NightcastorKitty 1210 Popular Post Share Posted May 1, 2023 [Druidism][Feat] Druidic Transcendence “There is a Realm of Pure Tranquility. You need only to look past what you see as real.” ~Arinislia, The Owl Druid Origins Stories held within the old tomes of Druidic lore tell of the legends and myths that hold the vast secrets of nature and the realm of the Aspects. Visions caught in the dreams of the Elders speak of the brilliant majesty that is the realm parallel to our own yet entirely different in its own right. It is through these Visions that the Aspects speak towards their servants to give warnings of impending harm towards nature upon the mortal and fae realms. Yet another tether is also felt throughout all of nature. One that is bound eternally from the moment Druids are attuned and echoes across the realm in deep despair should it be permanently severed. It is this feeling within a druid’s connection that should a brother or sister perish from this world, an indescribable loss strikes the very soul of all of nature’s living servants. Yet also held deep within such loss, there is a certain peace and unspoken truth where the now departed brethren rest within the Eternal Forest. The Demi-Aspects of old carved in stone and displayed in various shrines of druid groves gives a hint to this very thing that perhaps those druids that have departed may eternally wander there. It is through these myths and legends that the Owl Druid began studying such mysteries. The Fae Rings, Fae, Soul Trees, Blight Healing, and even the pure connection itself that is blessed by the Aspects led the Druidess to discover a feat unheard of before. Communion being more than just speaking to flora and fauna. It is a step above that which the eye merely sees and opens up to many possibilities. As such, the Druidess had attempted to study and find a means acceptable in the deities’ eyes to transverse and commune with those departed. Without the approval of such, one could never truly transverse such a realm without feeling the absolute wrath of such Divines. Thus an acceptance was sought and found through the hints and studies she had obtained throughout the centuries of her mortal coil. Yet with great discovery comes great sacrifice. The Owl Druid held deep respect for the Eternal Forest yet could not ignore its call, eventually leading to her eternal rest within the Realm of the Wilds. Though with the new generation passing on the gift she left the world, more has now been discovered that has blossomed this further into blurring the lines between the Mortal and Fae Realms. Magic Explanation Druidic Transcendence is a feat that delves into the furthest reaches a Druid can take regarding their blessing. The Realm of the Fae being a mysterious and whimsical place that holds the Aspects greatest gifts and also guardians that protect their domains. This feat allows the Druid to tap into their Communion and create fae like wonders, way portals that form a bridge between the mortal and fae divide, speak to those departed, and even venture with their spirit to the Aspect’s Realm. This however comes at a cost and many dangers lie in wait for those that wish to delve into the pure and unbridled blessing they hold upon their soul. Ritual of Transcendence "You must be at peace in order to walk amongst the Sacred Forest. Even if your soul is in turmoil, find that serenity within yourself, and allow everything else to fade away.." ~Sonna, The Fox Druid Ritual of Transcendence[N/C] A beginning to a journey that delves deep into the very heart of the Druid’s blessing, this ritual is just the start of strengthening the bond of the servant and Fae that invokes blessings to spread upon the mortal realm. The connection made uses the existing tether between the Eternal Forest and the Mortal Plane that is empowered by a full Moon. Similar to a shaman's spirit walking, so will the druid's soul exit their body and leave an anchor behind. Their body is left in a state of meditation and connection whilst their soul enters the Fae Realm for a brief moment. This empowers their spirit with the direct energies of the Eternal Forest that then begins a change upon mind, body, and soul once it returns back to the Fae Ring. Mechanics: Spoiler First Lesson: The first lesson begins with knowledge. The teacher must take the student and venture towards a high up location where they have a clear view of the night sky. With this, the teacher instructs the student on the Moon and its phases, explaining how it affects the natural world and more importantly the Fae Ring waypoints. After this is done, the next step of the lesson is to take the student to a Fae Ring and let them experience what is felt within. The student is to then practice meditating within the Fae Ring with their eyes closed. This in turn, allows for the student to see the natural world beyond mere sight. The ebb and flow of life is seen within the mind’s eye as glowing green particles outlining the shapes of all flora within the area. Animals are far harder to see if moving, only able to get faint outlines. Druids, depending on their Tier, are able to be seen as well within the immediate area given the pure natural energies that are held within them. All things not of Aspects’ creation or origin are unable to be seen. When the student opens their eyes and ceases the ability, the images fade. Second Lesson: The second lesson involves taking a step further from the first lesson within the Fae Ring. With the student now able to see the natural energies of the natural world around them, the teacher is able to guide them for the next step. The teacher directs the student to fall into the meditative state of the first lesson. Once within the trance, the student is then able to focus all the druidic energies within their own body to project their own spirit in front of them. This projection is still connected to them and only shows