonkin, Treelords, Soul Trees, Epiphytes, etc. Enchanted items should be as small as being able to carry and whisk it around. Trees can be Druidically Infused, however. Druidic Limbs can be infused. Druidic Infusions cannot be combined with Xannic Artificery, Blood Runes, Naztherak Boons or Banes, Voidal enchantments. Druidic Infusions can be combined with Bardmancy and Housemagery. Druids can enchant up to two Infusions on an item. Any additional enchantments require an MArt to be written and submitted. Druidically Infused items must adhere to the Story Team’s criteria for enchanted items. The mechanical item itself must detail their effects and the specific enchantment(s) applied to them. Any Druidic Infusion affecting fae creatures, the fae realm, or Mani requires an MArt to be written and submitted. Druids cannot summon the Aspects with any infusion. Druids cannot use the Aspects in any infusion. Druids must be taught Druidic Infusion by enchanting an object. Druidic Infusion creation cannot be used during a combat scenario. Druidic Infusion is only utility-based. The creation of a combative enchantment will be null. Enchantments are fuelled passively by a Druid's mana. Should a Druidic Infused object no longer be in the possession of a Druid (one IRL week), it will require a Druid to recharge it with their mana over the 3 emote range.. If an enchanted object requires an individual to activate it, a Druid will need to initiate the activation. Druidic Infusions function for the duration of their use before requiring them to be recharged. T5 Required to be taught T5 [Passive] Luonto [Non-Combat][Trivial] As a Druid enhances their connection and establishes their trust amongst nature, they are granted the ability to summon a corporeal, misty creature whose being is made of the excess, unusable Druidic energies that come from a Druid. This ethereal animal or insect will follow the Druid around similar to that of an animal companion. A Luonto is a piece of the Druid themselves, aiding in their focus to be able to use their gifts more accurately. These familiars may be drawn upon in stressful situations where there may be a lot of distractions or pressure upon the Druid. Mechanics [Summon Ritual] Once a Druid reaches Tier 5 in their practices and duties, the Aspects grant them the ability to unlock and unleash their Luonto. In order to summon their familiar for the first time, the Druid will perform three (3) emotes of conjuring their excess energies into a condensed area before them. Secondly, the Druid must manipulate and articulate these energies similar to how one would with Greensight, and lastly form the Druidic energies into a companion - an extension of their being. Upon summoning their familiar, the corporeal creature may take up a personality to whatever the Druid chooses. Druids may call for their Luonto in one (1) emote once they have already summoned and met them for the first time. This emote requires that the Druid describes the visual effects and how they are able to concentrate further with its presence. [Aesthetic] How a Luonto comes to be is largely up to the Druid calling for their existence. Familiars may look like any sort of animal, creature, insect, that is natural. They may don a misty, fur coat, or perhaps are visually made of spectral foliage. Perhaps a Luonto appears to be made of water, or on the other hand, fire. Should a Druid have a deep connection to the sky, their familiar could be made of a misty starry night. Tier 5 - Range: Within the vicinity of the Druid Emote(s): (1) Description of what the familiar appears as and their ability to aid in the Druid’s focus Spoiler [Redlines] Druids must be Tier 5 in order to summon their Luonto. Luontos possess no ability to fight, nor will they engage in a combative scenario. In a combat scenario, Luontos will become transparent or retreat into the Druid. Luontos retreating or going transparent in a combat scenario serves the Druid no benefits or advantages. Luontos are made of ethereal light and excess energies, therefore they cannot be felt by non-Druids or Druids. Luontos can only appear as natural or fae-like creatures. Luontos cannot appear as descendants, other Druids, etc. Luontos can be as large as a moose and as small as a beetle. Luontos can contain a flock or group for smaller creatures like squirrels, or insects. For smaller creatures, you cannot have more than five (5) present. For insects you cannot have more than ten (10) present. Luontos will not always appear as a Shapeshifter's form. Do not metagame this information. Luontos only change their form should there be a significant enough event for it to occur ie., traumas, period of growth. Luontos can only travel within the roleplay range of their respective Druid (Quiet, Roleplay, and Shout). Luontos do not possess the ability to deliver messages, feelings, thoughts, etc. Luontos