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[✗] [Playable CA Lore] Faebeings

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Badgermordakin

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Faebeings

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Origins

Whispers have always circulated of overly cheerful beings, hiding just beyond the brush, their laughter carried by the wind. Tales abound of travelers who, lost in the darkest depths of the woods, have fallen victim to charming illusions and mischievous tricks. Little is known of the Faebeings that slip between the leaves, their presence often unnoticed, even as they weave through the forests like shadows. Druidic historians have long debated their existence, questioning whether these beings are mere folklore or truly have passed into the realms of man. It is said that the first Faebeings emerged through a fae ring from the fae realm beneath a full moon, before the dawn of recorded history. Rumours tell of them being the first guardians of nature, the first servants of the Aspects. Yet, with so few in number, their true origins remain elusive. As time passed, druids took upon themselves the duty of the Aspects, guardians of the natural world, to protect it from forces that would harm nature’s delicate balance. However, amongst those hidden in the wilds, disdain grows for the druids, who are seen to have failed in their sacred charge. A growing number of bold Faebeings, disillusioned by the druids’ lack of action, have begun to step forth from their seclusion, determined to defend the land they hold dear and protect their beloved nature from those who would seek to ravage it. 

  • Playing a Faebeing requires a valid Faebeing CA
  • A Faebeing must be called forth from the Fae Realm where they are made by the Aspects by either druids, vexers, or other Faebeings, Faebeings do not reproduce and cannot FTB
  • Faebeings possess Lesser Souls
  • Faebeings are unable to use any Dark, Voidal, or Deific Magic (Yes including Druidism) unless otherwise stated in said magic’s redlines. 
  • Due to Faebeing’s already fae-like nature, Sycophants of Boletius will refuse to inhabit the brains of Faebeings
  • Holy Magics will have no positive effects on Faebeings (Healing, etc)
  • Faebeings cannot be altered by Tawkin’s alterations 

 

Call of the Fae

The true way a Faebeing is born is unknown to all except the Aspects who create them. Even the Faebeings themselves know not where they come from. All that is known is that Faebeings are birthed solely by the Aspects within their realms and summoned to the mortal world only through powerful rites in places where the veils between the mortal world and the fae realms are thin. The most common of these places are Fae Rings, though other sites of potent fae-mortal connection may serve as gateways, as determined by ST. When a Faebeing feels the need to summon another to the mortal realm, they can send out a special call through communion, a melodic summons that resonates across the ether, reaching other Faebeings at these connection points. This cry beckons them to cross over, alerting them to their need within the mortal world. Should a Faebeing choose, they may teach this cry to other spellcasters, passing on the knowledge of the call to those who prove worthy of understanding the deeper currents of the fae.

Spoiler
  • Only a Faebeing or a T5 Druid/T4 Sycophantic Vexer taught the Call of the Fae by a Faebeing may summon forth a Faebeing from the Fae realm
  • Faebeings immediately learn the Call of the Fae after having a valid Faebeing CA for [2] OOC months (except for grandfathers) 
  • The Call of the Fae is transmitted through Communion
  • This Call of the Fae is required to attain a Faebeing CA
  • This RP is freeform, some sort of ritualistic cry through communion is sufficient
  • It is up to the person who will be playing the CA as to which Faebeing they play, it is impossible to call for a specific fae, the cry is generic across Faebeings

 

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Physical Description

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Faebeings are often adorned with delicate, living growths of plant-like material that sprout from various parts of their bodies. These ethereal plants are not only rooted in the mortal world they inhabit but also carry the essence of their true home in the enigmatic fae realms. As if touched by the fae world itself, they often glow with a faint, otherworldly radiance, shifting in colors that mirror the vibrant hues of their mystical homeland, casting a soft, enchanting light that marks their presence wherever they roam. Those who originate from the radiant Dayward Lands often carry the warmth of perpetual sunlight in their features, their faces alight with ever-present smiles and an aura of boundless joy. In contrast, those born of the mysterious Twilight Bound wear the somber, shadowed grace of their twilight world, their expressions often more pensive, draped in quiet contemplation and the melancholic beauty of the dark.