an image rather than the actual spirit of the druid out of their body. This image can only be maintained for a short duration(three emotes) before it disperses and the student is left exhausted. Others looking at the student can see the spiritual image as glowing green particles outlined in a silhouette. Any attempt to transcend the Fae Realm within this step is not possible as the student hasn’t learned how to find the bridge. Third Lesson: The final lesson is connecting to the waypoint itself. This involves visiting the Fae Realm for the first time by simply learning how to connect to the waypoint and cross over to complete the training. With the second lesson mastered, the teacher sits within the Fae Ring along with the student. The radiance of the moon combined with the energies of the Fae Ring are emoted as commencing the aesthetic effects. It is then that the Teacher directs the student to cast the ability and display a spiritual image of their form. The teacher in turn does the same and together, the student is guided to a spiritual bridge that now starts to appear. This being the wayportal from the Fae Ring to that of the Fae Realm. It is then that the teacher and student both step on the bridge and their spiritual forms disappear from sight. The Physical bodies remain in a meditative position during this time. The lesson ends at the glimpse of the Eternal Forest and feeling their spirit in their true natural form. Once done, both spirits return to their respective bodies as the blessing upon the soul of the druid has strengthened and formed a more direct link to the Eternal Forest where additional abilities and side effects are now unlocked. Redlines Spoiler -Must be T5 in Communion and have learned the abilities Tuning, Powersharing, Greensight, Druidic Infusion, Luonto, and Attunement. -Soul Trees, Epiphytes Druids are able to learn this Feat. All the PK Clauses still apply to them. -Must have completed the Ritual of Transcendence and have an Accepted FA to begin learning the abilities and obtaining the aesthetic features. -A Druid with any form of Blood Magic is unable to use the Feat “Transcendence” given the chaotic mindset and effects Blood Magic has on the user. -Should a Transcendence Druid learn Blood Magic, their stronger connection to the Fae Realm starts to wane over the course of two weeks of the blood magic app. accepted. Aesthetic changes are reverted back. However, the mental effects not only remain, but are combined with the Blood Magic’s mental effects. Unable to use the abilities or Teach it to another after two weeks wherein the Feat can be dropped. -Can only drop Transcendence Feat twice. Upon the second time dropped, the Druid’s Soul is too strained to obtain the Feat again. Mental and Physical Changes “I’ve delved and returned from within the furthest reaches of the Enchanted Forest, and yet I feel as if it has never left my soul." ~Damien, The Coral Druid Tier 1 With the beginning ritual complete and the connection between the Druid and the Fae Realm strengthened, the body and mind of the individual starts to change into certain perspectives regarding the natural world. Here at the starting stage, the Druid’s mind begins to shift as the melodies of the Eternal Forest hum constantly within their mind. Mood swings and certain habits can develop, including, but not limited too: Spoiler Mental Effects -Territorial Aggression -Paranoia -Intense Daydreaming -Memory loss -Insomnia -Obsession -Mood Swings -Confused Thinking -Unable to fully Concentrate -Restless Sleep -Unwakeable Sleep Tier 2 As time goes on with the now strengthened bond from the Fae Realm, the Druid starts to take on slight aesthetic changes while the mind delves further into a primal state of being. It is here that the Druid struggles with their own humanity, having the lines blur for mortal and natural realms that play upon the individual’s mind while trying to adjust to their spirit’s awakening. This includes, but not limited too: Spoiler Mental Effects -Random Hostile Aggression -Extreme Obsession with Druidic Duties -Chronic Insomnia -Severe Dizziness -Disdain towards man-made structures/cities -Headaches/Migraines -Desire to eat fresh, raw meat more. -Loss of Reality -Severe Anxiety -Hypomania -ADHD -Random Hostility -Excessive sleep followed by burst of excessive energy -Hoarding of natural things in home/spaces -Repetition of tasks such as counting, sorting, reorganization Physical Effects -Eyes shifting to more Fae/Animalistic Features randomly -Sharp Fae/Flora/Animalistic Teeth growing randomly -Joint Soreness/Stiffness in Specific Areas such as Lower Back, Feet, Hands, Shoulder Blades, etc -Random Hair Growth -Random Nail Growth -Small Patches of Scales, Feathers, Fur, Thick Hide on the Skin Tier 3 With the bond of the Druid’s soul fully attuned to that of the Fae Realm, their body and mind now have completed its transformation to reflect that of their spirit’s true nature. Physical alterations now begin to be fully seen, ranging from skin, eye, and hair changing by colors, appearances, and developing Fae/Flora/Animal like qualities. The mind of the Druid is now fully in tune with the Fae and Mortal Realm as they become one entity of the Wilds. This includes, but not limited too: Spoiler Mental Effects -Instinctive Traits of the Fae/Flora/Animal(s) Chosen -Affected more severely by Discourse/Disruption in the Songs of Nature such as destructive areas like Voidal Tears, Hollows, Necrotic Taint, and so on -Difficulty holding conversations and constantly shifting focus towards anything natural or shift in nature. -Acting on Impulse -Split Personalities -Detached from Humanity and Descendant relationships. -Time perceived differently. As in, hours, even days, pass by without realizing. -Intense emotions -Devoid of emotions -Concept of reality constantly shifting between Fae and Mortal Realms. -Schizophrenia -Bi Polar -Severe