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[Amendment] - Transcendence Fae Wardens


marsloll

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Mechanics:

Spoiler

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:

Spoiler

- 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.

NEW

Mechanics:

Spoiler

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)

Horse (8’0” from head to end 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:

Spoiler

- 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.

- The Horse archetype obeys all mechanical CRP rules that apply to horses and steeds. It is simply a fae-inspired reskin of a horse.

- The Horse archetype cannot participate in any sort of CRP beyond being a mount.

 

Purpose

I think cool faerie-like reskins of steeds would be really nice in terms of flavour, given that Father’s Wardens are meant to be whimsical, magical and sometimes amalgamations of other animals in the first place. There’s no real reason to not have a horse that fits into another archetype, like a Kelpie for the Shark Archetype if someone really wanted so in reality, there’s nothing barring another animal from becoming a steed. There are regular lore creatures that can do this already, such as Bokolos, Solar Stallions, etc.

 

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Please, let me ride my fae amalgamation into the sunset, PLEASE

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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