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[✗] [Rewrite] [Feat + Magic Lore] Druidic Transcendence

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Spoiler

Should this lore be accepted, Druids with a Transcendence TA may be given the option to drop the TA to remain at Feat level or they may dedicate a slot to post a Transcendence MA to retain their TA, subsequently grandfathering all new knowledge. Those without a TA will be defaulted to Feat level and knowledge, forgetting that which does not belong to the Feat, as well as needing to learn the new spells.

 

In regards to grandfathering those with the Feat already, current FA holders / MA holders are only allowed to use mundane fae (such as their Fae wardens if they have them, player-played fae etc.)  as patrons and are unable to claim to have ST-playable fae as their benefactors.

 

Spoiler

 

 


= D R U I D I C  T R A N S C E N D E N C E =
A   D R U I D ‘ S   H O N O R
‎₊˚⊹ 𐦍༘⋆₊ ⊹

 

image.thumb.png.2d5b17c2fa8b14b203c02f7c1609a5df.png

[By NaChosOMG]

 

The Fae Realm, or Eternal Forest as the druids know it, is a strange and mysterious place. Creatures beyond mortal comprehension call the Realm their home, existing beyond human restraints and morals. Nature was at complete and utter peace, unfettered and unbothered by dangers that would disturb it. It is this place that departed druids spend their eternal afterlife, a welcome retirement from the toils of life into a place of tranquility. Those long-passed druids take their wisdom with them, only kept in the mortal realm through tomes and words passed unto students - to be eroded with memory and time. Words and experiences, locked away behind that ever-present veil between the Fae Realm and mortal realm. 

 

It is through this thirst and pursuit of this lost knowledge that sparked the fire underneath the druids of the living - to seek some way to further preserve their ways and seek out guidance from those who have passed. Though as simple mortals, they would have had no way to enter the Fae Realm beyond simple death. Seeking out those from the Fae Realm in the living world, they found that they still were unable to traverse the realm as they sought to.

 

It was first the Owl Druid that unlocked the knowledge of projecting one’s form into the Forest via their connection, but with the sudden changes in the Cosmos - the death of Xan, the ascension of Azdromoth - the dangers that were once unheard of were coming true. Security must be prioritized, and under the wills of the Aspects and for the safety of those under their care, the access to the Fae Realm had shut out once more. Yet it did not stop the inherent curious nature of Fae to bypass those blocks to enter the mortal realm once more - whether it was to escape the Fae Realm they deemed unsafe, or simple fascination. 

 

In these droves, a weathered elder and his student stumbled across a Unicorn on their travels - the fae having been stranded outside of its home, without a way to return. Upon leading it back to a Fae Ring to return home, the Unicorn - ever grateful for the druids’ help - offered them both a boon, a debt to be repaid. It was then the Elder had an idea, perhaps in exchange for their help, the Unicorn may provide them with the energy and power to visit their new friend when they wished. Hesitant, but a creature of its word, the two made a deal - bonding the elder and the unicorn in an eternal conjoinment. He could feel it - something taking hold of him, as his hands tingled with markings beginning to blossom over the tips of his fingers. As the elder sought for a brief moment to look down at his hands, a bright flash of light erupted from the Fae Ring and the Unicorn was no more. The only evidence left behind were patterns around his nails that had now formed, and that strange discovery between Fae and mortal. Since then, more and more fae have slipped into the mortal world, and the pacts between both druid and Fae have flourished - born of mutual symbiosis, as nature would’ve intended.
 

—·༻𐫱༺·—

 

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[By F3LC4T]


O V E R V I E W

Druidic Transcendence is a Druidic Feat and Magic that allows for a druid to harness the boons of the Fae Realm without being Fae - instead, getting their abilities from a preexisting Fae creature that they have formed a successful bond and or contract with, which as allowed the druid to share a part of its power. Every Fae creature may affect their champion differently, but the abilities they offer range from creating portals between the realms, speaking to those within the Fae Realm, and even venturing into the Fae Realm. These boons are not without risk, as the Eternal Forest is full of dangers to one’s being and soul.

 

I N D E N T U R I N G

‎₊˚⊹ 𐦍༘⋆₊ ⊹

 

The beginning of a druid’s journey to discover and understand the Fae Realm must start with understanding their gifts to the fullest capacity that they can. Any less and their soul might not be deemed strong enough or worthy enough of contracting with. The next step is to search for any Fae curious enough to commune with through having an open summons within a Fae Ring, and win the favour of  - through charm, wit, or even offering. There is only so much one can understand about the Fae Realm from an outsider’s perspective - innate knowledge from the Fae Realm can only be garnered from a native denizen. Should the Fae find the druid interesting enough, they will invite the druid to finalize their deal. In an act of indenturing and pacting the druid to the Fae, the direct energies from the Fae and the Eternal Forest latch onto the druid’s spirit that slowly begins to morph and change their body, mind and soul.

 

—·༻𐫱༺·—

 

P R O C E S S

 

A druid and their teacher must create a totem of whatever Fae their student wished to contact. The teacher will paint the totem with a kuila pigment mixture before placing it in the Fae Ring. Summoning their energy, they infuse the totem - causing it, and the Fae Ring to glow. In this moment, any Fae of likeness to the totem may be summoned into the Ring in spirit form. It is then that the student may try to convince the Fae to contract with them. Should the fae be amicable to such, they will then form an indenture with the druid - some form of oath or promise beaten them. These promises often having to do with the animal’s species or species like them, fae in general, domain-specific promises, etc. - not harming animals of the same mundane species or fae in general, carrying and keeping parts of said species or the fae visible on them at all time, etc. 

 

Once this pact is solidified, the student and Fae will bind themselves together in this promise. The student’s hands will begin to glow, as druidic runes and etching appear on their fingers - a sign of their connection to the magic of the Fae and the Eternal Forest. Following this, the student may then put up their FA and mental / physical effects will begin after acceptance - allowing them access to specific cantrips known as Jinxs.

 

—·༻𐫱༺·—

 

N U R T U R I N G

 

Once a druid has dedicated at least [1] OOC month to the learning of Transcendence, their ability to absorb and understand the Fae Realm can continue to grow with the aid of their patron. Summoning their Fae benefactor once more through the same process of when they were first connected, the druid may be required to trade something in return for further power - whether a promise, a task, an offering or otherwise. Once this is fulfilled, the Fae and student ‘renew’ their contract - causing the runes upon the druid’s body to grow further along their body as a visual signifier of their progression. 

 

Following this, the student is expected to put up a separate MA for Transcendence, and once it is accepted, mental and or physical effects will begin - allowing them access to further rituals and magic known as Sabbats.

 

 —·༻𐫱༺·—

 

P R O G R E S S I O N

 

There is no exact tier progression, as all feat-level spells may be taught immediately upon the acceptance of the FA.  Once Nurtured, the druid may learn all of the new spells provided to them provided that they are taught in roleplay. 

 

All spells, rituals or otherwise must be taught in roleplay by someone with a valid TA, meaning that a Transcendent Druid is unable to perform certain spells they have not been made aware of and how to control their mana in order to perform. After [1] OOC month after the acceptance of a druid’s Transcendence MA, they are able to make a TA - provided that they have been taught everything.

 

—·༻𐫱༺·—

 

Spoiler

R E D L I N E S

A druid must be T5 to learn this feat and magic.


Soul Trees, and Epiphyte Druids are able to learn this feat - all PK clauses still apply to these characters.

 

A Druid with Blood Magic cannot use this Feat or Magic due to the inherently corruptive nature of Blood Magic clashing with the natural energy of the Fae.


Should a Transcendence Druid learn Blood Magic, they will find themselves growing sickly in addition to the Blood Magic physical tells, with the corruptive magic overpowering the power of Fae. They will be unable to use any magic during this duration, until or if they choose to drop one or the other.