Hallucinations -Extreme violence against perceived nature disruptions -Kleptomania -Random bouts of psychosis Physical Effects - Fae/Animalistic/Flora like Horns, Kulia Crystals, Claws, Hooves, Fangs, Vines, Bark, etc -Different Colors of Skin -Scales, Fur, Feathers, Flora like Skin, etc -Starlight, Bioluminescence, Sunlight Rays etc for hair, eyes, skin and so on. -Aesthetic Features of Harpies, Satyr, Unicorns, Imps, Sprites, etc Redlines Spoiler -Must have at least two mental and physical effects by the time the Druid is Tier 3. (one each must be from the Tier 3 section) -Treelords, Soul Trees, Epiphytes, and Epiphyte plants must obtain two mental/physical effects that they don’t already have by the time they are Tier 3. -Soul Trees and Epiphyte Plants as well can take on additional aesthetic traits that reflect the Druid’s soul. Example, a treelord’s husk that takes on more aquatic traits could have the bark of the soul tree have the appearance of shimmering scales. -Shifters may use the aesthetic effects on their animal forms. -Cannot metagame one is a shifter because they choose their aesthetic human form to have their shifting animal’s specific qualities. (Aka, if one is a fox shifter. You can’t assume they are shifter because they have fox ears and a tail in human form) -Cannot Metagame one is a shifter in animal form just because they have unique aesthetics considering the vast amount of aesthetic differences Fae creatures can have. (Example would be a shifter having a horse animal form taking on aesthetic features of a kelpie. It doesn’t mean suddenly people know its a shifter) -Cannot completely become an animal, a specific fae, and/or plant creature. Must be humanoid in some form and it's only for aesthetic appearances. -Cannot fully mimic other CA creatures and their abilities. Examples include Azdrazi, Frost Witches, Treelords, Epiphytes, etc -Everything obtained physically is only used aesthetically with no combat advantage whatsoever. Cannot use wings to fly, Poisons in fangs, Webbed feet to swim faster, Beaks to crush fingers, Claws to rip and tear, etc etc. -When entering combat, the aesthetics of Transcendance takes on a transparent appearance that shimmers the aura color of the Druid, making any attacks against it phase through it's sections. Yet in the same vein, these sections can never be used to attack, defend, counter, or parry. Making them purely a noncombat aesthetic. Once combat ends, the aesthetics return to their prior look. Examples are extensions such as extra limbs, tails, claws, teeth, so and so forth. Changes to skin doesn't make you suddenly phase, it will still be as durable as regular flesh despite what it is. -Cannot have elemental traits unless it's specifically mimicking a lore approved Fae/natural creature that has such. -Don’t use the mental/physical effects to break ToS server rules. Abilities “Bewitched are druids who wander those enchanted boughs, the sleepsong of the fae with them ever more… Do you hear the distant chimes? They are here, llir.” - Aerendyl, The Timberwolf Druid Chimes of the Wildspirit[NC][Infusion] The Legend of the Wildspirit Chimes has been passed down for generations. Commonly used as a task to give a dedicant to learn about killing small animals and using every part to create something new, this shows the student that nothing is wasted and everything has a purpose in life and death. Yet the story behind these mysterious objects began when the dedicants would hang it above their doors. The wind strangely never causes it to stir yet as night would begin to fall and all seems silent, the chorus of the bones colliding against each other can be heard. Shadows soon follow right behind as small creatures seem to dart away and out of sight. Spoiler Mechanics: Designed to keep mischievous Fae from causing trouble, this item is created by the bones, hides, and various parts of a small animal. The Druid then steps into a fae ring under the light of the moon and begins to chant. The natural energies then erupt from the Druid’s connection to infuse into the object held, calling forth the lesser soul of the animal that was killed to be blessed within it. If hung up in a location like a tree, entryway, above a bed, etc; It will deter any fae creature in a 5 block radius from getting near. The spirit of the animal warding it away with its chime songs, signaling that a fae was around. Redlines: - A sign needs to be placed where it’s hung saying the effects and radius in block. -Must have a MC representation. -The Wildspirit chimes must be able to dangle and create its song. -Will prevent all Fae creatures from stepping into the 5 block radius of where it's placed. -Epiphyte Druids can resist this effect and even craft it though with some reluctance. -Sycophants will become very irritated, fearful, and annoyed before getting louder and shouting inside the Host’s mind should they step in the radius. -Knocking it down with a ranged weapon, rock, long stick, etc etc is enough to break the effect. -This object requires 3 strikes with a weapon to break it completely and release the animal spirit’s soul. -Magical flames such as Azdrazi Flames and Voidal fire take 2 emotes to destroy. Mundane fire is 3 emotes. -Thanium weaponry causes the animal spirit to immediately leave the chimes after 1 hit. Must re-infuse in order to bring the animal spirit back. -Once destroyed, it cannot be mended, regrown, awakened, or anything of the sort. Another animal spirit must be summoned to make a new item. -Cannot carry this around and ward off Fae. It must be stationary and hung in a location for at least 3 OOC hours before the effects begin. If knocked down, it must wait 2 OOC hours again before it takes effect. -Cannot work through walls, barriers, windows, etc. Nothing can be blocking it or the animal spirit's presence will not be felt. -Cannot stack effects with multiple chimes or overlap. -Should a