cannot carry objects. Druids cannot Commune or Tune with Luontos. Animals do not react poorly to Luontos. They see them as any other ordinary creature. Luontos do not possess the ability to find danger, anything unnatural, etc. Luontos cannot alert or alarm any individuals that the Druid cannot see or hear for themselves. Luontos must be in range in order for casting concentration to be successful. If a Druid is unconscious and/or dead, the Luonto will retreat back to the Druid. Once a Luonto retreats to the Druid, it will restore its excess energies for future summoning. T5 Druidic Infusion required to be taught T5 [Active] Barkskin [Combat][Enchantment][Major] As a Druid grows more in tune with nature, their ability to utilize their natural surroundings becomes advantageous compared to their lower tiered Druid-kin. Druids face a variety of threats when performing their duties – sometimes unexpected attacks. Barkskin allows a Tier 5 Druid to meld and conjure bark from an infused tree onto their skin to act as natural armor. Mechanics [Creation Ritual] A ritual is performed as a means to teach and demonstrate how to create this infusion. Two Druids with the knowledge of this gift must aid the Druid who is learning in the process. While the two Druids lead the ritual, the learning Druid must use Invigoration to aid indirectly. The two leaders must lay bark from a tree across the Druid student's body. Over the course of five emotes, the two Druids are required to connect to their gifts. A second emote is needed to conjure their respective Druidic energies, a third for this manifestation of energies, the fourth having the two Druids guide their infusing energies into the bark, and a fifth of the bark itself melding into the flesh of the Druid. [Aesthetic] Upon donning the Barkskin armour, the appearance itself is aesthetically up to what the Druid would prefer. A Druid may create a bond with a northern birch tree, whose bark is white and marked with gray stripes. This smooth textured bark may grow along the skin of a Druid, with additional, decorative jade-hued lichen in various patches. The Barkskin cannot grow any sort of object-like protrusions, and must be largely flush to the body. Furthermore, an individual cannot grow their Barkskin armour into any sort of weaponry or things that may function as a weapon. [Functionality] Druids catch themselves in very precarious situations where it would be advantageous to have their steel set of armour. The Barkskin armour, while not steel or made of ferrous metals, is the same strength as that of an oak tree. This layer of bark-like texturing covers only the surface of an individual's skin. A Druid who attempts to wear armour over their Barkskin gear would find that the Barkskin would dissipate into mulch, rendering its additional effects obsolete. This armour ability allows an individual to move much the same as they would wearing normal, metal gear, though it weighs significantly less than that of ferrum. [Disadvantages] There are various means that the Barkskin gear can get destroyed or corrupted. Similarly to Druidic Limbs, Barkskin gear is affected by mundane weapons, fire, and any sort of voidal, necrotic, or dark magic blight. Bludgeoning - Three (3) emotes for a mundane weapon, consistently attacking the Druid’s Barkskin to render the area affected damaged. At first, the bark may splint, and chip into parts. Then, would the Barkskin crack at the point of impact, and lastly, cleave off of the form. On the other hand, for swords and adjacent weaponry, six (6) emotes are required for there to be a chance for the affected area to be deemed inoperable. Mundane & Magical Fire - Four (4) emotes of consistent, spreading fire that burns upon the Barkskin armour to make the entirety of the gear painfully destroyed. Voidal Flame and Azdrazi fire require three (3) emotes of consistently spread fire burning upon the Barkskin for it too, to be painfully destroyed. Blight - Three (3) emotes of consistent exposure to blight or taint for the Barkskin armour to begin rotting and become a source of blight itself. Only the ability Purging & Cleansing can zap the taint and save the Barkskin. Should an individual with blighted Barkskin shed it from their body, the bark itself would mulch and fall to the ground as a possible source to spread. [Reparations] After damage has been dealt to any area of the Barkskin, the armour cannot be regrown or repaired for the duration of that ongoing event. Additionally, should the entire set of Barkskin gear mulch off of the individual, they cannot resummon it again during the ongoing conflict. Once the conflict is deemed over, they may then re-summon or repair their Barkskin gear through the two-emote count conjuration. It takes two emotes for a Druid to manifest their Barkskin. A Druid must connect to their gifts and