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[✗] [Amendment] Neapolitan Flavored Druidic Lore

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ClassyDryad

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Overall OOC Note

Spoiler

Hello! Firstly I promise my next few lore submissions will be actual new lore things and not more amendments to grease the eternal wheels of amendment submissions. I primarily made this submission to flesh out some more flavorful rp uses of various druidic magics that I think are lacking, either in explanation or otherwise (save for one instance later where I am patching a lore inconsistency.) Feel free to accept whichever parts you think are good, or don't I am not your mom. Each individual spell and section will have it's own ooc note explaining the intention of said spell and why I think it should be added. Each section will also link to the lore it is amending (I am sorry druid lore is split across fifty different lore pages :( ) Also note the spells are formatted to be easily pasted into their respected lore writes, so mind the varying (sometimes rancid) formatting.


 

 

 

New Spell

Sleying [Non-Combat] - T1 

As the ages past and druid’s further develop the ability to weave their divine mists in its initial form, allowing them to focus on its beauty as a means of passing on the wisdom of the ages.

 

Mechanics

 

Over the course of [2] or more emotes a druid may invoke their mists and manipulate them directly instead of imparting them upon anything specific. This allows them to make unique, harmless spectacles with their mists such as depictions of past events, moving wildlife, and other constantly changing images they can imagine and create through a more direct control of their mists.

 

[1] Connect [1+] Invoke/Weave Mists

 

T1: Images filling an area no larger than the size of a fist

T2: Images filling an area no larger than 1 cubic meters

T3: Images filling an area no larger than 5 cubic meters

T4: Images filling an area no larger than 10 cubic meters

T5: Images filling an area no larger than 15 cubic meters

 

  • These mists have no harmful or beneficial effect and can’t be redirected into a different spell when invoked this way.
  • While images of anything the druid can imagine are possible within these mists, identifying depictions of player characters are impossible as everything is stylized and magical in nature.
  • Similarly, despite the increase in control over the mists these images must conform to the general aesthetic and colors of the druid’s mists. A druid whose mists appear as a swarm of fish made of purple misty flame can make a tree out of purple misty flame, but not a tree out of blue bubbles.
  • While as exhausting as any other blight healing spell would be, this is subverted when the spell ends as the mists will absorb back into the druid.


Sleying OOC Note

Spoiler

While this is technically possible to an extent already with blight healing mists, I think the lore would still benefit from a bit of a clarification of what can be done with the mists when just using them for their own sake, and how exhausting this would be. This would be useful as a storytelling mechanism with the freedom allowed, and the ability to draw the mists in and out could be an interesting aesthetic (appearing withered and tired after yanking out through lifeforce and then appearing rejuvenated when you draw it back in.)

 


 

 

Spell/Passive [Non-Combative] T1 - Plant Entwinement:

With their burgeoning ability to manipulate the properties of plants, druids are capable of turning this talent towards more creative displays.

 

Over the course of [2] or more emotes, a druid with herblore can manipulate living flora within a 5 meter radius of them to a fine degree. They can alter and move form, such as having a wooden trunk grow a gnashing wolf’s head, having a pumpkin become temporarily glowing purple, or stalks of wheat to grow and dance about.

 

Passively, a druid can also apply changes to coloration and aesthetic changes to form to plants they are targeting with other spells, such as making a tree they are using with surge to turn silvery, or having entlings manifest as a bright green knight.

 

  • These visual effects are purely cosmetic and cannot cause harm to anything, including the plants themselves.
  • Accurate depictions of other player characters are impossible with this spell.
  • Only works on living flora. Dead and disconnected flora cannot be manipulated with this spell.
  • All effects revert to their natural state when the spell ends.
  • Altering the appearance of plants involved in other spells has absolutely zero functional impact on the spell itself.

 
Plant Entwinement OOC Note

Spoiler

While currently herblore allows some very freeform and interesting plant customization, it is limited in the fact that this ability is intended as an item creation ability and as such has a limited number of uses that makes it difficult to utilize for flavor casting. This spell intends to give a way to use the fundamentals of what herblore allows a druid to do in a more fluid, albeit temporary, manner. I've also given it the property of letting you mess with the aesthetic of other plant-based druid spells, as a way of letting herblore have more impact on the character who has it.

 

 


 

 

 

Husk Infusion 

Desc: Due to being both soulless flora and heavily druidically aligned, a husk can be infused with druidic enchantments like any natural object. Unlike other objects however, these infusions take on unique, if harmless, effects when performed on the tree lord in question.