Spoiler
  • Any decorative plants or plantlike materials cannot be used in CRP in any capacity. Plants with special characteristics (poisonous, acidic, etc) can be used aesthetically but are always mundane and lose their special properties
  • Faebeings are blind to normal sight; see Greensight below for more details
  • Faebeings lifespans are infinitely long unless otherwise stated, Faebeings called from the Fae Realm often range from recently made to centuries old and everything in between

 

Strengths

Born of the fae magics, Faebeings possess a unique affinity for nature's healing arts. They can be mended through Druidic Blight Healing or by resting in Fae Rings, their connection to the natural world allowing them to recover swiftly. Additionally, Faebeings are unfazed by the energies of powerful fae influences, freely passing through places of intense fae magic, such as fae rings, with ease and without harm.

Spoiler
  • Faebeings can be healed up by Blight Healing’s Blooming if needed
  • Faebeings can step into fae rings with no negative effect, rather it would strengthen and rejuvenate them, healing them over time from any injuries

 

Weaknesses

Corruption:

Faebeings, born of the fae’s ethereal magic, are deeply vulnerable to the corruptive forces of voidal and dark magics. The mere casting of such magics within [15] paces of a Faebeing will induce a crippling nausea, a discomfort that grows unbearable near stronger sources of corruption, such as voidstalkers or obelisks. In the presence of these greater taints, the Faebeing risks being blighted, the corruption seeping into their very essence, driving them toward a feral state within [1] OOC week or sooner if within the presence of corruption for longer than [5] emotes. This feral state, alongside the blight, may be purged through proper means.

 

Azhl:

Upon contact with Azhl, a Faebeing will begin to succumb to its corrupting influence within a mere [7] emotes. The dark energy of Azhl seeps into their very essence, swiftly inducing Azhl anemia, causing their once-vibrant form to wither and decay. The corruption spreads quickly, weakening their connection to the fae realms, and can only be cured by purging the blight.

 

Aurum:

Thanks to their profound connection to the fae realms, Faebeings are deeply attuned to the natural forces that govern their existence. As such, the presence of Aurum causes them immense distress. When it comes into contact with a Faebeing, it inflicts excruciating, searing pain, as if their very essence is being torn apart. The unnatural energy of Aurum clashes violently with their otherworldly nature, disrupting the delicate balance they maintain with the fae realms and leaving them vulnerable to severe pain.

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Mental Description

While the demeanor of each Faebeing may vary, a deep reverence for nature unites them all. Faebeings often exist in a state of abstraction, their minds drifting like mist, attuned to the eternal rhythms of the natural world rather than the fleeting concerns of mortals. This reverence shapes their very being, leading to a spiritual detachment from the mortal realm. However, a quiet disdain simmers for descendants whose existence strays from nature’s purity. Faebeings view these 'impure' beings with varying judgment, some believe they can be guided toward harmony, while others see their very existence as a threat to the balance of the world. Those from the vibrant Dayward Lands tend to exude joy and lightheartedness, yet still harbor a subtle scorn for those who neglect nature’s purity. In contrast, those from the darker Twilight Bound tend to carry a more somber, introspective air, their disdain for corrupted beings expressed through cold indifference, seeing them as beyond redemption. Boredom often plagues the thoughts of Faebeings, lending toward an inclination toward trickery and playing pranks occasionally to stave off boredom. Oftentimes, their detachment from reality can make these pranks seem overly sadistic and wretched to non-Fae. But when the balance of nature or the fae realms is threatened, their aloofness transforms into unwavering focus, revealing a fierce, formidable force. A protector of the natural world, ready to confront both impure descendants and any force that disrupts the realms’ harmony.

Spoiler
  • Faebeings all have some sort of aloofness to the world that manifests itself in some way
  • Faebeings all have some sort of disdain for descendants for not being a part of the balance
  • Thoughts on Epiphytes vary, differing from Faebeing to Faebeing
  • Faebeings tend to take after their originating realm mentally

 

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Abilities

[Passive] Communion

Communion is the very pulse of nature, a subtle yet eternal hum that reverberates through all living things. It is the quiet, melancholic song of the wind as it dances through the branches, the soft murmur of the trees as their roots touch the earth’s ancient heart, and the delicate whispers of flora reaching out to the sky. This sacred connection stirs the living world to life, allowing one to perceive it in its entirety. An ever-present, seamless harmony that binds all of nature together. For Faebeings, this communion with nature is effortless and passive, like breathing itself, an intrinsic part of their being. It is a constant undercurrent of existence, something they are only aware of when it falters or fades. It is the very foundation of their world, the core from which all things natural flow, unshakable and eternal.