then concentrate on the conjuration of their Barkskin. Afterward, the Druid, and others around, would visibly see a bark-like texture spiraling and growing rapidly along the length of their skin until it fully encased. Ritual | Tier 5 Range: 1 block/radius of tree | 4 emotes Emote: (1) Connect, Concentrate and Focus (2) Manifest Druidic energies (3) Direct Druidic energies toward tree (4) Bark begins to grow across skin Conjuring | Tier 5 - Range: 2 emotes Emote: (1) Connect, Concentrate and Focus (2) Conjure bark to grow upon skin and bark encases exposed skin Spoiler [Redlines] Barkskin requires a Druid to be Tier 5. Barkskin is the same strength as that of an oak tree. This ability cannot be spread to other non-Druids or Druids. Likewise, Barkskin cannot be spread to animals, fae creatures, etc. Barkskin cannot be used on any places where there might be armour. Aesthetically, Barkskin appears as a layer of bark over one's skin. After damage is dealt to the armour, it cannot be regrown or repaired in that event. Cooldown is one (1) time use during an event. No resummoning of the armour after that is allowed. Armour cannot be worn on top of Barkskin. Barkskin cannot form objects or anything obscurely protruding from one's body. Barkskin cannot grow weapons, nor can they adhere weapons to their person. Barkskin must take the form of what it is covering. Epiphytes, Kharajir, and Hou-zi may utilize this ability. Treelords are prohibited from utilizing this ability. Barkskin can grow over Druidic Limbs. However, they cannot grow over Golemic limbs or Animii limbs. Barkskin can get blighted or diseased. Recovering Barkskin follows the proper mechanics outlined within the Lore. Barkskin can only be purged with Restoration by another Druid. An individual cannot use Restoration on themselves. Similar to Greensight, Barkskin only needs to be summoned once per encounter and may be worn through the duration of an event. Druids cannot Druidically Infuse enchantments onto the tree which they pull their Barkskin from. Druids cannot use special Lore approved trees to summon their Barkskin from. It must be mundane trees. T2 Growth & Ungrowth required to be taught | T5 Druidic Infusion required to be taught T5 [Active] Bloomblade [Combat][Enchantment][Major] Druids have the ability to establish a bond with a singular seed of their choosing, be it an acorn, sunflower seed, etc. This bond and infusion particularly develops into an enchantment which can summon a weapon made of wooden plant matter. This weapon has the ability, upon contact, to stun and capture the targeted body part with a combination of roots and vines. Mechanics [Creation Ritual] In order to obtain such a unique, Druidic weapon, an individual must choose a singular seed they will infuse. With this seed, the Druid must conjure a tactile part of Cernunnos through a ritual. The Druid will articulate which kind of mundane blade weapon, be it a sword, polearm or axe to form into their seed-weapon. A Druid is limited to creating one weapon type and can only do the creation ritual once. [Aesthetic] The seed will appear like any ordinary seed to an individual. However, once a Druid conjures their weapon into existence from the seed, it will sprout and aesthetically grow into something gnarled and rooted made of wood. Some Druids' weapons may have flares like twigs, spores or flowering colorful buds. [Summoning] For a Druid to use their weapon in combat, they must summon it in two (2) emotes, uninterrupted. The Druid must hold a connection to their specific seed on their person (ST signed item is required to be in the inventory) and focus on conjuring it. Lastly, the weapon stored within the seed will erupt into the hand of that Druid in the same form as that they initially created. If at any point of the combative event the Druid loses their connection they must start over. [Functionality] If the Druid is able to successfully conjure their weapon using Bloomblade, and are in reasonable range to their opponent, if a strike holds true, roots and vines will erupt from the weapon, entangling around the connected area. Upon reeling their weapon back to their person, the roots and vines become a separate entity, stunning the affected target. Should the roots hit an arm, it will bind said arm to the torso. On the other hand, if the Bloomblade connects with a leg, it will bind one leg to the other. The area wrapped in roots and vines suffers the inability to move, akin to a snake constricting their prey. [Disadvantages] Bludgeoning - The affected opponent can attempt to hack away at the roots with two (2) emotes. However, if the individual attacked finds difficulty relieving themselves of the roots in a span of four (4) emotes, surrounding Druids using the ability Guidance may manipulate the roots to further constrict, penetrate into skin and muscle and/or move