OOC: Performing this spell requires an additional T5 druid who knows infusion, and requires the tree lord to know a druidic spell associated with the infusion. This follows the same process as infusion, though the effects of the infusion are unique to tree lords. They are as follows:



 

Powersharing: The husk radiates an aura of pleasant druidic energy which uplifts to the spirit of druids within five blocks of them, akin to the soothing effects possible when casting powersharing. The effect can be shaped to a smaller area, down to just the touch of the husk, or to exclude particular druids.

 

Singing: The husk can create sounds through focusing energy and resonating it through their wood frame, allowing them to create simple thrumming music of their own design of a cacophony which mimics the natural song around them.

 

Blooming: The husk radiates vital energies akin to an epiphyte, allowing any floral material and plant on their person to remain fresh and healthy for as long as they hold onto it, as if the blooming infusion had been cast upon those objects. 

 

Singing Trees: The husk can, at a touch, grant or view memories of other druids akin to if they were a singing tree. Unlike said trees the husk is fully in control of what memories they grant and how they present them.

 

Faerie Fire: The husk can manifest an illusory variant of faerie fire, holding the same appearance but with none of the luring effects of the flame. They can freely manipulate this flame within a five block radius area around themselves, or cause it to manifest aesthetically upon their form.

 

Sproutling: The husk can have dead plant matter revive and form into temporary sproutlings around them, dancing about and performing minor harmless tasks for the tree lord. A tree lord may have up to five sproutlings appear at once with this infusion.

 

Any Blood Druidism: The husk can, should they possess knowledge of blood magic, have their appearance and the appearance of plants in contact with them become more sickly and corrupted. In addition, they may have aesthetic traits possible with blood druidism temporarily manifest upon plants which they are guiding through druidic control.

 

Red Lines:

*All of these effects cannot harm, blind, distract, or otherwise influence combat in any way.

*A treelord may have two infusions placed upon them at any given time. Placing another infusion will cause one of the other two to fade.

*The treelord has a similar connection to any druid who has assisted in this process as a druid would have with one they have attuned, following the same mechanics and redlines relating to that.

*The husk does not count as being enchanted when interacting with effects like thanhium or alchemy goggles, nor does assisting in this process confer any sort of cooldown.

*The assisting druid must know infusion, while the tree lord must know infusion and the spell needed. They will lose the infusion if they ever lose access to the spell required to make the infusion (such as dropping transcendance.)

*The husk retains these infusions until removed or replaced, even if they should be temporarily destroyed.

*Memories follow the same redlines as singing trees in regards to what can be shown, and require irp and ooc consent in order to give or view a memory to/from a tree lord.

 

Husk Infusion OOC Note

Spoiler

It is no real secret that I am not a fan of Tree Lord as a CA. While way to reliant on constant ST supervision and busy work to function as written, my primary issue is with the limited lack of aspects to the lore outside CRP application. I think of everything in this submission Tree Lord is most in need of something which lets it shine in more situations than the battlefield. Given that Tree Lord husks are essentially soulless wooden puppets, I think using a custom form of infusion is a good way of doing this. It gives them access to customizable flavorful aspects for internal individuality while also keeping their identity distinct from epiphytes by drawing attention to their inherently artificial nature. If you are worried about this being used to justify like, MArt treelord infusions and you don't want those to be a thing feel free to also just add a redline about those not being possible.

 

 

Treelord Edits. Bold is an addition and strikethroughs are removals

 

Aesthetic Changes

Desc: One is no longer mortal, and time takes a toll. Maybe you’ve heard tales of a druid with the horns of a ram. Elven woman with hair made of vines, another with bark for skin, veins of sap pulsating just below the wood. As time passes on, as tolls are taken on the psyche, changes can occur to the Druid that leads them away from the realm of mortal descendents and looking more like the beings of nature they have become.

 

OOC: Aesthetic Changes! These are a tricky subject, but the short of it is, if it’s non combat, it’s fine. If you grow horns, they don’t stab, if you invert your legs, you don’t run faster, so on and so forth. If you choose to go this route, do not get upset or cry meta if someone suspects you’re more than just a druid. Please use common sense. Additionally, these can occur outside of the Creation Stage, but you must take appropriate emotes for them to occur. , and they cannot be undone until you return to your tree. So if you pop horns out in the middle of Oren you can’t just pop them back in. You will be expected to go back to your tree and perform the Regrowth state to return to normal. The only exception is if skin flakes off or something minor that rooting could feasibly fix.

Red Lines:

*Aesthetic Changes must be non-combat. They can look as threatening as you’d like, any use of them to give yourself an edge will be considered Powergaming

*An emerging change outside of the tree should take two-three emote per change. This will should be emoted as painful, as it is your body bending itself to change to fit your psyches state.
*They do not go away magically, you must return to your tree and properly Regrow and restore yourself to normal if you wish to return to normal.