Spoiler
  • Faebeings are persistently connected to the constant perception of nature around them passively
  • Faebeings possess a more potent version of communion than druids and can commune with anything within their sight. They might also use it sometimes to perceive large, greater shifts in the balance of nature that require attention, though it will be unclear as to where unless otherwise stated (usable by ST to bring attention to major events in nature or other relevant posts. Do not use this to metagame what you should not know)
  • A Faebeing can perceive the voices through general emotions, a chaotic stream of thought, or simply flowing energy.
  • Descendants, Musin, Kha, Wonks, and otherwise unnatural creatures do not hold a voice unless they are otherwise connected to the Fae Realm or the Aspects
  • Because of their abilities with Communion, Faebeings are eligible to have Floral Flesh limbs fitted. Follows all Floral Flesh redlines
  • Communion has no limitation upon what size of creature can be perceived as it is essentially just an additional sense that offers no advantage aside from hearing the voices of the world
  • When being communed with, Faebeings have a more advanced form of communication than other natural beings or druids wherein they might express more developed thoughts and full sentences
  • This communion is powered by the Faebeing’s inherent Anima, not the Aspects as in Druidism

 

[Passive] Greensight

Born from the fae realm, where normal material realm sight is unnecessary, Faebeings lack conventional vision and instead perceive through Greensight. This unique form of sight allows them to view the world through nature’s lens, with Communion acting as the conduit through which nature feeds them its vision. To a Faebeing, all unnatural things, including descendants, appear distorted and uncanny, making it difficult to distinguish them until their voice is heard, lending further to the Faebeing’s reputation of aloofness. Things such as blight can be seen, but they cannot see in areas devoid of natural life. A Faebeing may imbue their Greensight with any casting aesthetic they wish, seeing the world through sentient flame or with warbling distortions of heated surfaces for example. A Faebeing’s Greensight is, however, more potent than that of a druid’s, for they were born into it whereas druids merely adopted it. In areas lacking nature’s presence, they may continue to see, though to a limited range and it still fails to reveal descendants’ true forms or allow them to see wholly unnatural beings, such as dragons or the abyss.

Spoiler
  • Greensight is inherently known to all Faebeings and does not need to be taught
  • Faebeings cannot teach Druids their Greensight
  • All Faebeing Greensight is passive and always active
  • Faebeing Greensight sight distance is the same as standard sight distance for descendants
  • Faebeing Greensight sight distance in areas devoid entirely of life is limited to [20] blocks
  • As their sight is not derived from their eyes, a blinded Faebeing can still see via Greensight
  • A Greenseer may not carry plants/seeds/animals in their pocket as a workaround to see better in areas with no life
  • Faebeings can never become Seers as it is impossible for them to lose their sight
  • Faebeing Greenseers still cannot see anything unnatural except for descendants (barring blight), who will appear blurry and unrecognizable by way of sight
  • Greensight can only be used to detect blight not blocked behind terrain, on an environment, and cannot use this ability to see blight through any walls or barriers in the way. Greensight cannot be used to detect items or artefacts that may be the source of blight, such as weapons with necrotic pestilences, or infernal relics. 
  • This communion is drawn upon by the Faebeing’s inherent Anima not the Aspects

 

 At the time of the passing of this write, all current or previous CAs in anything involving the creatures written in this lore are rendered invalid and denied.