 

The Feat and or Magic can only be dropped twice.


If a druid wishes to drop the magic, they would have to drop the feat as well.

 

The Fae summoned to be the student’s patron is played by the teacher’s player.

 

The Fae summoned does not have to be an event-only creature - it may be a more mundane fae animal, which is akin to their mortal counterparts but may have fae-like aesthetics.

 

Should the players request it, ET may play event-specific Fae at the behest of management for indenturing.  

 

Event Fae outside of Summons of the Forest may be pacted with, whether in an overworld event or specifically going into the Fae Realm to find one.

 

Entering the Fae Realm follows the general Divine Realm rules, which includes a PK clause should a druid die there.

 

The runes will start at the druid’s fingers, and will spread up the entirety of both elbows over the course of [1] OOC month. 

 

After undergoing the process of Nurturing, the runes will spread up to the entirety of both arms over the course of [1] OOC month. 

 

The runes can take on various aesthetics, like curling vines and flowers over one’s arms, or druidic scripture marked on the skin - so long as druidic runes are involved in some way or form and are related to nature.

 

The runes on the druid’s body cannot be altered, changed, or removed by Alchemy or otherwise. Attempts to do so will cause the objects to be destroyed in flavoured ways (i.e a knife turning into a branch, fire disintegrating into a pile of leaves, potions turning into honey and sap, etc.). This does not protect the druid from any actual attacks or harm.

 

The runes cannot be used to metagame the nature of their creation by the markings alone, given each marking is considered different. Only other druids may have an inkling of their origins due to the runes. 

 

The tasks given to the students by the Fae are not predetermined, it must be something related to the Fae in some way - giving them a bounty of food, hunting down their predator, etc.

 

Nurturing is meant to showcase a progression of a druid’s knowledge and character, and the teacher is to create a story using the bond between the student and fae. RP discretion is up to ST purview should they have been bonded with a ST-playable creature.

 

Nurtured Transcendent Druids are considered altered/modified souls given that they have given up more of themselves and their soul for power - therefore being affected by anything a modified soul may be.

 

The Transcendence MA is a [1] slot magic.

 

image.thumb.png.61c2282b070b541355eeac646a893491.png

[By Quaresma]

 

P H Y S I C A L I T Y  &  M E N T A L I T Y

With their spirit now tethered to a Fae benefactor and the Eternal Forest, the druid’s body will begin to morph and change based off of this new connection. The Fae energy connected to their being will begin to manifest in various ways as the druid progresses in their knowledge and practice with learning how to manipulate their energy.

 

At the beginning of the druid’s journey, the druidic marks on their flesh are confined to their lower arms, slowly creeping up from their fingertips to palms to forearms. The druid will begin to find their mind begin to morph, in small but noticeable changes in their behaviours, thought processes, and mindset when it comes to mundane things and when it comes to their natural duties - some of which may reflect the mentality. These include, but are not limited to:

 

MENTAL EFFECTS

Prone to mood swings

Memory lapses

Brain fog

Heightened skepticism 

Prone to sleeping for longer / more frequently

Hearing ‘voices’ in their mind

Increased indecisiveness

The want to eat more raw materials / rejecting cooked food

Hoarding

 

Once they have reached the cusp of their craft and have turned back to the patron to be Nurtured, the druid would find their runes slowly continue to blossom and grow over the stretches of their skin like ivy - encompassing the whole of their arms. Beyond the warping of their mind, their body will begin to slowly change as a result of the further plunge they have taken in the faerie arts. These include, but are not limited to:

 

MENTAL EFFECTS

Visually seeing glimpses into the Fae Realm for moments at a time

Severe/strong reactions to disruptions to nature

Face blindness with non-transcendent druids and non-fae

Difficult remembering small / specific details

Time blindness

Delusions

Repetitive behaviours

Depersonalization / derealization

Auditory and visual hallucinations

 

PHYSICAL EFFECTS

Animalistic traits (claws, fangs, etc.)

Fae and Plant-like traits (flowers, kuila growths, etc.)

Scales, feathers, and or fur along the arms and body

Differently-shaped pupils

Starlight, sunlight, moonlight, bioluminescence etc.features in/on the druid’s hair, skin, etc.

 

Spoiler

R E D L I N E S

No external body additions - aesthetics are strictly protrusions or alterations like horns, animal ears, claws etc. (i.e no extra limbs or body parts, like tails, wings, etc.)

 

Alterations of the body must be within reason - satyr legs are fine as long as they remain functionally the same as descendant legs, etc. More extensive changes like wings for hands, bestial faces that obscure the druid's identity, etc. are not allowed.


Any alterations are purely aesthetic and cannot be used to one's advantage or disadvantage within combat.

 

Shifters may use the aesthetic effects on their animal form.


Transcendent aesthetics cannot be used to metagame if someone is a shifter simply because their forms share tells. (i.e if a druid is a goat shifter, you cannot assume that they are a shifter because they have rectangular pupils and goat horns.).

 

Shifter aesthetics cannot be used to metagame if they choose to look more fae in quality. (i.e if a horse shifter takes on the aesthetics of floras and vines as hair, it would not mean that this particular horse is a shifter).

 

The druid cannot completely become an animal, specific fae, and/or plant creature. Must be humanoid in some form.

 

The aesthetics cannot be used to fully mimic other CAs and their abilities. (i.e Azdrazi, Treelords, Epiphytes, etc.).

 

The aesthetics cannot have elemental traits unless it’s specifically used to mimic a lore-approved Fae/natural creature that has such.

 

FA holders are expected to at least pick a minimum of [2] mental effects.

 

MA holders are expected to at least pick an additional mental effect, as well as have a minimum of [2] physical effects.

 

Treelords, and Epihytes must obtain two mental/physical effects that they don’t already have by the time they are T3.

 

Please do not use the mental and or physical effects as excuses for creepy / offensive RP or bannable offenses. 

 

—·༻𐫱༺·—

 

image.thumb.png.d0222702e4dec1906332f4f14864464c.png

[By F3LC4T]

 

C A S T I N G

A Transcendent’s aura may manifest differently due to the flow of Fae energy they had been gifted. Through this, their tells may have shifted into something more aligned with the Fae Realm, or Domain in which their benefactor hailed from. This may include small chunks of Kuila temporarily sprouting around where the druid stands as they cast, ethereal butterfly wings appearing on their back, giggles and laughter of the Fae Realm permeating around them, or embers of fairy fire will blink in and out of existence by their hands or head. 

 

In addition to these changes in tells, they may use these changes in other druidic tells as well, outside of Druidic Transcendence - extending their Fae’s influence over the rest of their magic. They may also extend this to the shape of their Luonto, allowing it to take the shape of their benefactor.

 

Spoiler

R E D L I N E S

Any casting aesthetics are thematically tied to nature, or the fae, purely aesthetic and cannot be used to combat advantage.

 

When casting, tells must always been visible / noticeable and cannot be subtle. 

 

Luontos will follow the redlines per Communion and Control.

 

Usage of any spells from other magics in combat, including druidism, must be separated by [1] non-magical emote where they cannot be actively connected or preparing the spell from the other magic. A druid’s passive effects are not affected by this, but they still may not prepare a spell until after the [1] emote cooldown.

 

Epiphyte and Tree Lords may use their CA abilities without disrupting their connection, given their predetermined natural creation.

 

—·༻𐫱༺·—

 

image.thumb.png.756120bc2e3e500f07922636f447e7c2.png

[By Amy Sol]

 

J I N X E S 

Upon the completion of the first pact with their patron, a Transcendent will find themselves with the knowledge to further manipulate the natural energy around them to emulate that of the Fae Realm with the aid of their contractor.  Most of their initial knowledge will centre around that of simply expanding what they already know about their Druidic abilities as well as learning how to use their mana to simulate similar powers that one may access if they were truly Fae.