along the length of the affected area. Ritual | Tier 5 Range: 1 block/radius of seed | 4 emotes Emote: (1) Connect, Concentrate and Focus (2) Manifest Druidic energies (3) Direct Druidic energies toward the seed (4) Seed is granted specific weapon-type and is conjured Conjuring | Tier 5 - Range: Within Lore reason of mundane weapon in description Emote(s): (1) Connect, concentrate and focus on conjuring weapon from seed (2) Seed sprouts into the hand of the Druid turning into the weapon Spoiler [Redlines] Druids can only bind their soul to one Bloomblade seed at a time, and thus only one weapon type. The weapon type and seed must remain consistent. Only the bound Druid can summon and use their respective Bloomblade. Should a non-Druid come into possession of the seed, they cannot summon the weapon. When the Bloomblade is not in the possession of a Druid, or if it falls out of their hand, it will revert back to its seed form in one (1) emote. The weapon must have an item representation within an individual's inventory. The specific weapon must be described in the item description. The specific weapon type should be stated here too. Bloomblades can affect non-Druids, Druids, and creatures unless Lore specifies otherwise. This is also up to Story Team discretion in an event scenario. If a new Bloomblade is made, the previous one will wilt away and prove inoperable. A Bloomblade item requires an ST signature and must be added to public MAs with the weapon type stated. Bloomblades cannot be stolen as they are bound to a Druid’s soul. Should a Druid drop or lose their Bloomblade, it will return back to their hand in two (2) emotes. Bloomblades' root and vine effects can be altered with the use of Guidance. Proper emotes must be done with the use of that specific ability. Bloomblades are limited to mundane weapons such as swords, axes, and polearms. Druids cannot create more complex weapons like bows, whips cross-bows. Druids can use Bloomblades in combat scenarios. Druids cannot stun-lock their opponents. The cooldown for root-burst hit is five (5) emotes before the Druid can use it again. Once the Bloomblade is summoned, it can be kept unsheathed for as long as the Druid is holding it. Should an opponent escape the roots or vines they are encased in, it will dissipate into mulch. Roots are an extension of the weapon itself, but are no longer physically connected once the weapon contacts an opponent. The roots become their own separate entity. Bloomblades can be destroyed by mundane means, within reason. Should the weapon be destroyed, the Druid may create a new one, but must notify ST so that they can update their MA and resign the new item. The ‘Seed’ item can be blighted should a Druid walk in a blighted area - thus destroying the item and requiring a new one to be created. For as long as since the first Druid made their strides, culture and traditions were established, all to maintain the righteous duties and gifts bestowed by the Aspects. And thus, to prepare an individual for what it means to be a Druid, elders become guides and take on students to walk the path as they would. This journey is known as a Dedicancy. The teacher and student bond is one filled with challenges, and bonds, comfort and mentorship. It is the responsibility of the guide to grant tasks and trials that are reflective and preparatory of the duties of a Druid. These tasks and trials may look different from teacher to teacher, and how students react and learn will equally be diverse. Each and every Dedicancy is unique to that individual. These tasks, trials, and lessons should be a means to help the dedicant grow both as a servant of the Aspects, and a person. A Grand Task is given toward the end of the Dedicancy, and should be indicative of all of which the student has learned. It is a freeform task, but one the teacher should use as a final test or challenge before attuning. Should the dedicant successfully complete their Grand Task, their guide may induce an Attunement vision. This vision has a series of tests for the mind, heart and soul, and thus the Aspects may or may not deem the dedicant worthy of the gifts. Dedicancies should contain as minimum, six (6) tasks, trials or lessons through the duration of one (1) IRL month. This process should not be rushed. Similar to that of their unique Totem, Druid’s also have unique casting ‘tells’ that can be indicative of their personality, behavior, or preferences. These tells are all visual aesthetics and will be different from Druid to Druid. The most common tells are the ethereal glowing light that can whisks around one's eyes, stem from hair, nails, hands, etc. This light can be a single color, or a blend of hues to make, for example, a fiery hearth of red, orange and yellow. Druids who may be heavily influenced by the ocean can have tells erupt in the form of blue water waves