 

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Purpose OOC:

Spoiler

I am of the opinion that the Fae niche in general is criminally underused on the server. There is a lot of potential flavor to be had that is solely restricted to druid events pretty much at this time. Each of the creatures I’ve included in this write have existed in some capacity on the server before (barring centaurs), when standards were far more lax. I believe I’ve adapted them well to a more modern lore standard while also providing small catalysts that can drive interaction both between the different Faebeing personalities/worldviews and between Faebeings and the wider world. I’ve always wanted to see more flavor distinguishing between the Mother and Father Aspects as I think they are treated too monolithically in lore. As such I’ve written this in such a way that there is potential for minor conflict between their two realms/philosophies. To improve how this works in reality I’ve adapted each Faebeing type to be more archetypal, with Satyrs being a sort of ‘brute’ archetype, Centaurs/Cervitaurs serving a more ‘speed’ role, and Treants being more connected to fae energy and being almost more of a ‘wizardy’ role. I feel that these pieces are distinct enough from their closest existing pieces (Tree Lord and Epiphyte) that they warrant acceptance to create their own niche and type of RP. I’ve purposefully left out anything to do with Nemiisae as I feel that encroaches too much into territory that should be solely the realm of ST. That said, if LT feels that they would like a Nightfall Domain Faebeing for this to pass, I would be willing to oblige. Given the general nature of CAs, particularly beastman CAs which this lore sort of rides the line of, I have decided to release alongside this lore a magic/feat tailored to the fae niche to provide a greater means for a community with this CA from the onset. I’ve found that CAs that have magic associated are far stronger with retention and activity, see Azdrazi, Naz, etc. Neither lore is dependent on each other and both can function independently, but I encourage writers to consider the possible interactions between the lores.

 

Citations

 

 

Credits

Badgermordakin - Author

DragonofTaters, ClassyDryad, 248Pengin  - Consultant

 

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Satyrs

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Satyrs hail from the radiant Dayward Lands of Cerridwen, a realm bathed in eternal light and overflowing with verdant beauty, where life thrives at a leisurely pace, unhurried and full of harmony. Created by Cerridwen to inhabit her realm in great numbers, the Satyrs are the most likely of the Faebeings to cross into the mortal world. They are thus the most populous among the descendants. Nomadic by nature, Satyrs are rarely bound to one place, their free-spirited hearts ever drawn to wander, moving with the rhythm of the world around them. Despite their jovial and carefree demeanor, most Satyrs harbor a deep-seated grudge against the Fae of the Twilight Bound thanks to their long and bitter history of conflict and the relentless pursuit of Satyrs by those from the twilight lands, leaving a lingering animosity that colors their view of the fae from that realm.

  • Satyrs come from the Dayward Lands and are aligned with the ideals of Cerridwen
  • I will reiterate what is said in this lore’s first page, Faebeings CANNOT reproduce and/or FTB

 

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Physical Description

Satyrs are most notably recognized by their striking half-goat, half-human form, though not the result of any union between the two, they share many traits in common. Their skin may appear in any hue seen among humans, while their features often range from sparsely furred to fully covered in a thick, wild coat of hair—especially on their goat-like lower bodies. The legs of a Satyr, strong and robust, lend them an unwavering sure-footedness, allowing them to traverse even the roughest terrain with ease, and grant them greater strength than a typical human. Perhaps most iconic are the horns that spiral from their heads, curling like those of a goat. These are a source of great pride for Satyrs, marking them as unmistakably their own. Standing slightly shorter than humans, Satyrs typically range from 4’3” to 5’8”, though they bear a similar weight to that of their human counterparts. Their aging follows a similar course to humans until they reach around the age of 23, at which point they cease to age, remaining forever youthful, vibrant, and imbued with an ever-present sense of joy. This, however, comes at the cost of their lifespan which is far shorter than other Faebeings. The oldest known Satyr in the mortal world lived to be 284 years old.

 

 

Spoiler
  • Satyrs, due to their goatlike nature mixed with human nature, max out at slightly above peak-human strength
  • Satyrs are very surefooted, standing on one foot for a Satyr would be the equivalent to the same balance of standing on two for a human. Standing on two would require significant force to knock over (full hit from a warhammer)
  • Horns can be used in CRP though would be weaker and more fragile than the average goat due to lessened strength and dissimilar anatomies, [3] solid strikes from a weapon blunt or sharp would shatter or cut open a set of Satyr horns
  • Satyrs can live to only 300 years

 

 

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Mental Description

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Known for their joyful and charismatic demeanor, Satyrs are particularly skilled in music, their melodies carrying the essence of their homeland’s carefree beauty. They are often seen as embodiments of lightness and mirth, their approach to life filled with laughter and unshakable confidence. Their aloofness manifests as an abundance of unearned joy and confidence, a happiness that many deem disconnected from the harsh realities of the world. Satyrs are known to meet insults and blows with a cheerful laugh or playful banter, brushing them aside as if the world itself were a grand joke. Yet, beneath this constant cheer lies a hidden, more dangerous side. When truly provoked or cornered, the Satyr’s lightheartedness can swiftly give way to a seething, indiscriminate rage. Threats to their own lives, or to the natural world they hold so dear, can bring this darker nature to the surface, transforming the carefree being into a fierce, unpredictable force of animalistic wrath.