 

METAMORPHOSIS [N/C] [Infusion]

 

Due to the Fae bond in a Druid’s spirit, they may channel some of that power out into the mortal world. Siphoning some of the energy of the Eternal Forest, a Transcendent may spend [2] emotes channeling their energy and imbuing plant life, animal life and mundane objects with a charge of fae energy. This will cause their appearance to change into something more otherworldly and strange, like giving an animal horns when they shouldn’t have any, or covering a wooden instrument in flowering vines and Kuila. These effects will only last [1] OOC day before the fae energy fades and the object, animal or plant returns to normal.

 

Additionally, a Transcendent may spend [3] emotes to properly infuse an object or animal with a stronger dose of Fae energy so that the fae-like changes are permanent. 

 

Spoiler

R E D L I N E S

The enchantment on an item cannot be used to completely disguise the material of an object. Whatever it may be can still be aesthetically changed or decorated, but an Aurum blade could not look like wood, etc.

 

Thanhium and any other anti-magic materials / creatures cannot be infused.

 

Plants and animals infused through Metamorphosis are physically mundane, it is simply their outward appearance that has been changed. A faerie cow will still produce regular milk and regular meat.

 

The aesthetics are purely cosmetic, and cannot be communed with outside of normal clauses.

 

The aesthetics cannot be used to benefit combat or to one’s advantage in combat.

 

Transcendent druids would be able to recognize the Infusion immediately, while non-Transcendents would detect a modicum of fae energy from the object but unable to discern the immediate cause without further investigation.

 

Any true fae creature will be able to immediately discern that infused animals and objects are not fae, and the infusion cannot be used to fool them.

 

Animals infused with Metamorphosis may be used in combat, and follow all Combat Pet rules. They may be used as both independent and dependent summons.

 

Items and creatures are considered player-signed Infusions.


WILDSPIRIT CHIMES [N/C] [Infusion]

 

Manipulating the remains of a small creature and channeling their energy into it, a Transcendent would be able to create a wind chime out of bones and kuila to either ward off or attract fae to the chime, depending on the corpse of the animal.

 

Over the course of [3] emotes, a druid fashioned their chime before stepping into a Fae Ring under the light of the moon, and began to channel their energies. The Fae energies will then react to the presence of the Kuila and begin to siphon itself into the chime, bringing with it the deceased animal spirit back into the chimes as well. 

 

Should a druid wish to ward off fae with Warding Chimes, the bones must be made of a small predator animal, like a piranha or ferret. If they wished to create a chime that attracted fae instead, the druid would have to use a prey animal like a mouse or a bird to create Beguiling Chimes.

 

Spoiler

 

R E D L I N E S

 

A small animal is relative, so long as it can fit in two hands and does not exceed such.

 

Omnivorous or scavenging animals may be used to create either type of chimes.

 

The chimes must have a MC representation, and a sign needs to be placed where it is hung, dictating its effects and radius.

 

The chimes must be able to dangle and create its song.

 

Warding Chimes will prevent all fae from stepping into the [5] block radius where it’s placed.

 

Beguiling Chimes will attract all fae creatures within its [5] block radius, akin to moths to a flame.

 

Epiphyte druids and Tree Lords can resist the effect of either chimes.

 

Sycophants will become very irritated and scared when entering the radius of Warding chimes, while they will actively entice or ask their host to get closer in the radius of Beguiling Chimes.

 

Knocking the chimes down with a ranged weapon, rock, etc. is enough to break the effect.

 

Both variants of the chimes require [3] strikes with a weapon to break it completely and release the animal spirit.

 

Mundane flame requires [3] emotes to destroy the Chimes, while magical flame (Voidal, Dragonsflame, etc.) will take [2] emotes to destroy it. Both variants of the Chimes are immune to Malflame.

 

Thanhium weaponry can break the Chimes with [1] strike.

 

Once destroyed, the chimes cannot be mended, awakened, etc., requiring the druid to remake it entirely.

 

The chimes cannot be carried around to ward off fae - it must be stationary and hung from a location for at least [1] OOC hour in order to work. If knocked down, the effects will resume after [2] OOC hours.

 

The chimes will not work through walls, barriers, windows, etc. Nothing can be blocking the sound of the chime in order for it to work.

 

The chimes cannot be placed close together to stalk effects and or overlap.

 

  Should a fae attempt to step into the [5] block radius of a Warding Chime, it will ring up to [20] blocks to alert those around of the Fae’s presence.

 

Beguiling Chimes will passively chime, as it is the noise from the Beguiling Chimes that attracts the fae.


FAERIE FIRE [N/C, C] [Infusion]

 

Hidden deep in the Nightfall domain, enchanted motes of flame dance in the eternal darkness - illuminating paths and structures for its fae denizens. With its hypnotic colors, the fires were used to draw on prey like moths to a flame before the fae would strike while they were distracted. Transcendent druids bear the same ability to do the same, albeit to a lesser degree.

 

Taking a Kuila crystal into the ring, the Transcendent will draw forth their energies as they proceed to crush the crystal up into fine dust - infusing the shards during the process over the course of [3] emotes. Now alight with the druid’s own aura and the inherent color of the Kuila, this dust may be lit into heartless flame - producing an eerie light. Should one look upon it for [2+] emotes, the person would start to feel drawn towards the location of the Faerie Fire and begin to wander off from there in a confused, trance-like state. Should another Faerie Fire be within sight of the first, the person would continue to follow it like a trail before snapping out of their state.

 

[5] BLOCK RADIUS: Bowls, Torches, Lanterns, etc.

[10] BLOCK RADIUS: Pyres, Braziers, Fire Pits, etc.

 

Once the infused dust has been created, it may be cast on a weapon or item of choice to light the weapon on fire. This flame exhibits the same effect as a brazier of Faerie Fire, attracting the attention of any single target within a [10] block radius who looks at it for too long - causing them to ignore whatever it was they were doing before to focus on the wielder of the fiery blade. In order to enter this trance-like state, the target must maintain eye-contact with the object for [1] emote, falling into a haze the emote following.While in this state during combat, they will solely focus on the wielder and the blade for [3] emotes - ignoring any minor injury that may come from it (i.e cuts, scrapes, bruises, etc). Any larger injury will cause them to snap out of their trance due to the pain.

 

Spoiler

R E D L I N E S

The player 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. 

 

The confusion effect can be broken 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 must be physically grabbed, lacerated, 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.

 

It takes 3 emotes of continuous extinguishing the flames to put out by mundane means. Water Evocation takes 2 emotes. Thanium/Thanic Steel Weaponry, 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 is player signed. If placed in something, an MC sign must state what it is. 

 

A weapon with the dust applied needs to have an MC representation and is player signed.

 

Thanhium may not be used with the Faerie Fire dust.

 

Transcendent druids, fae creatures (Sprites, Epiphytes, etc.), sightless characters/creatures, Seers, and Tree Lords are not affected by Fairy Fire effects. 

 

After being under the effects of Faerie Fire, the person cannot be drawn towards it again for 3 OOC hours. 


Should the Faerie 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 they fail, they will simply plummet.

 

Should, at any point, the target is out of the range for the Faerie Fire or have their vision obscured from the fire, they will break out of their trance.

 

VEX [N/C, C]

 

It is in a Fae’s nature to be a trickster at heart, unbound by mortal concepts, laws, and morals. Curious and mischievous beings at heart, many seek new experiences through their hosts and how they may interact with the rest of the world. Over the course of [2] emotes, a Transcendent may warp nature around them or others, or another’s perception to harmlessly play tricks upon them - turning someone’s helmet into a pumpkin, causing a root to grow out to trip someone, etc.