Fae attempt to step into the 5 block radius, the chimes will ring. Fairy Fire [NC/C][ Infusion] It was said that Taynei’hiylu’s emerald flames were the first glimpse of blight healing upon the land. Yet even before the Nature Dragaar drew her first breath, the Fae of the Nightfall Domain lite braziers and torches with enchanted fire that illuminated the paths within the deep forest where they resided. It was through these enchanted pyres that the Fae would draw forth prey with its mesmerizing glow to then get lost in the many maze-like pathways of their Domain to then get picked off one at a time. Spoiler Mechanics: Using a combination of Kulia Dust, the Fae Ring, and Moonlight, the Druid invokes their natural energies within the circle of mushrooms to infuse the dust with a shimmering appearance. Should it be lit on fire, the flames would emit a similar coloration to the Kulia Crystal that was used for its creation yet no heat would be felt. Instead, it illuminates, depending on size, up to a five or ten block radius around itself in a soft, eerie glow. Should one look upon it for more than two emotes, the person would start to feel drawn towards the location of the Fairy Fire and begin to wander off from there in a confused, trance-like state. Should another Fairy Fire be within sight from the first, the person would continue following it like a trail for 3 emotes before snapping out of its effect. 5 Block Radius: Bowls, Torches, Lanterns, etc of similar size. 10 Block Radius: Pyres , Braziers, Fire Pits, etc of similar size. Redlines -Must roll out of 20 and get 5 or higher to resist the effects. -For Non-combat, one must stare directly at the flames for two solid emotes before the alluring effects begin, causing the person to then roll for resisting the effect. For Combat, one must stare directly at the flames for 3 solid emotes straight (breaking away eye contact at any point restarts it) before the alluring effects begin, causing the roll to resist the effect. -Can break the confusion effect by another shaking the person, causing pain, bonk to the head, etc. -The effect can last longer if the player OOC consents to it. -The person under the effects ignores all commands or shouts. They are completely entranced by the fire and left in a wandering state of confusion and disoriented shock and must be physically grabbed or struck with something to break the effect before the 3 emotes are up. -Follows Balance Default rules of movement per emote. -The fires create no heat nor can it burn anyone. -Takes 3 emotes of continuous extinguishing the flames to put out by mundane means. Voidal Water Evo and Frost Witch Magic takes 2 emotes. Thanium/Thanic Steel Weaponry, Null Arcana, and Auric Oil takes 1 emote. -If fully extinguished, the Druid must do the process again. -The enchanted dust needs to have a MC representation and player signed. If placed in something, an MC sign must state what it is. -Transcendent Druids, Fae Creatures, Sightless Characters/Creatures, and Treelords are not affected by Fairy Fire effects. -After being under the effects of Fairy Fire, the person cannot be drawn towards it again for 3 OOC hours. -Should the Fairy Fire be used to draw someone near a cliff or pit to fall in, a roll out of 20 is done. If 5 or higher, it's a success to have survival instincts kick in and snap out of it before falling in. If failed, well enjoy the trip. Ritual of the Fae Ring[NC] As the realms of mortal and fae continue to blur, new waypoints appear while others vanish from sight. With the shifting of the original Grove ever upon the Mortal Realm, the knowledge of Fae Ring creation was found once more to create new rings of mushrooms to expand the blur lines further upon the current plane. While this creation has been discovered, natural occurring Fae Rings can still be found hidden amongst the most balanced places of the world. Spoiler Mechanics: After finding a natural location untouched by descendant kind or tainted dark, Three Druids with one having the knowledge of Transcendence begin to carve druidic runes into the ground to form of a circle while the other two Druids then pour druidic energies directly into dirt to saturate it. Now along with the power of the moonlight, The Transcendence Druid infuses their own energies into the ground to begin illuminating the runes. The process takes a continuous six to eight emotes of channeling. During this time, aesthetic effects begin to happen around the trio, ranging from, but not limited to, the voices of nature rising to a deafening tone, flora frantically shifting about wildly, fauna and fae drawing towards the burst of druidic energies, etc etc. Around the finishing emote, mushrooms will then appear before a burst of moonlight erupts from the center in a brilliant display then slowly fades away, signaling the waypoint had been created. The aesthetic appearance of the Fae Ring will match the Domain it is connected to. A more vibrant, lively green would be of the Dayward Domain. Bits of decay, more fungus, quiet songs of nature, and/or predators stalking about signals the Twilight Domain. Eerie glowing flora, small natural energy orbs floating about, fairy fire seen randomly about tells of the Nightfall Domain. Redlines: -All created Fae Rings must be ST signed. -Created Fae Rings require 5 continuous emotes of Magical Fire, Azdrazi Flames, Frost Witch Magic, and/or Voidal Fire to completely destroy. Thanium/Thanic Steel, Null Arcana, and Auric Oil take 3 emotes to completely destroy. -Passive magical area effects that change and/or warp the land cannot completely destroy a Fae Ring. It will instead be dormant and unusable until it returns to its natural state. This excludes Voidal Tears, Hollows, anything that will completely have the area devoid of life. -Stepping on the mushrooms will not destroy the Fae Ring. It will take 2 OOC hours for the mushrooms to grow back. During that