 

 

Spoiler
  • Satyrs are almost always happy and carefree, even when things might seem dire. Jokes and singing are common amongst Satyrs
  • When truly cornered, Satyrs drop the act and become highly volatile and angry, flying into an indiscriminate rage that is difficult to halt. Once halted however, Satyrs return to their usual jolly selves very swiftly

 

 

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Abilities

[C] Rage of the Goat

When cornered or pushed beyond their limits, Satyrs shed their facade of joviality, revealing a primal, blind fury. In this frenzied state, a Satyr becomes a force of wild, unbridled aggression, attacking friend and foe alike with reckless abandon. The intoxicating rage clouds their judgment, driving them to lash out until the storm of anger within them subsides. These assaults are often characterized by kicks with their goat-like legs. Only once they’ve wrought enough chaos or felt the surge of battle fade can they regain the clarity needed to return to their usual carefree demeanor. Such instances are rare, and typically only arise in moments of true danger or overwhelming provocation, when their protective instincts are pushed to the brink.

 

 

Spoiler
  • When enraged, a Satyr forgets to hold back and finds itself able to kick with the strength of a goat rather than the average man. coupled with the hooves on its feet, such an attack would be enough to dent armor
  • This rage only lasts for up to [10] emotes after which the Satyr is completely tired out and collapses, if halted beforehand the Satyr can stay conscious but must halt any combat.

 

 

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Treants

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Born from the heart of the Twilight Bound, Treants are a more somber and introspective breed of Faebeing, in stark contrast to the exuberance of Cerridwen’s chosen. The first Treants are said to have been ordinary trees, brought to life by the ancient and mystic energies released by Cernunnos’s missed arrows during a hunt. The god of the hunt, captivated by their awakening, grew to cherish these living trees and, in time, decided to create more of them, imbuing them with life to help safeguard and maintain the delicate balance of the forest realms within the Twilight Bound. As one of the rarest of Faebeings in the mortal world, and oftentimes the oldest, Treants seldom wander among descendants. Preferring the quiet solitude of their arboreal kin, they are often found deep within the heart of ancient forests or at the borders of the shadowed wilds. They are creatures of deep thought and reflection, content to live in harmony with the eternal rhythms of nature, far removed from the bustling lives of mortals.

  • Treants come from the Twilight Bound and are aligned with the ideals of Cernunnos

 

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Physical Description

Treants draw their name and form from the ancient trees of the world, their 'skin' a tapestry woven from bark, roots, moss, and leaves. Each Treant bears the distinct characteristics of the tree it is born from, whether it be the towering oak, the delicate willow, or the tall pine. While they take on humanoid shapes for ease of movement, possessing a defined face, torso, arms, hands, and legs, Treants are still deeply tied to their arboreal origins. Their heads may vary greatly; some have a fully formed, rounded head, while others feature only a face nestled within the trunk of their body. Many Treants wear the marks of nature upon them, with mossy beards, leafy hair, and other natural adornments that reflect their wooded heritage. Despite their connection to the ancient growths of the forest, Treants grow at a slower rate than their mundane tree counterparts, stunted by the immense energy required to animate their form. However, their growth is still impressive, surpassing that of a human. Most Treants grow to a lithe and tall stature, but they never exceed ten feet in height. Though slender in build, they share a humanoid shape, with proportions and width akin to that of the average human, giving them an elegant yet formidable presence.