*The changes will remain until actively reverted, which requires as many emotes as was needed to perform them initially.

*No extra limbs, no tails. Horns are okay, within reason. Again, Aesthetical changes. Nothing should be a functional body part or extra sensory organ.

*Please use common sense.

*PLEASE


Aesthetic Changes Edit OOC Note

Spoiler

A common complaint I have heard when talking to Tree Lords is that their one good aesthetic ability is cumbersome because it takes six irl hours to reset it every time you do it.  Given this is just a noncombative aesthetic thing I do not really see why it should have to be this much of a headache I think it would be fine to just let them do it whenever they feel like it. This lore is in dire need of a full rework but I think that is going to have to be a project for someone who likes the CA more than I do.

 

 

 


 

 

 

Kuila Petroglyphs [N/C]

Requires Infusion

Though the magic of the original tome which imbibed the gift of shapeshifting has been long since scattered to the winds, the magic within is creation has mysteriously found practice among those who have received the blessing once contained within its pages. The once concealing art has instead morphed into one of ritual, useful in marking sacred groves and places of the deep wood.

 

Mechanics:

Through infusion, kuila dust, resin,  and laborious craftwork, a druid can carve away sections of natural organic material and stone and inlay them with kuila and resin. This will result in petroglyphs which glow akin to kuila, save for several key differences. Firstly the markings can glow with the full splendor of the druid’s aura colors, allowing for a combination of colors and brightness not possible when mixing kuila dust ordinarily. Secondly, the dust can be set to glow from a combination of natural influences, rather than just exposure to druids. These groups may be selected from as follows: Natural Animals and Druids with Shapeshifting, Fae (Sprites and Epiphytes) and those possessing the Sycophant feat, Natural Flora and Entlings, Tree Lords and Ents, all Druids, or only the original infuser. Thirdly, any being currently lighting the markings can alter the glow of each particular part at will while not in combat, bringing it up to twice the normal brightness or dimming it to darkness as a means of highlighting what is depicted.

 

-The druid creating these markings requires knowledge of Infusion and tier 3 in Shapeshifting.

- These markings can be infused over a 15 by 15 block space per casting of the spell.

- Petroglyphs can only be placed on natural surfaces, like bone, stone, wood, and so on. It can be placed on the skin of druids and natural/fae CAs, but the process to do so will result in scars which can glow rather than glowing tattoos.

- Due to the need to carve into surfaces for the spell to function, the markings cannot hide hidden messages from those who cannot make them glow.

- The markings will only glow to full brightness and achieve their ability to be manipulated if either made from one kind of kuila crystal or made to resemble the colors of the druid’s mana. Mixed kuila dust will be stuck in its duller, static state.

- Though visible under things which can see mana, those means will not reveal what specific source lights the kuila and the markings appear noticeably less magical than other infusions (as to prevent them from being used as an easy way to conceal other infused or otherwise magical objects.)

- When placed upon an elder tree or within the range of a Mani, the markings will always glow regardless of the groups chosen. An elder tree must be convinced to allow  these markings to be placed upon it (through interaction with its managing player or those with permission.)

- Any being which fits into any of the categories chosen for a particular marking can make it glow while within ten blocks of it, though they may choose not to do so. Those who fulfill a category are only aware of which categories they fulfill being present, and not those they do not fulfill. This means that a tree lord cannot be tricked into revealing themselves by lying to them that a Treelord only Petroglyph can be activated by any druid, nor does a regular druid learn the existence of shapeshifting just because the petroglyph also allows all druids.

- These markings must be noted with rp signs, and are considered a Tier 1 playersigned infusion under infusion rules. This sign should specify which categories will cause the markings to glow and what color.


Kuila Petroglyphs OOC Note

Spoiler

Shapeshifting is a super cool lore (thanks Delmo) which does not necessarily NEED this spell. This exists for two reason. One I think it would be nice to have a niche little reward to people who reach tier 3 outside grotto creation which is not something most players will ever use (and they might not even be taught it.) It is essentially just a custom way to use kuila art (and possibly a way to irply signal you are interested in learning this otherwise secretive lore idk.) I am not sure where werewolves would fit into this ability so if you pass it ask werewolf I guess? IDK I am not your mom.


The second reason: watch Wolfwalkers and you will get it. 