 

In combat, the druid may spend [2] emotes to stop or redirect mundane attacks by altering its properties with that same mischievous power. It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal, arrows turning to flowers as they're pushed off course, or the Vex appearing somewhat displaced as to throw off the aim of a potion. 

 

Spoiler

R E D L I N E S

This spell may be used [2] times per combative encounter. 

 

The range of the spell is [24] blocks out of combat, and [10] blocks within respectively.

 

When used out of combat, the effects are harmless and can be easily determined as fabrications by all those involved, essentially acting as a means of performing harmless pranks. It can cause items to appear, seemingly disappear, or become something else for a short time. 

 

The illusions are not harmful and cannot be used to create anything larger than [3] blocks in radius respectively.

 

In order to deflect or use Vex combatively, the Transcendent must have line of sight of whatever is attacking them. They would not be able to prevent a sneak attack, or something coming from out of their view.

 

Should the druid be attacked by two different assailants, they may only choose one attack to stop.

 

Seers, Druids casting Greensight, those with the ability to detect mana, and blind characters are able to ignore the illusion effect entirely. However, their mundane attacks are still able to be stopped or redirected by the combative version of the spell.

 

TWILIGHT’S CHAMPION [C]

 

The dangers that the mortal realm poses to nature and to the Fae Realm as a whole does not go unnoticed by those who live within the Eternal Forest. Thankfully, the Fae have their indentured servant to continue to keep nature safe with their help. Channeling the strength of their patron, a Transcendent druid may manifest their energies to briefly enshroud themselves with the likeness of their fae benefactor over the course of [2] emotes - akin to a cowl of energies, or the manifestation of the fae looming over the druid’s shoulder. 

 

Empowered with the strength of their patron, a Transcendent may channel their power through their body - swiping or lashing at an opponent with the combined strength of the Wilds and the Fae Realm. A slash would be enough to slash though Medium Armour, while a punch or blunt strike would be enough to dent Heavy Armour.

 

Spoiler

R E D L I N E S

This ability may be used [2] times per combative encounter. Once all uses have been expended or if the druid has been disconnected / unable to cast in any way, the mist will disappear.

 

The spell cannot be used to empower the swing or strength of a weapon or otherwise - it is only for the body.

 

If used against a larger target such as an orc, they will not be knocked over with one strike but may simply lose their balance instead.

 

Blunt damage dealt with would be enough to heavily bruise but not break bone - able to knock someone out via the head if unarmoured.

 

Slashing damage dealt with would be the equivalent of being slashed by an iron blade.

 

When cast, the ability will only linger for up to [6] emotes in total - should they not immediately expend their usage. After the duration is up, the mist will disappear.

 

When cast, the druid is unable to cast any other abilities beyond communion. Passives are exempt from this.

 

—·༻𐫱༺·—

 

image.thumb.png.295b93479b3cfa13ed295a5bc01bfe11.png

[By Jodi Muir]

 

S A B B A T S

Once the Transcendent Druid has taken the plunge into further dedicating themselves to the art of the Fae with their otherworldly guide, they are able to better understand and manipulate the very veil between the Fae Realm and the mortal realm. Now possessing the further power granted to them by their patron, the Nurtured Transcendent now bears the ability to further pass on their knowledge and further connect others to the Fae, should they so wish. These spells are restricted to those who have an accepted valid Transcendence MA and are considered Nurtured.

 

WILDWEAVING [N/C, C

 

With their mind further expanded to the truth and machinations of the Eternal Forest, a druid may be able to utilize a Fae’s ability to hop through realms to a lesser, quicker extent. Over the course of [3] emotes, the Nurtured Transcendent may become one with the natural leylines to traverse distances. The druid attunes to the natural energy around them - focusing on where they stand and finding a weak spot between the mortal realm and the Fae Realm. They can highlight and or expose the weak spot of the Veil of where they stand before seamlessly slipping within, temporarily transporting themselves through the Fae Realm before weaving their way to their destination - the other weak spot, in which they suddenly appear in a flurry of particles like petals, leaves, fairy dust, or otherwise at the end of the emotes. The exposed spot of the Veil can be made into various aesthetic options, like a simple swirling rift of colours, a circle of druidic runes, a temporary ring of mushrooms, and so forth.

 

Spoiler

R E D L I N E S

This may only be used [1] time during combative encounter.

 

This may only be done in a [20] block radius out of combat, and a [12] block radius within combat. 

 

Should the druid be interrupted in any way during combat, they cannot recast.

 

Any location must be accessible by the player without using external measure. No cheating to get up a wall - one must be able to mechanically get up onto the wall for the spell to work. This may be mitigated during an event at ST discretion.

 

This may be used as a flavourful way of using one’s soulstone. If using one’s soulstone, casting only requires [1] emote of slipping away into the Fae Realm. 

 

Multiple druids may narratively go into the portal should they all be soulstoning to the same place. Regular people / non-druids are unable to follow.

 

This cannot be used to escape binds or capture rp unless all agreed upon OOCly by the parties involved.

 

The druid’s destination must be obvious / noticeable, and cannot be subtle.

 

Non-druids may stand in the Transcendent’s destination - causing the Transcendent to suddenly appear in front of the other individual.

 

This ritual / spell may only be led and or used by someone possessing a valid Transcendence MA.

 

CALL OF THE ETERNAL GUARDIANS [N/C] [Ritual] [Infusion]

 

The Eternal Forest houses all of the druids that have passed over the centuries, taking with them their true knowledge and wisdom. Younger generations of druids, faced with challenges they may not know how to deal with or understand, may call upon their deceased Elders for advice to converse over a period of time. They may also use this to call upon any Fae creatures to converse with, especially if a student may be seeking a curious benefactor in need of a champion.

 

Using a small item or totem that represents the dead druid in some way, or something that resembles the Fae creature in question, the Transcendent paints it with druidic runes with kuila dust mixed within. It is then placed within a Fae Ring where the Transcendent hones in on the object, causing it and the ring to begin to glow. The druid may then attempt to call forth the dead druid or fae, and if answered, they will appear in a spectral form in any form that they would wish. They may be communed with for up to [2] OOC hours. After that time, the dead druid will feel the call of the Fae Realm and vanish. With the trinket left within the ring, the departed druid’s essence may choose to linger within the object after they return to the Fae Realm - acting like a Singing Infusion of that druid’s particular song.  

 

Spoiler

R E D L I N E S

The ritual requires at least [5+] emotes to be performed.

 

This ability can summon dead druids and dead/alive fae - the characters must be PK’d.

 

The object must represent the totem of the dead or be related to what the fae is/was. 

 

Event-related characters must be approved and played by ST. This ability cannot summon Aspects or Patrons (aka Mani and Taynei)

 

They must have OOC player consent to have the player’s character appear and commune with. The player must play their own character - in the event the player is unable to get online, they may get someone else or an ST to play the character. 

 

This ability cannot be used to reveal or metagame how a character 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)

 

This ability cannot be used to teach Druidic magics/feats by a dead 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 and or 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 and unattuned Tree Lords will not be found in the Fae Realm should they have PK’d. 

 

One must have ST management approval to be given something from the Fae Realm by the dead druid / fae. 

 

No doing explicit or romance rp with dead characters / druids. Loved ones, and family are excluded from this. Please don’t do weird RP.

 

NPC druids may be used and talked with as long as the redlines are followed. Lastly, an NPC cannot provide any lore information or change anything, even if harmless. They are purely a tool for personal development and not to cause conflict.