Spoiler
  • Treants big enough to cross into the mortal realm range between 8’ to 10’ tall
  • Treants have similar strength to that of an elf
  • Treants often have deep voices consisting of hums and thrums
  • Treants can take after any species of mundane tree, but no special trees (ashwood, ironwood, etc.)
  • Treants are particularly weak to fire and axes, any fire being lit upon them would rapidly spread leading to a death if not made an immediate priority. Unburnt chips or twigs leftover from the Treant can be saved to regrow the Treant with a Draught (see below)

 

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Mental Description

Treants are creatures of profound patience, their actions unfolding at the pace of the ages. They think in decades, not hours, and their decisions are often slow and measured, deliberated over for hours, days, or even longer, especially when made in council with other Treants. Their aloof reputation often stems from this patience. But once a Treant has committed to an action, it is executed with unwavering determination and strategic precision, driven by the wisdom of ages. They are slow to form bonds and even slower to forget slights, holding grudges as deeply as the roots of their ancient trees. Their greatest love is the vast, timeless forests they call home, and while they understand their role as the forest's protector and advocate, they are not opposed to venturing beyond its borders, though for them, what may seem like a short journey could take years in mortal terms. Being made of the very essence of nature, wood, bark, and plant, Treants are the most attuned to the pulse of the natural world, their connection to it unrivaled among the Faebeings. It is difficult to get a Treant to care about a matter that does not involve the forest. Treants hold a particular disdain for hooved nomads such as Satyrs, who they see as reckless, trampling upon delicate saplings in their infancy, disrupting the sacred balance of the forest's growth. 

Spoiler
  • Treants are the closest Faebeings to nature and the fae energy around them and feel a very deep connection to it. They are the most affected of the Faebeings by any slight against nature and its balance
  • Treants are often somber and quiet, thinking far more than they speak. When they do speak it is often in short sentences
  • Treants often, but not necessarily, call a particular forest home and emulate the trees found within said forest
  • Treants revere Ents and will follow their instructions above all else
  • Treants deeply fear and mistrust fire and its effects as well as anyone dressed as a lumberjack or holding an axe

 

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Abilities

[NC] Treant Draught

Ever vigilant against the threat of the dreaded lumberjack, Treants have long perfected a potent concoction known as the Treant Draught. Crafted over many decades, this enchanted elixir is infused with fae energy drawn from the fae realms, lending it a mystic power that can mend the scars of the forest. The draught is carefully brewed from the waters of rivers or swamps, combined with the natural flora of the forest, each ingredient chosen for its connection to the land. When consumed by a Treant or absorbed through the roots of trees, the draught works its magic to regrow damaged limbs and restore vitality, healing the wounded trees as if they were merely recovering from a passing storm.

Spoiler
  • Treant Draught cannot be made or drunk during CRP
  • Treant Draught is not made through Alchemy and can only be replicated by a Treant imbuing fae energy into a specific mix of drink
  • When drunk by a Treant, a Treant draught will slowly regrow [1] body part at a time over a period of [1] OOC Day
  • If a Treant is chopped to pieces, one needs only to plant a leftover twig and let it absorb a Treant Drought from the ground. After [1] OOC Day the Treant will grow back to roughly half its size and fully regrowing after another [1] OOC Day
  • When absorbed by a tree’s roots, a Treant draught will slowly regrow a limb back to its original state over a period of [1] OOC Day
  • This cannot be used to cleanse any blight, merely to regrow vandalized trees
  • When drunk by a non-Faebeing, a Treant Draught would cause a normal being (non-construct) to grow by 2-3 inches permanently, potentially surpassing their race’s maximum height. This effect can only happen once, further drinking of Treant Draught will have no effect
  • Treants may only make [1] Draught per OOC week
  • Treant Draught is a Player Signed Item

 

[C] Canopy’s Gaze

A Treant, at its will, may commune with a tree to extend its senses across the vast expanse of the forest it is bound to. Through this communion, the Treant is granted the ability to perceive images from the highest branches of any tree within its domain, allowing it to survey the land with remarkable clarity. This method of sight serves as an invaluable tool for guarding the forest, providing the Treant with a network of watchful eyes from the treetops to the forest floor, ensuring no movement goes unnoticed.