of light. Others may offer a stream of mist that is representative of a starry night, or perhaps a flowery laurel that sits just over their head in an ethereal glow. These light tells can take loose shapes. Individuals may notice that Tier 5 Druids may passively hold these tells in casual settings when they are not casting. Light aside, Druids may also hum, chant, sway, flicker ears or idly clench fingers as a means of displaying their tell. So long as a Druid portrays their tell in some aesthetic way that is visible, the details are largely up to the player. Tells cannot, however, change at random or at a whim. These aesthetic changes will only occur after a large, impactful event occurs, much like the Lore on Luontos. Upon Attunement, Druids gain and develop the eternal hum, a connection that binds themselves to the voices and songs of nature. Much like nature itself, Druids adapt and are continuously growing and changing whether they are aware of this or not. Therefore, Druids immediately bond and gifts have the opportunity to grow. A Druid who does not adapt and challenge their use of their gifts will find themselves stagnant and inert. It is difficult to establish that trust with surrounding nature and the songs if a Druid is not practicing and making themselves known. Like a sapling who requires nurturement, a Druid does as well with lessons on their gifts. This progression occurs over a period of time. No sapling in nature can grow instantaneously on its own. Druids are the same in which they too require time, effort, meditation, great practice and lessons. Development can happen over the course of four (4) IRL months. This development, however, must follow the stringent path and course of lessons, time requirements, and practice in order to progress. An individual must learn each ability within their Tier in order to progress to the next. Some abilities, following the magic Lore, must be learnt first in order to learn another. Tier 1 | Upon Attunement The Druid is Tier 1 upon their opening connection, their successful Attunement. From here on out, the Druid has been granted the eternal hum that is Communion. They are only able to perceive nature songs and ‘voices’ within a five (5) meter/block radius to where they stand. This initial connection is still weak, young, and requires the Druid to meditate to begin getting used to that new ‘sense’ they have within the back of their minds. Beyond the range of what Druids can perceive, is an indecipherable wall of noise. For a Druid to progress to Tier 2, they must have learned the ability Tuning. Spells: Communion, Tuning Tier 2 | 1 IRL Week Since Attunement After one (1) IRL week of understanding and practicing their foundational abilities of Communion and Tuning as a Tier 1 Druid, the Druid may progress to Tier 2. Here, the Druids connection to nature increases in strength, allowing for them to Tune into the melodies of nature and therefore, they can attempt to foster conversations with fauna, and encourage plants to grow and ungrow. Once the Druid has been given lessons on all Tier 2 abilities, they may progress onto Tier 3. Spells: Growth & Ungrowth, Beastspeak Tier 3 | 4 IRL Weeks Since Attunement Druids who have successfully learnt and been practicing their Tier 1 and Tier 2 abilities, reach a stage where their connection grows and strengthens. This happens after four (4) IRL weeks of practice. Here, the Druid must learn all T3 abilities in order to move on to the next tier. Nourishing flora, and bonds with animals becomes more efficient and they are able to manipulate their own Druidic natural energies for the first time. Spells: Guidance, Invigoration, Resurgence, Fertilizing Tier 4 | 12 IRL Weeks Since Attunement A more formal bond and trust begins to form at Tier 4, after twelve (12) IRL weeks have passed with consistent lessons and practice. The Druid is able to articulate things almost as well as their teacher-counterpart and elders. They can more easily request nature to move at their guidance with less resistance and more fluidity. The pulsing songs and voices are influenced faster than their previous tiered stages. Druids must learn all Tier 4 abilities during this time, bar Attunement and Unattunement, in order to progress to their final tier. Spells: Druidic Limbs, Restoration, Singing, Greensight, Attunement, Unattunement At T4, one is able to learn subtypes such as but not limited to Feat Transcendence, Feat Mani Summoning, Feat Singing Trees, Shapeshifting M.A, & Soul Tree C.A Tier 5 | 15 IRL Weeks Since Attunement At Tier 5, and after fifteen (15) IRL weeks of practice, meditation, and lessons, a Druid becomes fully attuned and nearly one with nature. They are able to refine their abilities to what is unique and convenient for them as it becomes more natural for the Druid to manipulate and utilize their gifts. Animals will