 

Shapeshifting Other Subtypes Edits. Bold is an addition and strikethroughs are removals

 

Druidism Communion: 

 

Control Abilities: While in animal form, the Shifter must be completely stationary to perform such abilities in combat, unable to move from the spot. If they attempt to dodge, whatever control spell is being used is immediately halted, otherwise, the Shifter cannot counter, attack, or otherwise move while using control abilities. Redlines and restrictions regarding control should be followed as a Tier 5 Druid and the section on how to perform control abilities. Cannot use the ability Entling while shifted. 

 

Herblore: Can only perform Altered Flora, Plant Entwinement, and Granted Vision. 

 

Transcendence:  The following abilities can be done in animal form: Ritual of the Fae Ring, Call of the Guardians, and Walk of the Aspects. Obtaining this Feat can give unique effects to the shifter’s animal form such as fae-like appearances of whatever they wish. Wardens cannot be out while shifted. Should they take on the appearance of a fae, they may radiate energy recognizable to a druid as that of a fae to appear indistinguishable even to other servants.

 

 

Treelords and Epiphyte Druids: Upon shifting into animal form, the usual appearance of the flora bodies is morphed and shifted into flesh and bones to mimic that of a real animal. Both can however give aesthetic appearances to their animal forms, adding flora-like features that match their tree/fae plant. Epiphytes retain their connection ability, albeit with their manifestation restricted in the same way as a luonto, and are able to use quaking and sowing (non-combatively) while at least a fifth of their body appears made of floral material. Tree lords may use any of their Husk Infusion abilities, though new ones may not be applied while transformed. Epiphytes may choose whether or not they radiate their 'fae energy' while transformed.

 

All other Magics and Feats: None Most of these can be performed or done in animal form. Seer Druids blind will not be able to use Seer magic in animal form, however they may use the Druid Communion ability Greensight to passively see. Must follow all redlines regarding Greensight. Seer druids may have their animal appear blinded or eyeless and reliant on other senses, allowing them to use Second Sight, Dilated Second Sight, and Charade but no other abilities. Blood mages may use bloodbending abilities while out of combat. Housemages and Bardmancers may use any non-combative spell they possess. All other magics, even if compatible with druidism and shapeshifting, cannot be used while shapeshifted.

 

Other Subtypes Changes OOC Note

Spoiler

Mostly just expanding what people can do noncombatively in animal form for various shenanigans, though there are a few specific things I would point out. Being able to display or conceal fae-ness is an important attribute I feel as druids are able to detect the unique energy these beings give off. As is it could be argued using transcendence aesthetics or not using epiphyte aesthetics currently reveals your identity as a shapeshifter which is against the main idea of the lore. Of the specific epiphyte abilities, retaining connection is rather vitally important for them as without it they technically would be in a constant state of frenzied panic while transformed. it is not outright stated that epiphytes lack their abilities while transformed but I figured it would be good to specify before someone starts emoting their wolf regenerating. Lastly, giving seers their funny vision back is important for lore reasons as, to my knowledge, as seer would either immediately disconnect from their magic upon gaining greensight, or they would be utterly blind as seers are not normally capable of greensight for this very reason. The other changes are just to allow for fun non combative stuff and are fairly self explanatory.

 

 


 

 



 

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Autumn Kuila

Rarely found growing amidst particularly fertile grasslands, savannah, cherished farmland, and other plains, kuila crystals of a dusty orange crystal can be found bursting from the surface of the soil. The warm gleam of uniquely fades for most of the year, remaining only easily discoverable during autumn nights.

 

Due to growing with very little physical resistance save for wind and grass, autumn kuila grows in bulbous ridged shape akin to nobbly gourds. They will very rarely reach four times the size of a common pumpkin, though they will be increasingly brittle at such size even beyond the fragility of other kuila crystals.



 

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Sky Kuila

Sky kuila, due to the extraordinary circumstances which lead to its formation, is the rarest variety of normal kuila by an extreme margin. These pastel pink crystals only form when a kuila crystal manages to get blasted high into the sky (usually through some sort of magical catastrophe) before landing back down upon the surface without breaking into dust. Due to these requirements the precious kuila is only found in places of high elevation which are soft enough to catch it safely, most commonly the branches of an elder tree or the snow capped peak of a mountain.

 

These crystals only survive in small fragments no larger than an inch in diameter, which take on a smoothed, gemlike shape that remains hard right until the point of completely breaking into dust.

 

Kuila Crystal Addition OOC Note

Spoiler

Mostly just filling out some of the missing colors and environments for kuila crystals. One is a shameless addition for halfling druids so they can attempt to cultivate crystals in their farms. I also really like the idea of a type of kuila being formed by a specific event rather than just the passive traits of where it grew.

 

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All of this sounds so nice, the mists and kulia crystals sound cool af

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Love, love, love this flavor! Everything sounds pretty neat!

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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