Spoiler
  • Canopy’s Gaze requires [3] full emotes of focus on the tree to be able to see the forest at large
  • Canopy’s Gaze requires the Treant to be touching the tree it is communing with
  • This can be used in combat if focus is unbroken. Focus must be maintained throughout the duration of the communion
  • A tree is considered connected to a forest if it is within [10] blocks of the closest tree last connected or at ST discretion
  • This cannot be used to metagame things you shouldn’t know but rather open up forest RP opportunities

 

[NC] Taking Root

As a Treant nears the end of its life cycle, it often feels the pull of the earth and instinctively seeks a place to take root, returning to its true form as a tree. Finding a peaceful, suitable spot, it sinks its roots deep into the soil, gradually relinquishing the fae energy that once coursed through its body. In solitude, the Treant becomes one with the forest, living out its remaining days as a simple, yet enduring tree. However, when in the company of druids, the Treant may choose to serve a higher purpose, offering itself as a sapling to an elder tree, thus establishing a much stronger connection to the earth. Should an ent ever be called upon by the subsequent Elder Tree, the ent would be an evolved form of the former Treant, retaining many of its memories and behaviors. 

Spoiler
  • This is effectively a PK, once this has taken place the CA must be denied and the treant is only playable by ST as an ent if the Treant has become an Elder Tree
  • Normal Trees that were once Treants will offer up a distinct and more powerful natural energy when communed with, this may be represented with a sign if the player likes
  • Due to the existent fae energy, an Elder Tree created from a Treant taking root will only require [2] groups of druids, to a total of [6] druids

 

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Gatrov Treants

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Some seek to twist the rare Treants that walk the mortal realms into vessels of corruption. When scorched by the unholy touch of malflame, a Treant may fall victim to the dark influence of Moz Strimoza. The first time they are scorched, even fully through, a Treant may recover fully with a Treant Draught. But if they are unable to recover by their next encounter with malflame, they will fall victim to the dark magics. A Treant tainted by infernal forces will be stripped of all plant life, its bark charred and its once lush form reduced to a grotesque, blackened husk. Such a corrupted being would be enslaved by the Zar'rokul, bound in servitude like the twisted Gatrov'kiel, and would become fiercely hostile toward the very nature it once held sacred. 

Spoiler
  • Requires OOC consent to become Gatrov Treant
  • The RP for creation of a Gatrov Treant must take place in two separate RP encounters so as to avoid any OOC pressuring to permanently alter characters
  • A Treant may drink a Treant Draught to recover from malflame if they have been burned only once. If they have recovered and they are burned again they do not become Gatrov either. They must be burned before they have a chance to recover from the last burn
  • Gatrov Treants are immune to fire
  • Attempts to commune with a Gatrov Treant will be met with eerie silence
  • Gatrov are incapable of producing a sufficient level of maleus to satisfy any infernal or to create Rakir
  • One may not infer that Gatrov trees are inherently infernal in nature without proper RP or IC knowledge to back such a reasoning. 
  • Follows all relevant redlines concerning Gatrov Trees

 

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Centaurs/Cervitaurs

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Centaurs and Cervitaurs share a common ancestry, born from the union of Cernunnos and Cerridwen, two great powers of the fae realm. In a moment of divine collaboration, Cernnunnos took the mighty horse from his domain, melding it with his hunter's spirit, while Cerridwen drew upon the gentle doe from her verdant lands, combining it with her nurturing essence. Together, they forged two distinct yet kindred beings. The Centaurs, embodying the strength and grace of the horse, found solace under the shade of the trees in the Twilight Bound, where the dense forests and bountiful game were perfect for their hunting prowess. Meanwhile, the Cervitaurs, with their more serene nature, sought the vast, open prairies, where the wide horizon offered clear views of potential threats, enabling them to roam freely and vigilantly across the open lands. 

  • Centaurs come from the Twilight Bound and are aligned with the ideals of Cernunnos
  • Cervitaurs come from the Dayward Lands and are aligned with the ideals of Cerridwen
  • I will once again reiterate what is said in this lore’s first page, Faebeings CANNOT reproduce and/or FTB

 

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Physical Description

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Centaurs and Cervitaurs are most distinctively recognized by their fusion of humanoid and equine or cervid forms. Centaurs are horses until around the front legs where they become man from the torso up whereas Cervitaurs are the same but with a doe instead of a horse. The humanlike portions of these beings mirror the shapes and features of standard humans, with skin tones and attributes varying widely. Often, though not always, the animalistic aspects of the beings, whether horse or doe, reflect these colors. The colors of the horse or doe may instead reflect the colors of any standard horse or doe. It varies from Centaur/Cervitaur to Centaur/Cervitaur. From hoof to head, Centaurs and Cervitaurs typically stand between 6 to 7 feet tall, with an average weight of around 1,100 lbs, in keeping with their equine or cervine heritage. Their humanoid upper bodies tend to feature long, horse-like faces, accentuated by flowing hair. Centaurs often adorn themselves with pointed beards, emphasizing the length and grace of their features while Cervitaurs tend to prefer to accentuate the antlers on their head.