almost always comply with Druids’ requests, and flora will happily trust and shift with the guidance of the Druids hand. Their openness to nature is reflected with their continuous practice. They are able to receive more intricate abilities from the Aspects that offer boons in their fights against foes of the balance, or aid in injuries with the touch of medicinal healing. In some cases, flocks of animals may trail after a Druid or grass with sway with each step they take. Spells: Druidic Infusion, Luonto, Barkskin, Bloomblade, Mending [General Redlines] Druids must maintain a connection with their gifts in order to successfully complete an action and/or ability. Connection and concentration can be easily broken with a punch or rock thrown at one's head. Communion cannot be broken as it is an innate part of the Druid post Attunement. Druids cannot cast two or more abilities at once. Druids cannot attack others while casting. They can, however, move at normal speed. Casting implements such as, but not limited to, staves and enchantments, can be used to influence casting. They must follow their respective Lore and Redlines. When casting, a Druid must visibly display a ‘tell’ to indicate their magic. Common tells are glowing eyes, foot-tapping, wiggling ears, humming, etc. Tell aesthetics can be found under the appropriate section. Druidic tells are not always indicative of their personality or behavior, and thus cannot be used to metagame information on the Druid. An attempt to utilize any Druidic ability to successfully RPly enter, climb, move into a wall or building must have PRO permission. Druids cannot learn Voidal Magic, Dark Magics with the exception of Blood Magic, or other Deific Magics with the exception of Seer & Malchediael's Templars, while attuned. They must be unattuned first should they desire these magics. Druidism occupies three magic slots. Individuals require an accepted and valid Druidism Magic Application in order to roleplay the magic. Individuals require an accepted and valid Druidism Teacher Application in order to teach the magic to another. Individuals may write and submit a Teacher Application after reaching Tier 4 in Druidism, and after having a total of eight (8) abilities learned in roleplay by another TA holder. Druid must have Attunement marked on their MA once the ability is learned through roleplay PURPOSE Spoiler OOC Purpose: Druidism is a nature-based magic that grants the user an array of abilities tied to their soul-bound duty to serve the Aspects. A character has the opportunity to partake in narratives where they must maintain the balance of the natural world, while experiencing the beautiful cacophony of melodies basic communion brings. Communion & Control, Blight Healing, and especially Herblore, were three magics that desperately needed consolidation, clarification, and updates with the more modern way magics are implemented, and utilized on the server. Therefore, the three were all combined, both respectively, and into one magic where Druids can now learn and apply the magic in a more timely fashion; compared to the previous 1 IRL+ year learning curve the time restrictions had. Time aside, our hopes are that this widely spread magic can be more user friendly, and addresses many of the previous issues regarding mechanics. Spoiler RP Purpose: Nature’s wrath is not to be tampered with, however, the realm and specifically its’ natural surroundings experience a wide variety of threats. These threats continue to challenge the Aspects' creations and the natural cycle. Individuals dedicated to see change and make sacrifices to protect and preserve nature may undergo dedicancies, where they are tasked, trialed and brought through a series of lessons under a Druidic guide. These guides aim to prepare their acolytes for all that is expected of an attuned Druid. Druids have an oathed responsibility and active duty to walk the path as servants to these Wild Gods by maintaining nature and the balance. Many see the work of a Druid to be advantageous with the use of their gifts, yet those who are tethered to these Aenguls make great sacrifices and carry heavy burdens to ensure their life-long missions are complete. CITATIONS Original Communion & Control Magic https://www.lordofthecraft.net/forums/topic/186715-✓-magic-lore-druidic-communion/ Original Blight Healing Magic https://www.lordofthecraft.net/forums/topic/186716-✓-magic-lore-druidic-blight-healing/ Original ‘Leaf-Mending’ Ability https://www.lordofthecraft.net/forums/topic/203118-✗-darasvira-disciples-of-the-aspects-hand/ Reference to Origins of Druidism https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/ CREDITS [Original Lore] @Delmodan @Kalehart (Leaf Mending Ability) @Luciloo [Author] WestCarolina [Co-Authors] @de_no (Mending) @Mewliet (Magic Explanation) @classybells (Entling Summoning Enchantment) [Editors / Revisors] @Hyperdron @pixelatedvolume [Consultation] @Winterblessing @ClassyBells @de_no @Your Favorite Impure @ThumperJack @frankdh @mewliet @Royal Peasant @SoulReapingWolf @delmodan @TwilightWolf @Drusus @kalehart @AndrewTech @DragonofTaters Spoiler [Moral Support & Input] Nevaehlen & Father Circle Community Truly, thank you to everyone who had helped out on this project, and thank you to the original lore writers @Luciloo& @Delmodan. This was my first time writing a mechanical lore piece on the server after ~8 years of being a part of LotC. I have learned a lot from this experience, and wish to grow and learn more as we go. Enjoy! Change Log from Original Lore Spoiler Disclaimer: I may have missed various points here and there, but I tried to make note of the major changes that were done within this rewrite. [] Communion Ability is now innate upon attunement — no need to connect to commune [] Growth and Ungrowth are combined into one ability [] Growth and Ungrowth are now T2, instead of T3 [] Growth and Ungrowth emote count reduced [] Beastspeak is now T2, instead of T3 [] Beastspeak emote count reduced [] Surge and Gleaning are combined into one ability [] Surge and Gleaning combined are T2 instead of T3 [] Surge and Gleaning are renamed to Guidance [] Guidance emote count reduced [] Blight Healing abilities added to Communion/Control Magic [] Powersharing is renamed to Invigoration [] Invigoration emote count now varies by Tier rather than uniform 3 emotes [] Invigoration must be taught before Druidic healing can be learned [] Blooming and Awakening are combined into one ability [] Blooming and Awakening are T3 instead of T1 [] Blooming and Awakening are renamed to Resurgence [] Clarifications on Epiphyte healing added [] Resurgence emote count reduced [] Fertilizing is now T3 instead of T2 [] Druidic Limbs has more details [] Purging, Cleansing, Beastpurging are combined into one ability, renamed Restoration [] Heith-hedrans can be closed with Restoration [] Attunement clearly defined [] Attunement learning process defined [] Unattunement requires radius and physical contact added [] How to learn Unattunement added [] In Unattunement, re-Attunement is now defined [] Druidic Infusion added ritual creation [] Druidic Infusion added clarity to process [] Druidic Infusion removed 3 day cooldown in exchange for ritual creation [] Druidic Infusion added method for recharging [] Druidic Infusion removed the need for Druid to recharge if on their person — (2 day cooldown) [] Druidic Infusions mechanically restructured [] Entling Creation guidelines added [] Entling Creation lifting weight added [] Removed Grasping as an ability [] Restoration cooldown from 3 irl days to 24 hours [] Removed ‘Mani Summoning’ as a Druidic Infusion enchantment [] Added Epiphyte healing details for Resurgence [] Added Epiphyte healing details for Restoration [] Added Soul Tree healing details for Restoration [] Independent Druidic Infusions revamped [] Druidic Infusion emote count reduced [] Added clarity on functionality of Luonto [] Added summoning of Luonto [] Added aesthetics of Luonto [] Added non-combat of Luonto [] Added Barkskin as an ability [] Added Bloomblade as an ability [] Added Mending as an ability [] Izkuthii removed from Communion Redlines [] All Redlines updated - consolidated, removed, and/or additions [] Clarification on Casting Aesthetics [] Classification of Tier Progression updated [] Added Exhaustion Limitations [] Added Magic Explanation [] Consolidation of Communion/Control, Blight Healing and Herblore into one MA Change Log: 4/14/23 - Added Entling Summoning Infusion information (didn't make the copy-paste) - Removed Redline of three enchantments per combat as it was removed from original lore in recent amendments - Relocated Magic App # redlines under Magic Explanation from General Redlines - Clarified that Shapeshifting, Transcendence, Singing Trees, Soul Trees and other Druidic Feats are still able to be learnt in Tier Progression - Included Spells to be learnt under Tier Progression - Clarifications to Guidance clause on additional block movement made in Redlines as well as number of combative strikes specified per emote round - Clarification of Deific & Dark Magic compatibility in General Redlines - Clarification of Voidal Magic effect in Communion - Line of Sight clause added to Growth & Ungrowth, and Guidance abilities. 6/25/23 - Reformatted, removed spoilers - Heavily consolidated/removed 'fluff' and examples to be added later in future guide for abilities: Growth/Ungrowth, Beastspeak, Guidance, Invigoration, Druidic Limb, Restoration, Greensight, Attunement, Unattunement, Entling Creation, Luonto, Barkskin - Removed T5 ability 'Mending' given recent Herblore Magic has passed and a similar spell was added in that piece 44 Link to post Share on other sites More sharing options...