time, the area will be quieter and solemn. Non-druids will not be affected by stepping on the mushrooms at all. Druids, Fauna, Flora, and Fae will hear a sharp scream within 2 blocks of the one destroyed then the quieter effects soon afterwards. -All the mushrooms must be stepped on to create a quieter effect. -During the 2 OOC hour CD, the waypoint is not usable for any abilities except for basic communion of hearing the songs. -A Transcendence Druid can regrow the enchanted mushrooms to lower the CD timer. -Follows the effects of Fae Ring Lore and what happens when destroyed. -The different Domains are aesthetic appearances. Though traveling to the Fae Realm, the Druids will begin their journey in that specific Domain. -Fae Rings do not have to be specifically attached to a Domain. General ones not specified will take the Druids to a random one. -Cannot be created in pathways, entrances, and/or common places where people walk. The area must be in a balanced, natural state. -Cannot be within 30 blocks of a Voidal Tear or Hollow. Should a Tear be created after a Fae Ring is already placed, it cannot be used to metagame the Tear nearby unless it's out in the open and seen. The voices of the Fae Ring will then react as if something unnatural is around. (In short, no ground tracking Tears) -Created Fae Rings can break the 1 per region rule should there be another Fae Ring in said region. However, it must be at least 50 blocks apart from one another. Max of 2 is allowed per region. -Don’t do stuff in Fae Rings that breaks ToS rules. Father’s Warden[NC/C] As Druids of Transcendence delve into the majesty of the Eternal Realm of the Fae, those that inhabit the Domains begin to take notice. The Druid’s actions and respect towards such beings are met in equal turn and at times, even will bind with the Druid’s spirit and follow them back to the mortal realm. As trusted companions, these Fae Creatures will give loyalty to the one that proves such yet if the Druid breaks their oath, unfortunate events are sure to follow. Spoiler Mechanics: Upon attracting the attention of a fae, a druid may bind the fae to their soul and summon it into the mortal world by making an effigy of wood, bone, or some other natural material in the shape of the creature they wish to summon. They must etch an oath into the effigy, swearing they will do something in relation to that animal's species. This could be not harming animals of the same mundane species, keeping part of said species visible on them at all times, or adapting habits or preferences of said species such as never hunting during the day. The chosen animal may be of any natural creature that can exist, though its capabilities and size will conform to one of several archetypes, bearing the natural durability, abilities, and offensive capabilities of that archetype. The archetypes are as follows: Wolf (5’2’’ from nose to start of tail) Leopard (5’4’’ from nose to end of tail) Boa Constrictor (7’0’’ from end to end) Golden Eagle (6’0’’ wingspan) Crocodile (5’6’’ from end to end) Lemon Shark (6’0’’ from end to end) Coconut Crab (3’3’’ across) Spider Monkey (2’0’’ from head to start of tail) For instance, a bear might have the size and abilities of a wolf, or an owl might have the size and abilities of a golden eagle. They do not entirely look like their mundane species either, having one or more fae traits to differentiate them. These can be anything from the following so long as it is purely aesthetic: Bioluminescence, on their body or in the air around them in some fashion. Glowing kuila crystal growths or replacements of parts of their body, such as horns or claws. Traits from other animals, such as butterfly wings, horns, ect. Partial or full floral traits, such as being entirely made of vines or having branch antlers. Strange markings, coloration, or patterns such as spirals which are not common to the species. This animal companion will remain with them while in the mortal and fae worlds as an eternal guardian of sorts. It is functionally identical to an animal companion a druid could normally use in combat save for a few key points. The druid and the animal companion have a constant communion link between one and another, allowing the druid to direct the animal mentally, but preventing the animal from leaving the immediate area of the druid. As the animal cannot permanently die, it also fights without fear unlike its normal species. And finally, should the animal die it will instead fade into energy which fills the surroundings, requiring the druid to summon it again. Redlines: - Druids may only have one warden at any given time. To acquire a new one they must dismiss the old one back to the fae realm. - Wardens must be represented by a player-signed item in the druid’s inventory that describes specifically what the animal is and its appearance. Though they cannot be used by those other than the druid, fading away should they be stolen somehow. - Wardens cannot participate in crp if they were not properly emoted before conflict begins, either within emotes or as a prefix. - The choice of animal is mostly aesthetic, with functional differences being based entirely on the choice of archetype. Yet it cannot obtain new traits like poisons, diseases, a big multitude of sharp claws, fangs, etc etc just for Min-maxxing for combat. If caught doing this, a lore infraction will be given and will be unable to use this ability again, marking it on your FA. - The animal types that can be chosen are as follows: Existing animals in real life, extinct animals in real life, natural lore creatures (things which can be communed with.) - The ritual to summon a warden must be performed at a fae ring. - Wardens cannot go beyond 15 blocks of the druid. They are otherwise independent companions. - While not fearing death, wardens will still refuse to go within the radius of a lifeforce tear, voidal tear, or anywhere near a voidal hollow. - Upon being struck by azhl, the warden will panic and flee back to the fae realm after 3 emotes. -Azdrazi Flames and Voidal Fire striking a Warden three times within an encounter will cause it to flee back to the Fae Realm. Does not have to be consecutive. - Thanhium and aurum have no negating/burning effect on the warden. However if the object that houses the Warden is struck by Thanhium, the Warden will flee immediately back to the Fae Realm. If the Druid is struck, the Warden is stunned for one emote given the mental bond being broken. - A warden must have at least one fae trait. Fae traits are purely aesthetic, having no bearing on combat whatsoever. -It takes 3 emotes to summon a Warden while not in Combat. 