Spoiler
  • From hoof to head Centaurs/Cervitaurs range from 6-7 feet tall
  • The human arms on a Centaur/Cervitaur would be as strong as a human while the horse/doe legs would be roughly similar to a rather weak horse
  • Cervitaurs must have visible antlers regardless of gender
  • Centaurs/Cervitaurs are particularly weak at the legs. A solid hit with a sharp or blunt weapon could easily break them in one to two hits

 

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Mental Description

The minds of Centaurs and Cervitaurs diverge greatly, reflecting the essence of their respective realms. Centaurs embody the spirit of the hunter, fierce, proud, and untamed. They are aggressive, carnivorous creatures with a ravenous appetite. Centaur hunts are often organized affairs, where herds of Centaurs corral prey and shoot arrows from horseback, their skill with the bow unparalleled. They are known for their strategic prowess, hunting with precision and agility. In contrast, Cervitaurs are more peaceful, gentle beings, following the traditions of herbivores and prey animals. They are much less inclined toward battle, preferring to flee rather than face combat. Though still skilled archers, Cervitaurs only shoot when necessary, using their bows primarily for protection. Both species are herd creatures, with strong bonds to their kind. Their societies often resemble clans, led by a chief who guides their movements. Above all, Centaurs and Cervitaurs are fiercely proud, and the idea of a descendant riding on their backs is considered a grave insult, reducing them from noble beings to mere beasts. Despite their differences, both races share a profound connection to the skies, with many Centaurs and Cervitaurs becoming highly skilled astrologers, using the stars above the prairies as a celestial map to guide their journeys. Centaurs and Cervitaurs are often too prideful to worry themselves with anything other than themselves, leading to an aloof reputation.

Spoiler
  • Centaurs and Cervitaurs will be extraordinarily reluctant allow a descendant to ride under even the most dire of circumstances, such would be the ultimate shame
  • Centaurs and Cervitaurs tend to be quick thinkers and actors but do not always think things entirely through
  • Centaurs often look down at Cervitaurs as weak, and Cervitaurs often look down on Centaurs for being brutes
  • Familial bonds are very strong amongst Centaurs and Cervitaurs for their respective species

 

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Abilities

[C] Nature’s Stride

Blessed with their heritage as hooved herd creatures, Centaurs and Cervitaurs are masters of swift movement. Whether charging into battle or darting through the wilds, these beings can move with the speed and grace of a wild stallion, maintaining their full pace as long as they remain in peak condition.

Spoiler
  • Centaurs and Cervitaurs can move the same distance as horses during a CRP turn
  • A reminder that a Centaur/Cervitaur’s legs can be easily broken with a well placed solid strike
  • This functions effectively the same as someone riding a horse

 

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13 minutes ago, Badgermordakin said:

Treants are particularly weak to fire and axes, any fire being lit upon them would rapidly spread leading to a PK if not made an immediate priority

This frankly sucks for a PK clause. No other CA has the ability to be PK'd like this at all, and I think this should be revised out considering no other CA in this has a PK clause.

 

Otherwise, this is neat, if not somewhat lacking in specific things in exchange for more Fae CAs

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2 hours ago, PrimnyaQuorum said:

This frankly sucks for a PK clause. No other CA has the ability to be PK'd like this at all, and I think this should be revised out considering no other CA in this has a PK clause.

 

Otherwise, this is neat, if not somewhat lacking in specific things in exchange for more Fae CAs

This is my bad I actually meant to remove this when I was reviewing it over. Completely forgot to. Have updated.

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I am a simple man, I see Badgerposting and I upvote +1

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You state they are weak to dark magics but give no hints to greater forms of corruption from the dark magics such as Cursed Idols, Lords Lights, Plagued weapons, Khor blades ect. 

This needs to be specified

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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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