 

If you are going to interact with an NPC druid, it must be DMed by someone else, not by the same druid who sought to talk with their NPC. One cannot roleplay with themselves in this case, and all standard server rules apply.

 

A druid NPC must originate from a background that makes sense. For example, if a character’s family consisted of voidal mages and the character chooses the druidic path, it would not be logical for them to have ancestors who were druids or who respected the Aspects. Conversely, a druid whose family worshipped the Aspects or had a naturalistic lifestyle would more plausibly have druidic ancestors. If you're unsure, check with ST to confirm whether it makes sense for your character to have such ancestry.

 

The PK’d druid’s infusion must be viably ST-signed, and the particular druid must be specified in the description.

 

Any other infusion placed upon the PK’d druid’s infusion requires a MArt.

 

The PK’d druid must actively infuse the totem in order for their song to linger within the object. Refer to the redlines stated in Druidic Infusions (Druidism - Communion and Control). 

 

If the PK’d druid did not learn how to make a Singing Infusion while alive, they would be unable to infuse their song.

 

In the case that another person is playing a PK'd character, or an ST is playing a PK'd character that does not belong to them, they would be unable to infuse their song.

 

Once summoned, the specific PK'd character cannot be summoned again for [1] OOC week - the strain of briefly returning to the mortal realm requiring the spirit to rest and recuperate.

 

Spirits summoned to the Fae Ring are unable to interact with the real world, and are considered functionally like spectres / ghosts.

 

This ritual / spell may only be led and or used by someone possessing a valid Transcendence MA.

 

RITE OF THE FAE RING [N/C] [Ritual]

 

As both worlds of man and fae continue to meld together, portals between the realms appear in the dead of night while others disappear completely. In order to maintain connection and communication with those in the Eternal Forest, druids have discovered a way to create their own portals rather than waiting for one to appear naturally. 

 

The Rite of the Faerie Ring takes about [6-8] emotes in total, starting with a group of [3] druids finding a place untouched by descendants or darkness in the dead of night under the full moon. The Transcendent druid of the group will begin to carve druidic runes into the earth in the shape of a circle. The [2] druids will begin to infuse and channel their own energies into the markings while the Transcendent joins them in channeling and chanting. During this time, aesthetic effects may begin to occur ranging from, but not limited to, flora shifting around wildly, the moon appearing to glow brighter, fauna and fae being drawn to the accumulation of energies, etc. Mushrooms and flora will begin to flow and grow in place of the runes before a burst of moonlight overtakes the centre of the ring and fades, cementing the portal of the Fae Ring. Different aesthetic appearances may vary based on which Domain the particular Faerie ring is connected to. 

 

Spoiler

R E D L I N E S

All created Fae Rings must be ST signed. 

 

Created Fae Rings require [5] continuous emotes of Magical Fire (Dragonsflame, Voidal Fire, etc.) to completely destroy. Thanhium, and Auric Oil take [3] emotes to completely destroy. Fae Rings are immune to the effects of Malfame.

 

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. 

 

Fae Rings follow their respective 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. 

 

Fae Rings cannot be created in pathways, entrances, and/or common places where people walk. The area must be in a balanced, natural state. 

 

Fae Rings 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. 

 

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. 

 

Druids cannot create Fae Rings during combat, due to the amount of concentration required. Should combat begin in the midst of the rite, the rite will immediately stop and fail to continue - forcing the druids to start over.

 

Please do not do anything in a Fae Ring that breaks TOS rules.

 

This ritual / spell may only be led and or used by someone possessing a valid Transcendence MA.


SUMMONS OF THE FAERIE [N/C, C, ET] [Ritual]

 

The Eternal Forest is not just home to the departed druids, but many native denizens as well - different levels of fae creatures roam the Domains of the Aspects like Sprites, Cervitaur, Featherfolk and the list goes on. Utilizing their newfound knowledge of the tethers between the mortal realm and the Fae Realm, they may beckon forth a fae creature of their choosing from the Eternal forest, whether for commune or otherwise.

 

In order to summon a Fae, they must utilize a Fae Ring, and the light of the full moon. When the moon is at its highest and the veil between worlds is the thinnest, a Transcendent Druid may focus their energy into the portal and allow it to draw in any curious fae, much like a fisherman and bait. With a singular druid, this may be used to summon Sycophants, Epiphyte Fae Plants and Sprites - the former only being able to communed with for [1] OOC hours without a host bonding to it before it returns to the Fae Realm. Should a larger, more significant Fae creature be required, [2] Transcendent druids are required - one of which is Nurtured. The process is the same, as both druids cast their energy into the Fae Ring to draw in any curious Fae. Additionally, the Transcendents may use offerings to attract a particular Fae - an idol carved in their likeness, food offerings, etc. The Fae that are summoned are considered corporeal and physical in the mortal realm, and therefore can be corrupted or killed during their stay - their hold upon the realm is mediocre at best, and will return back to the Fae Realm whenever able.

 

Spoiler

R E D L I N E S

The ritual requires at least [5+] emotes to be performed.

 

This ritual may be used as roleplay to submit a CA of either an Epiphyte or Sprite, or an FA for Sycophants.

 

Proper fae that are summoned through this ritual are ST-playable only, and are considered an ST event.

 

Whatever fae that is summoned is up to ST discretion, though may be dependent on if the Fae Ring being used is tied to a certain domain, offerings, etc.

 

This ritual cannot be used to summon anything else from the Fae Realm.

 

Fae may be corrupted by any means that could corrupt regular fae CAs.

 

In order to corrupt a Fae, [2] Voidal / Dark Magic attacks must land in order to blight it - should they not kill it first. 

 

If corrupted, the fae will be unable to return to the Fae Realm and will require further ST approval for further interactions.

 

ST summons are only permissible once per [2] OOC weeks. This cooldown applies to both druids used to summon the Fae.

 

This ritual / spell may only be led and or used by someone possessing a valid Transcendence MA.


WALK OF THE ASPECTS [N/C, ET]

 

The Eternal Forest is a wondrous place, the epitome of peace in nature that all Druids should strive for - the perfect balance. Mastering their fae energy, a Transcendent druid may bring themselves and others on a journey to the fabled afterlife through their souls. However, by doing so, exposes their very essence to the dangers that too lurk behind the lush trees and foliage of the Fae Realm. The realm in itself may be an enemy, for the call of its song may be too great even for the eldest of druids.

 

To traverse to the Fae Realm leads to a direct event led by Story / Event Team, with manager approval. Once the trip has been OOCly approved, a Transcendent with the knowledge of the Ritual of the Walk of the Aspects must step into a Fae Ring, able to bring with them up to two other druids. Concentrating on their well of fae energy, the Fae Ring will begin to react accordingly with various aesthetics - mushrooms glowing with moonlight, flora beginning to shake and quake, etc. The presiding ET may also emote the aesthetic effects while the ritual is under way. At the height of the ritual, the ET will then transport the group to the Fae Realm.

 

Whatever happens during the trip is entirely up to the presiding ET. Upon entering the Fae Realm, the druid(s) appearances may change aesthetically to appear more fae-like or reflect their soul better. While in the Fae Realm, the druids will feel a calling to them from the afterlife - calling them to stay within. The various fae, denizens and artefacts of the Fae Realm will also be present, and can interact with the travelling druids and vice versa. This may include conversing, and also harming the souls of the druids which may lead to side effects and a PK. If a druid’s spirit is harmed and is injured up to [5] times, their soul is forever lost and trapped in the Fae Realm - resulting in a hard PK. Small scrapes and negligible injuries do not count and it is up to the presiding ET’s discretion to determine if an injury counts or not. Should the druid(s) soul(s) be killed within the Fae Realm, it will also result in a hard PK. A trip to the Fae Realm may only take up to [3] OOC hours - should the druids choose to remain past this mark, there will be [3] warnings made emote-wise over the course of [15] OOC minutes. Each warning is the song of the Fae Realm getting stronger and stronger as each druid will begin to feel the call to remain in the Eternal Forest. If they choose to remain after the warnings, then their souls will be forfeit to the Fae Realm - resulting in a hard PK. 