4 emotes during combat. -Once combat begins while a Druid has a Warden out, the Druid chooses to either allow the Warden to vanish back to the Fae Realm or allow it to fight. The Warden is an independent companion, though it will become dependent should the druid also control an entling (restricting them from performing any major action such as attacking or casting without dismissing the Warden early. The only exception to this is dodging and other purely self-defensive actions.)- The "Communion Link" does not grant the druid the ability the means to puppet or assume control of the warden. It is limited in scope as much as verbal directions would be to a dog. - Wardens cannot use items combatively, whether it be armor, weapons, potions, or anything of the like. Call of the Eternal Guardians [NC] As the Realm of the Fae becomes more perilous from the misdeeds of those that disrespect Nature’s Blessing, a creation made by the Owl Druid for one of her students is re-imagined into a new ability that calls for those departed into a Fae Ring to converse with for a period of time. Yet with every gift given, there is always something to give in equal turn. And those that have found eternal peace may not always be kind when stirred from their place of rest. Spoiler Mechanics: Using an item that represents the totem of the Departed Druid or something that aligned with what the Departed Fae was, the Transcendent Druid paints it with druidic runes that have a kulia dust crushed up and added within the mix. Once done, it is placed within the Fae Ring with the Transcendent Druid then beginning to focus. With the moonlight’s radiance, they then pour their energies into the object itself, causing the druidic runes to glow the color of the kulia dust used within the paint mixture. With this as a focal point, the Transcendent Druid then attempts to call forth the Departed Druid/Fae to the Fae Ring to then appear in a spectral form. Should the Departed Druid/Fae choose to appear, they can take the form of whatever they wish as they commune with those present for up to Two OOC hours. After that time, the Departed will then feel the call of the Fae Realm once more and vanish. Redlines: -Can summon Departed Druids/Departed Fae with this ability. Characters must be PK’d. -The object must represent the Totem of the Departed Druid or be a symbolism of what the Departed Fae was. -Event related characters must be approved and played by ST. Cannot summon Aspects or Patrons(aka Mani and Taynei) -Must have OOC player consent to have the player’s character appear and commune with. The Player must play said character. -Cannot reveal how one died. -Using this ability just to obtain Metagaming information on current alive characters is strictly not allowed unless OOC consent is given by the targeted player. Event related things are up to the discretion of the ST. (Example: finding out one is a shifter, who has an item, etc etc) -Cannot be taught Druidic magics/feats by a Departed Druid except in very extreme cases of subtypes and feats having no active teachers and risk it being lost. (Requires ST Lead/Management Approval). Any other Magics, Feats, recipes, and so on cannot be taught. -Departed Druids/Fae summoned to the Fae Ring in spectral form are considered to be ghosts and follow ghost weaknesses. -This doesn’t require ST oversight. However, if abuse becomes rampant, it will be changed/adjusted. -Unattuned Druids/Treelords will not be found in the Fae Realm should they have pk’d. -This ability can be used once every 1 OOC week. -Must have ST management approval to be given something from the Fae Realm by the Departing Druid/Fae. -No Romancing. These are dead characters. Endearing words towards a once spouse or family member are excluded. (In short, don’t make it creepy and weird.) Walk of the Aspects[NC][Event Only] Stepping further into the Blessed Realm would the Transcendence Druid find themselves being able to guide fellow kin around the Sacred Forest. Yet in doing so, their own souls will be at risk regarding any encounters they may face. Whether it be of friend or foe. For the Eternal Forest’s call never wavers and always beckons its servants to come to their final resting place. One way or another. Spoiler Mechanics: The ability to transverse to the Fae Realm falls to a direct event. This firstly needs to be approved by Story Team Management to begin the ritual and travel there. Once approval is granted, the event begins with the Druid who knows the Walk of the Aspects ritual to have those that are traveling with them (up to two other druids) step into a Fae Ring. It is then that the Druid starts to cast, giving general effects of the Fae Ring’s mushrooms glowing, wisps now appearing in the air, flora moving, and so on. The aesthetic effects are left up to the Druid performing said ability. The Story Team Member as well can emote these effects. When the last emote is done, the Story Team Member then teleports those of the party to the area for interaction. What happens there falls on the discretion of the Story Team Member. A connection can never last too long for the longer it is maintained, as by nature of the Fae