Mewliet 451 Share Posted April 14, 2023 Pretty epic B) 8 Link to post Share on other sites More sharing options...
ThumperJack 923 Share Posted April 14, 2023 Kinda cool, kinda epic ngl 7 Link to post Share on other sites More sharing options...
Badgermordakin 594 Share Posted April 14, 2023 Wowzer veri epic 6 Link to post Share on other sites More sharing options...
Mady 3066 Share Posted April 14, 2023 I really love this :) 6 Link to post Share on other sites More sharing options...
AmericanSniper52 225 Share Posted April 14, 2023 I beg, ST, PLEASE APPROVE 7 Link to post Share on other sites More sharing options...
Rayalia 285 Share Posted April 14, 2023 If ST deny this, I'm rioting. Long awaited post, superb job to everyone who worked on this much needed update to the lore!! 9 Link to post Share on other sites More sharing options...
Pengin 198 Share Posted April 14, 2023 How I love grass-licking. 6 Link to post Share on other sites More sharing options...
Unwillingly 11177 Share Posted April 14, 2023 Something that's always been a point of contention for me and druidism is dedicancy. It's always felt like culture that's just validated through lore, because to my knowledge the majority of other magics on the server don't contain this rigid of a schedule. "You need to do x amount of tasks over x amount of weeks in order to even be CONSIDERED for druidism oh and also you need to do this GRAND task that literally every other druid teacher has to do too" It feels very restricting of freeform RP and how people perceive not only learning magic, but teaching it. Genuine question, what's the necessity behind dedicancy being lore-enforced instead of just a cultural aspect, and just letting people teach students at their own pace and style like other magics do? 21 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted April 14, 2023 The druidism rewrite! The druidism rewrite is real! 7 Link to post Share on other sites More sharing options...
DistantCryprid 265 Share Posted April 14, 2023 Squealing rn, wonderful post!!! 5 Link to post Share on other sites More sharing options...
ItsMyWorld66 164 Share Posted April 14, 2023 1 hour ago, Unwillingly said: Something that's always been a point of contention for me and druidism is dedicancy. It's always felt like culture that's just validated through lore, because to my knowledge the majority of other magics on the server don't contain this rigid of a schedule. "You need to do x amount of tasks over x amount of weeks in order to even be CONSIDERED for druidism oh and also you need to do this GRAND task that literally every other druid teacher has to do too" It feels very restricting of freeform RP and how people perceive not only learning magic, but teaching it. Genuine question, what's the necessity behind dedicancy being lore-enforced instead of just a cultural aspect, and just letting people teach students at their own pace and style like other magics do? A lot of people dont realize but Druidism actually originally started out as a Religion/Culture and was later introduced as a magic Druidism has always heavily been tied to this culture as a result and has evolved in various ways over the course of time There's no reason to change it as the path in Druidism allows you to form bonds and friendships with not only your mentor but also your fellows that you will work alongside, unlike many other Magics that just supports 1x1 interaction. RP wise you also have to remember the Druidism is also a way of life. It alters not only the soul but also a mental bond with Nature, and that's a heavy burden. Being able to steadily come to that sort of terms and headspace will take time, otherwise those attuned would probably go insane in the real world. TLDR: Why change something that isn't broken? It's been working since the dawn of Druidism and kept to it's roots, so what is the issue with it? It also helps limit the number of Druids out there, by limiting the people who would just pick up and throw away this magic willy nilly. Less people also means less likely someone's going to screw up and make the ST and Lore team look at us sideways. XD 16 Link to post Share on other sites More sharing options...
Lirinya 2660 Share Posted April 14, 2023 yum druids 5 Link to post Share on other sites More sharing options...
Terry 1859 Share Posted April 14, 2023 Very well written! Good work to everyone who contributed! 6 Link to post Share on other sites More sharing options...
Your Favorite Impure 734 Share Posted April 14, 2023 D r u i d s baybeeee 5 Link to post Share on other sites More sharing options...
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