 

BOONS AND OBJECTS POSSIBLE TO OBTAIN

Prophecies (visions, riddles, etc.) given by the Patrons (Aspect interaction is forbidden)

Direct guided influence from the Patrons (Aspect interaction is forbidden) (requires management approval, with no obligation to do so)

Blessings from Patrons (Aspect interaction is forbidden)

Ancient relics / items

 

 In order to leave, the Transcendent druid that led the ritual in the first place may gather the group around them and focus inwards. Over the course of [3] emotes, the Fae Realm will react with various aesthetic effects like the wind picking up, motes of energy beginning to appear around the group, etc., and the group will be transported back to their bodies within the mortal realm. All druids, upon arrival back into the mortal realm, will have a temporary side effect that lasts up to [1] OOC day. These include, but are not limited to:

 

 TEMPORARY EFFECTS

Nausea / Motion sickness

Vertigo / dizziness

Headaches / migraines 

Overstimulation 

Adrenaline rush 

Restlessness

Hyperactivity

Extreme fatigue

Aching joints / bones 

 

PERMANENT EFFECTS

Permanent Greensight 

Night terrors / nightmares related to the Fae Realm 

Hallucinations related to the Fae Realm

Decaying / rotting flora near or at the site of the injury

Cursed animal / fae / plant limb at the ET discretion

Phantom pain / spasms in the area

Inability to use the affected limb with permanent paralysis

 

Should a druid have been injured in any way during the trip, the chosen effect, injury and an additional effect chosen by the ET are permanent. All of those who participated in the Walk of the Aspects will be unable to traverse to the Fae Realm for [2] OOC weeks following the event. Specific Fae, such as Sprites, will be subject to a [1] OOC week cooldown on participating on a Walk of the Aspects.  

 

Spoiler

R E D L I N E S

The ritual to transport oneself to the Fae Realm has no set emote count, but should at least be [5+].

 

Entering the Fae Realm follows the General Divine Realm Rules, including the PK clause should druid(s) die there.

 

Only [1] trip can be done even [1] OOC month, applied to everyone going. ST management must be contacted prior to the attempt and are under no obligation to approve every trip requested.

 

Blessings / boons follow what Mani are able to give, found in the Mani Summoning lore.

 

Artefacts / Relics / Objects obtained must have a MArt / CArt application made, or be ST signed (i.e Blightstones).

 

The IRL timeframe for the event can be extended or another method of time can be used by the ET presiding over it. (i.e the ET does not have to commit to a full 2 hour long event).

 

All accompanying druids must be within [5] blocks of the Transcendent druid bringing them back. If not, the druids outside of such will be left behind in the Fae Realm and are forced to PK. If this is abused, the MA will be revoked and the PK will be reversed.

 

Being harmed within the Fae Realm counting towards one’ max amount of injuries, includes stabs, pierces, crushed / cut off / mutilated limbs, etc. If an attack can kill you in the mortal realm, it will instantly kill one’s soul.

 

If a druid’s mortal body is attacked in the Fae Ring, the soul is forced to return. If the body is killed, the druid is forced to PK.

 

Any mental / physical effects obtained from the Fae Realm after being injured etc. will remain permanent and cannot be healed or removed by any means - having scarred the druid’s soul. 

 

Blood Druids may go on a Walk of the Aspects. The fact that they have blood magic should not and cannot be metagamed unless they have directly harmed the Fae Realm, and or they have given OOC consent to do so.

 

Any dead characters within the Fae Realm cannot remember how they died. Any attempt to do so would be considered metagaming.

 

Only dead characters within the Fae Realm can be interacted with, and cannot have their PK reversed unless following another lore piece (i.e phantoms, etc.)

 

OOC consent is required from the original player to speak with past dead druid. The player must also RP as the character during the encounter unless given OOC permission for an ST to play them.

 

Unattuned druids will not be seen or can be interacted with in the Fae Realm.

 

A shapeshifter druid does not have to appear as their shifter form in the Fae Realm.

 

A shapeshifter druid cannot be used to metagame shapeshifting or if they are a shapeshifter if they choose to appear in their animal form. 

 

A druid’s different appearance only affects and applies within the Fae Realm. They remain the same physically as a body in meditation in the mortal realm. 

 

The Aspects can never be interacted with or encountered.

 

Eventline knowledge / items obtained are at the discretion of management.

 

Eventline characters can be interacted with at the discretion of management.

 

This ritual / spell may only be led and or used by someone possessing a valid Transcendence MA.

 

—·༻𐫱༺·—

 

image.thumb.png.75d36598f916dd540b65571ac3ee4026.png

[By Stephanie Kock]

 

P U R P O S E 

I personally have a lot of issues when it comes to the current version of Transcendence. Most of the feedback I had gotten from Transcendent players and non-Transcendent players alike is that it, as a feat, did not have a lot to work with despite having the spells and abilities at one’s disposal. Many abilities simply go unused, and viewed as filler, or certain spells and abilities cause issues in regards to the set precedent and standard of the rest of the server (some of which have been removed because of that). Some things have been swapped around and changed entirely, and while the rest remains mostly the same, the very core of the piece has been altered - which in my mind, warranted a full rewrite rather than just a patch-note style amendment post. If a patch-note style amendment post is what ST / LT want regardless, then that’s fine by me too.

 

A lot of the changes stem from the fact that Transcendence as a feat and in their current connection implies that simply going to the Fae Realm via spirit is enough to unlock all this esoteric knowledge. Logistically speaking, all druids are connected to the Fae Realm, so I’m unsure why this knowledge is barred behind going to the Fae Realm in the first place for this would mean any druid that has been to the Fae Realm via the Fae Ring in a Walk of the Aspects should be able to become a Transcendent druid. In addition, because of just learning how to astral project oneself into the Fae Realm, they are suddenly allowed to adopt traits that make them look borderline fae when they are not anywhere near fae either - not to mention the logistical nightmare that comes with giant tells fading in and out of existence. Having the ability to interact with fae in a more approachable and friendly manner should (ideally) help acquaint the community with interactions like this that have more depth and sense to them. At the moment, Transcendence is also a bit of a bland feat - many spells do not get used, and some get it for the sake of being a ‘completionist’ of Druidism, which I don’t think is a good mentality. People should pursue lore because it’s interesting and they like it, not because it’s some checklist. Hopefully, I’ve been able to make it interesting enough to actually be a useful and enjoyable piece of lore to have and interact with.

 

C R E D I T S

Writer: @marsloll

Consultation: @Tav @RaiderBlue @glassyskies

Formatting: @Pengin

Original lore: @NightcastorKitty

 

R E F E R E N C E S 

Base Druidism

Transcendence

Fae Rings

The Fae Realm

Mani Summoning / Boons & Banes

 

C H A N G E L O G

Spoiler

✧ Jinxes and Sabbats have been more defined for the sake of clarity (FA vs MA). (02/15/26)

✦ Slot comsumption has been more defined for the sake of clarity. (02/15/26)

✧ Redundant / repeated redlines have been removed. (02/15/26)

✦ Call of the Eternal Guardians has been clarified in regards to how often a spirit may be summoned and who may be summoned. (02/15/26)

✧ Redlines pertaining to aesthetics to what is and what isn't allowed have been clarified. (02/15/26)

✦ Time limit on Walk of the Aspects has been adjusted. (02/16/26)

✧ Redlines pertaining to Twilight's Champion have been clarified. (02/16/26)
✦ Combat capabilities of Metamorphosis have been clarified. (02/16/26)

 

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1 hour ago, marsloll said:

No external body additions, strictly protrusions or alterations like horns, animal ears, claws etc. (i.e no extra limbs or body parts, like tails, wings, etc.)