Realm, the druid(s) shall be persuaded to stay there. No active actions are taken by the realm within, but there will be a strong influence that will warp the mind of the visiting druid(s) - encouraging them to stay. Other dangers are the fae and other hidden creatures that lie within the Fae Realm. These, when encountered, can attack and harm the druid’s spirit(s) which causes the anchor point to be severed and lead to severe side effects or a hard PK if the druid’s spirit(s) dies there. When it is time for the Druids to go or if they decide they want to return before the time is up, the Transcendence Druid gathers the rest around and begins to focus. The winds of the realm begin to pick up and within the course of 3 emotes, the immediate area will shift and change with the ST giving some effects. Then on the final emote, the spirits of the Druids vanish from sight to cross the bridge between the realms and finally ported back to their bodies. All Druids involved will have one of the temporary effects listed below for 3 OOC days as well as being unable to travel to the Fae Realm for at least two OOC weeks. If actually injured during the encounter, the chosen effect are permanent. Boons Possible to Obtain from the Realm -Encountering Departed Druids/Fae -Obtaining Prophecies(like Visions, Riddles, etc) known by the Patrons. (no direct interaction with the Aspects) -Direct guided influence from Patrons/Event characters during eventlines. (Never Aspects). ST management and ST lead approval. Not obligated to do such. -Ancient Relics/items -Blessings Dangers within the Realm While in the Fae Realm, the druid(s) can run into many different encounters. Some are more dangerous than others. If the druid’s spirit is harmed and obtains injuries five times, the spirit is forever lost to the Divine Realm and it’s a hard PK. Small scraps and bruises upon the Druid’s spirit do not count and it's up to the ST presiding over it to determine if it counts or not(Any abuse of this can be brought to Management level to review). Should the Druid(s) spirit(s) be killed within the Realm, this will be a hard PK. The druid(s) will have two irl hours to walk around and interact there. Should the druid(s) still remain there when the two hours are up, an announcement is made emote wise that is done three times every five minutes thereafter(fifteen total minutes). Each emote warning gets more intense as they feel the beckoning call of the Fae Realm in asking to remain. If the druid(s) still remain after that time, the PK clause goes into effect. Obtaining injuries goes towards a total number of times the spirit can take hits before it simply cannot handle it anymore. Whether it's obtaining all five hits during one encounter visit, or over the course of multiple times, it will be the same and become a PK upon the last hit. Possible Permanent Mental/Physical Effects -Phantom Spasms from the wounded area. -Parts of the body transparent from where the wound was or limb lost. -Night terrors seen constantly throughout the day and night of the encounter and getting injured. -Inability to use the wounded area, having permanent paralysis there. -Lost of senses there if capable. Sight, Touch, Taste, Hear, Smell. -Permanent Greensight. -Decaying/Rotting area akin to dying flora. -Cursed animal/fae/flora limb of the ST’s discretion. Redlines: -Entering the Fae Realm follows the General Divine Realm Rules. Which includes the PK clause should a Druid(s) die there in the realm. -Only 1 trip can be done every 4 months, applied to everyone going in. ST Management/Lead must be contacted prior to the attempt and are under no obligation to approve every trip requested. -Boons follow what Mani are able to give, found in the Mani Summoning Lore. -Artifacts/Relics obtained must have a MArt application made, or be ST Lead Signed (Like the Aspects Stones) -The Transcendence Druid and their companions will have a total of 2 irl hours to be in the Fae Realm. When the 2 hours are reached, the ST will begin a 15 minute timer and make realm emotes beckoning the Druids to stay that intensify with each one at every 5 minute interval. -The irl timeframe can be extended or another method of time can be used by the ST presiding over it. (Aka, they don’t have to be forced to run a 2 hour event just for redlines in lore) -Should the Transcendence Druid not cast their spell to return back after the last warning given, they and their companions are lost to the realm. (Hard PK) -ST are under no obligation to provide any Boons listed above. -During an encounter, if a Druid is struck and harmed 5 times, their spirit is forever lost in the realm and it’s a Hard PK. The amount of times struck will be posted on the Druid's Transcendence MA. [Example: 1/5 Damage done to the spirit in Fae Realm.] (If abuse or memery is seen/questioned, contact ST management to review. In short, don’t be a jerk.) -Being harmed includes, but not limited to stabs, piercing, limbs crushed, cut off limbs, etc. If an attack can kill you in the flesh, it will instantly kill your spirit. -If a Druid’s body is attacked in the Fae Ring, the spirit forces itself to return. If killed, the Druid PK dies. -Any mental or physical effects obtained from the Divine Realm after a bad encounter will forever remain with the Druid, scarring their soul. Cannot be removed by any means. -The list of mental/physical effects are not set in stone by choosing just those. However ST management must approve a new one that should be of equal punishment wise of what is listed. -Blood Druids may accompany on Walk of the Aspects rituals. However, unless they have directly done anything against the Realm itself or a Patron of the Aspects, they cannot be metagamed by anything there or by the other Druids that they are a Blood Druid. Unless OOC consent is given to do so. -If not within 8 blocks of the Transcendence Druid casting the returning spell, the character