 

No extensive modifications of the descendant body into different animal body parts (i.e no wings for arms, satyr legs, etc.)


Not that I care much because I had my aesthetics prior to transcendence as a part of my MART, but I don't see any reason to remove them if they serve no combinative advantage.

Update: i retract my statement since it was sortve moved over to the treelord rewrite, and I like when things are unique and not spammed the same everywhere.

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One question I have off the bat is what is the decision to remove certain animal traits that have been a staple of transcendence which has no bearing/impact on combat? 

**Misread the redline at first glance but what you're barring is strange and what many have incorporated for years without issue.  

 

I really disagree with the reasoning- There aren't many ways to become fae-aligned besides Transcendence, which to me has always felt like the fae-Druid archtype. It feels like you shot a lot of the whimsy that was in at baseline out of the feat (or MA which you're trying to push this into). There's not many avenues for druids to really delve into the Fae side of things besides becoming a plant or tree which is really limiting and not what people want generally. 

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9 hours ago, Suzzie said:

One question I have off the bat is what is the decision to remove certain animal traits that have been a staple of transcendence which has no bearing/impact on combat? 

**Misread the redline at first glance but what you're barring is strange and what many have incorporated for years without issue.  

 

I really disagree with the reasoning- There aren't many ways to become fae-aligned besides Transcendence, which to me has always felt like the fae-Druid archtype. It feels like you shot a lot of the whimsy that was in at baseline out of the feat (or MA which you're trying to push this into). There's not many avenues for druids to really delve into the Fae side of things besides becoming a plant or tree which is really limiting and not what people want generally. 

 

This sort of aesthetic change comes from a lot of places! I will go over the main sections in my own personal reasoning of limiting the aesthetics as whole.

 

FEAT vs MAGIC vs CREATURE: One of my biggest gripes with the current write of Transcendence is that the magic in itself is simply a feat - a mostly-knowledge based feat. Being slightly more connected to the Fae Realm (in which arguably, all druids are already connection to the Fae Realm) seems like a very weak excuse to go so wild with bodily changes. Giant wings, and big tails and other larger animal traits (in which you can still have animal traits, albeit it smaller ones and not as obstructed) have always mostly been staples of creatures.

 

Zevn and Zar'ei are the first to come to mind when it comes to bigger larger aesthetics given that they are creatures raised from the Hells, etc. - their very souls have been corrupted and altered due to their make. Transcendence in comparison, is connecting your soul to a place that is already connected to. To me, at the very least, does not make any sense. You may offer me the argument of other creature-like feats such as Cursed Children, or Corcitura. To those, I will note that Cursed Children are physical byproducts of another dark magic as a repercussion to their practitioners and Corcitura are currently considered to be a lesser version to an actual creature - Moroi. 

 

Magics that allow for minor transformations, like Naztherak and their revealed form, are more in line with what I wanted to incorporate for people who still wished to keep their aesthetics as I would be remiss to not realize that a lot of people took on Transcendence for the aesthetics. Both are deal-based magics, and have their own forms reflected based off of their patron and fuel for their magics.

 

=================

 

MECHANICS: Another issue that I have seen this magic have is due to how the aesthetics physically function. I have seen too many questions, queries and confusion based on how these limbs and aesthetics form - whether in or outside of combat. Outside of combat, they may be considered physical to some extent, but the moment combat begins, they suddenly disappear into mist and or phase out of existence. This is not as much of an issue to small protrusions and more so an issue with larger limbs that take up much of an individual's silhouette. It is wildly inconsistent within RP, and a headache for most to deal with when physical tells are much easier to deal with and understand for all parties, outside of druid players. To have physical tells is to have physical repercussions, which I believe make things a lot easier than "Hur dur, I'm gonna stab this guy's wings! Wait - it goes through? So I basically did nothing!".

 

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I don't personally believe I've removed all avenues, in fact I generally think I've been generous enough to give similar aesthetic options that Epiphytes have, which is the plant CA I assume you're referring to. Having played both a Transcendence Druid, and an Epiphyte, I will say that I have been historically more frustrated with my horns just disappearing off my body than I have been over the limited aesthetic options I get as a plant, and quite frankly, limited everything else that comes with playing an Epiphyte. Please do let me know if you have any other questions or concerns and I'll try to answer them the best I can! :3

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Hmmm... In 2012 I sought to become a druid... I am once again contemplating if it is my time to join the circle. +1

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9 hours ago, marsloll said:

This sort of aesthetic change comes from a lot of places! I will go over the main sections in my own personal reasoning of limiting the aesthetics as whole.


Such as? You didn’t really cite avenues for Druids. My point was for it to be for Druids without having to become CAs. I don’t feel like players should have to march towards an endgame CA like treelord (or really subpar CA like epiphyte) for everything on an aesthetic level, OR a Mart, which has notoriously long review times.

 

9 hours ago, marsloll said:

To those, I will note that Cursed Children are physical byproducts of another dark magic as a repercussion to their practitioners

Counter point- Cursed Children can also be ritually produced- who’s to say this cannot be the same for Druids?

 

9 hours ago, marsloll said:

Magics that allow for minor transformations, like Naztherak and their revealed form, are more in line with what I wanted to incorporate for people who still wished to keep their aesthetics as I would be remiss to not realize that a lot of people took on Transcendence for the aesthetics. Both are deal-based magics, and have their own forms reflected based off of their patron and fuel for their magics.


Now I’d be more on your side if you said that traits like tails, or maybe altered legs were under the MA segment- especially with the language you use there, I’d agree about the bolstered connection. I’m not arguing for wings, but tails really aren’t a stretch.

 

9 hours ago, marsloll said:

MECHANICS: Another issue that I have seen this magic have is due to how the aesthetics physically function. I have seen too many questions, queries and confusion based on how these limbs and aesthetics form - whether in or outside of combat. Outside of combat, they may be considered physical to some extent, but the moment combat begins, they suddenly disappear into mist and or phase out of existence. This is not as much of an issue to small protrusions and more so an issue with larger limbs that take up much of an individual's silhouette. It is wildly inconsistent within RP, and a headache for most to deal with when physical tells are much easier to deal with and understand for all parties, outside of druid players. To have physical tells is to have physical repercussions, which I believe make things a lot easier than "Hur dur, I'm gonna stab this guy's wings! Wait - it goes through? So I basically did nothing!".


It would be easier to ban large additions such as wings/extra limbs IMO. I think tails are small enough to fall under the physical repercussion category- Just state they can’t be used in combat but they can be damaged.

 

Altered legs can fall under, say, they gain no extra combat ability and if you get stabbed, It Hurts. I don’t think this is really that crazy.



Listen, mechanically the write is interesting, but I feel like there is some room for compromise especially with the MA segment of the write for people to still have some of the more reasonable current Transcendence aesthetics barring extra limbs and wings.

 

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I really like this rewrite actually, though marking what’s under MA and FA should be more clearly stated and clarified (I know you’re on it.) 

I think this provides a reasonable explanation as well as to why this current iteration of Transcendence lore exists, as for the longest time it was just Druid force ghosts, and currently we’re at Faerie Chernobyl. Fae-pact magic finally fits into what feels like an actual niche, rather than “we can do that I guess,“ which is always something that bugged me about transcendence since it’s conception (with all due respect).

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Transcendence is my favorite lore piece, so I have some thoughts.

 

Generally there are a lot of improvements and great spells added in this piece, easily the strongest is Wildweaving.

 

Twilight's Champion's redlines need more clarification. I understand that the effect can be used twice once the cast is completed, but how long is its duration once manifested? Can a druid who has cast Twilight's Champion passively 'hold onto' the effects while waiting for the right moment to use it in combat, much like we already do with awakened fortitude (which does have a redline setting a duration)? If so, how many emotes of combat does that 'held' effect last? Do you have to use the allotted 2 emotes back to back, or can a druid move one turn and then strike again another? Can a druid cast something else when it is active, but not being used in the moment? I'm being somewhat rhetorical for the purpose of pointing out future, potential strangeness.

 

The bond with a fae is an interesting explanation for the sudden surge of 'esoteric knowledge', though I do not think it is necessary. If we are concerned that the way characters learn about the spells of the fae realm in roleplay is insufficient, that is in my opinion more of an indictment of the current teachers. As far as continuity goes, the original source of that 'esoteric knowledge' for the current writing of the Transcendence Lore came in character from the Owl Druid through a series of dream visions, or the original teaching from Owl or Owl's original students. I do not think it is a stretch to assume that somewhere in that stupor, the details, albeit potentially vague, would have been sufficient to explain where these gifts come from. I think it is much more fun to allow teachers to tell their own in-roleplay stories about the spells and their source and use as they teach in relation to those dreams or original lessons, especially since most of them suffer from some sort of mental effects to begin; whimsical minds should allow for unique teaching within reason and redline.

 

I do think that this new rewrite does lack the sense of adventure that the current lore does. As of now, a druid that is learning to Transcend is essentially learning to astral project into another realm, one that has a rich foundation that we can play with. Instead of the buildup of excitement of actually going to the Fae Realm after three preparatory lessons, allowing the soul to be steeped and the mind forever changed trying to comprehend that fanciful place, and having to navigate the inherent dangers that process involves. This lore will remove that. What we will have in place is a simple pact-signing with a creature that then requires a month incubation period. If my opinion as a player that has passed on this feat to many characters is worth anything, I would much rather preserve the spirit of adventure rather than isolating the initial magic acquisition to one encounter. 

 

On the topic of aesthetic changes, I would caution requiring all learners of Transcendence to be required to have runes going up their body. Easily the strongest part of current Transcendence is that there is so much creative freedom afforded to us that every character that I've met on the server has been able to mold their persona into something really unique and beautiful. I don't think requiring every character to share the same runic markings adds anything beneficial to the lore mechanically or story wise. An acceptable compromise could be that they disappear or sink skin-deep once the nurturing process has completed, allowing the player to choose whether or not those remain visible by the time nurturing is complete.

 

The removal of wings and tails seems arbitrarily limiting given that, to my knowledge, there's been no widespread problem with them like we had in late Anthos. If it is true that these are being tied to the new treelord rewrite, it would be much more fair to allow each magic to take on the basic idea of a tail or wings but instead give guidelines that would highlight their specific place in lore without overlap. For example, I think it is entirely plausible for a transcendent druid to have a unicorn tail or a kitsune tail, but not so for a treelord. On the other hand, I would expect a treebark dragon tail to be present on a treelord but not a transcendent druid. We can either limit it to one magic, share the aesthetic options, or allow for none at all - I don't think the theoretical payoff of limiting wings and tails to treelords would be worth forcing multiple players to have to remove aesthetic changes that they've made to their characters and come to enjoy without issue. Share the toys.

 

Lastly, I would be hesitant to embrace this being an MA in its current form. With Transcendence being an FA in its current form, druids can pair the magic to maximize their whimsy through bardmancy, housemagery etc. If we are concerned with the magic being too accessible for what this new rewrite would give, I would instead increase the element of danger required to obtain it sort of like we do with shapeshifting. If we MUST insist that this should go to an MA if nurtured to completion, then at the minimum the aesthetic options for tails and wings should be preserved to offset the potential cost of having to drop any MA's to keep transcendence.

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Again, not as versed as others in Druidic stuff, but a really solid rewrite that imo adds a stronger connection to the Fae aesthetically and with a couple of unique spells to boot.

Major +1

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+1 pls staff let us have more funky fae spells! and thank you mars and crew for expanding on this! i really like it 

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18 hours ago, marsloll said:

A trip to the Fae Realm may only take up to [2] OOC hours

Just from a gameplay perspective, people on LOTC type slow enough that I feel like this should be in narrative days rather than ooc hours

 

The 3 emotes over 15 minutes warning is also a bit iffy - I've seen people take 5 minutes per emote and it takes 3 emotes to get out

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6 hours ago, Suzzie said:

Counter point- Cursed Children can also be ritually produced- who’s to say this cannot be the same for Druids?

 

In terms of creating Cursed Children, you again have to realize that it is an inherent soul AND physical issue. People who are turned into Cursed Children cannot be changed back and are damned to Hell regardless of their creation - if you want to have a feat / creature that solely focuses on aesthetics, I highly recommend that you try to write your own! I'm not going to argue that CAs are extremely limiting (and honestly, Cursed Children should be a CA at this point given how they work) but I'm not going to budge on the fact that I think magics or feats shouldn't be allowed to masquerade as creatures, even temporarily as it seems like a cheap cop-out for people who do play creatures and those who don't want to (understandably so).

 

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6 hours ago, Suzzie said:

It would be easier to ban large additions such as wings/extra limbs IMO. I think tails are small enough to fall under the physical repercussion category- Just state they can’t be used in combat but they can be damaged.

 

Altered legs can fall under, say, they gain no extra combat ability and if you get stabbed, It Hurts. I don’t think this is really that crazy.

 

However to this next point, I did want to at least extend the range to be fair to other sort of 'demi-fae' situations (Epiphyte in particular) so the legs thing has been added in.

 

Tails are a weird grey area, I will admit, but physically speaking, they are protrusions. If tails are an exception, then everything else can be made an exception and the everything else, is the more extreme things. Nobody is saying you can't have a tail in any way, shape, or form - I purposefully made the casting tells extremely freeform so long as it relates to the Fae Realm or the character's particular patron. If you have some sort of fae-cat as your patron, you're free to give yourself an ethereal tail, or multiple! I don't really care honestly, so long as it follows the loose guidelines I've given. I know several players have aesthetics of similar manners who don't even play druids - like a shaman with nine fox tails when they cast.

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41 minutes ago, marsloll said:

I'm not going to budge on the fact that I think magics or feats shouldn't be allowed to masquerade as creatures, even temporarily as it seems like a cheap cop-out for people who do play creatures and those who don't want to (understandably so).

 

I don't agree that it's a cheap cop-out especially if it's not going all the way, or if it gives no benefits. But that's a matter of philosophy and where we differ and I don't think any back and forth on this point will change any positions.

 

50 minutes ago, marsloll said:

Tails are a weird grey area, I will admit, but physically speaking, they are protrusions. If tails are an exception, then everything else can be made an exception and the everything else, is the more extreme things. Nobody is saying you can't have a tail in any way, shape, or form - I purposefully made the casting tells extremely freeform so long as it relates to the Fae Realm or the character's particular patron. If you have some sort of fae-cat as your patron, you're free to give yourself an ethereal tail, or multiple! I don't really care honestly, so long as it follows the loose guidelines I've given. I know several players have aesthetics of similar manners who don't even play druids - like a shaman with nine fox tails when they cast.

I disagree with this- Everything else doesn't need to be an exception. It's simple enough to make a redline no extra limbs and wings (tails generally do not count as limbs if they are not prehensile, which is another redline that can solve this too). If you want to argue ""protrusions"", horns, claws, and literally anything that ""protrudes"" off the body would be barred- things you've included as allowed. 

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