will be left behind and a Hard PK is invoked. If this is abused, a revoke of the FA will be done and the PK undone. -How the Druid character PK died cannot be remembered by the now-departed. Any attempt at such is classified as meta-gaming. Server Rules regarding deaths apply here. -Only Druid characters that have PK died can be interacted with in the Fae Realm. Once confirmed, the PK death cannot be undone unless following another lore piece’s clause. -Unattuned Druids, even Treelords, will never be seen in the Fae Realm. The connection once there has been severed, removing such a chance. -The Aspects can never be encountered/interacted with. -Various Fae Creatures found there must follow the lore of said creatures. -Eventline Knowledge/Items obtained are at the discretion of the Story Team Management. -A druid with shapeshifting does not have to appear as their assigned animal in the Fae Realm. -Cannot metagame if someone is a shifter while in the Fae Realm, even if they use their animal form as a spirit aesthetic. -The disguise taken on only affects the spirit of the Druid(s) within the Fae Realm. In the Mortal Realm you will simply remain as a still body that’s in meditation within a Fae Ring. -Must have OOC consent to speak with a past PK druid character from the player. The player must also RP the character during the encounter unless given OOC permission for an ST to play it. Event characters excluded. Tier Progression Tier 1 Druid undergoes the Ritual of Transcendence Mental effects begin. Abilities Learned: Chimes of the Wild Spirit, Fairy Fire Tier 2 Druid reaches this Tier 2 weeks after the Accepted App. Date Requires all previous abilities taught to reach this Stage. Mental and Physical Effects begin. Abilities Learned: Ritual of the Fae Ring, Summoning Fae Companions Tier 3 Druid reaches this Tier 4 weeks after Accepted App. Date (1 month) Requires all previous abilities taught to reach this tier. Druid is now able to obtain a TA, provided all abilities are taught. Complete Transformation of Mental and Physical Effects. Abilities Learned: Call of the Eternal Guardians, Walk of the Aspects Purpose Honestly the purpose of this rewrite was to give more essence to the Transcendence Feat and have it delve into the deepest reaches of what could be done with this side of Druidism. Its journey over the years has definitely given way to more ideas the community wished to see along with balancing the current ability so I stepped a bit farther and added a bunch of aesthetics along with some new abilities to introduce with the current overarching theme of the Fae Realm. The last ability Blessed Servants of the Wilds was made not really as something set in stone and has to be for any major eventline. Instead, the original intent was to provide a guideline for the ST to look at and draw ideas from when wanting to grant huge boons and also consequences following it. During that time of writing, the many members of the community expressed concern on how boons were being handled and a common recurring theme of consequence that was starting to lose its true impactful meaning. Thus I wrote alternative ideas several members of the community voiced and hopefully is taken into consideration whenever this situation might arise again. Should this piece get accepted, all those with Transcendence will have a 2 OOC week period of their characters going through the mental/physical changes outlined in said section above. There will also be several Grandfathered in to spread the Feat further. Original Lore: Transcendence Other Lore: Origins of Druidism, Fae Realm, Fairy Rings, Kulia Crystals, Mani Summoning/Boons Overall Writing: Nightcastor Writing the Father’s Warden Spell and General Suggestions: Classybells Epiphytes and Fae Suggestions/Interactions: Fleur, Twilight Consultation: WestCarolina, Junoix, Damien, HazelWazel, DragonofTaters, RaiderBlue 32 Link to post Share on other sites More sharing options...
MayRndz 1130 Share Posted May 1, 2023 great work :D!! It all looks so good and organized. 4 Link to post Share on other sites More sharing options...
TwilightWolf 883 Share Posted May 1, 2023 Really happy to see the progress on this project you've worked so hard on! Well done! 3 Link to post Share on other sites More sharing options...
HazelWazel 448 Share Posted May 1, 2023 +1 I like when I can actually read lore and not be confused. 2 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted May 1, 2023 Fae magic fae magic fae magic! 3 Link to post Share on other sites More sharing options...
DistantCryprid 265 Share Posted May 1, 2023 (edited) Oh hell yes the FLAVOUR Edited May 1, 2023 by DistantCryprid I have 0 reading comprehention 3 Link to post Share on other sites More sharing options...
Evonpire 1833 Share Posted May 1, 2023 i like it 2 Link to post Share on other sites More sharing options...
TeawithFrisket 2636 Share Posted May 2, 2023 I like dis +1 2 Link to post Share on other sites More sharing options...
verriberri 164 Share Posted May 2, 2023 big +1!! so very excited for this, i love everything about it 1 Link to post Share on other sites More sharing options...
ItsMyWorld66 164 Share Posted May 2, 2023 Very well done, I love how it expands upon giving us options to make this ability not just one note. Various things were addressed that cause people to either not seek it out or feel it wasn't fleshed enough. +1 all the way! 2 Link to post Share on other sites More sharing options...
Periphonics 358 Share Posted May 4, 2023 probably one of the coolest concepts i’ve seen for druids so far, and the post is easy to follow which my little brain appreciates greatly 2 Link to post Share on other sites More sharing options...
Songwitch 1440 Share Posted July 25, 2023 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. Link to post Share on other sites More sharing options...
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