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[✗] [Playable CA] Treelords, The Eternal Guardians

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 ⋆˖⁺‧₊☽ Uell’Diraar ☾₊‧⁺˖⋆

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Treelord

The Eternal Guardian

 

“Proceed carefully, wanderers, for the roots remember, and the trees tell tales of past remnants.”

 

Among the oldest of those songs, carried upon the winds is tales of those who gave themselves wholly unto the wilds. When the first circles of druids were still young in their ways, there lived one whose devotion to the living world knew no rest.

 

Years stretched long and heavy. Hair turning the color of a winter frost, bones frail like that of an ailing old oak tree. Still, devotion did not falter in duty and they continued to wander all across those open lands. Seeking to hear of a path that would grant them their final season. 

 

The old druid laid upon the earth among the solace of the grass, dirt and roots. Their breath was shallow. Their strength nearly gone, yet their devotion to those wild gods burned bright as ever. With a final prayer, the druid placed their hands upon the soil and gave what little remained of their spirit to that realm of the fae, where they would find a peaceful rest.

 

That rest never came however, for the wilds are known to speak to those who stop to listen long enough. Instead of rest, a gift was blessed unto them from the realm of their gods, their body and energy intermingling with the earth and soil itself, and a sapling began to sprout. Its crown spread wide, and its roots reached far into the earth.

 

And one morning when fog was still thick and the air misty, the bark of that tree parted; from within stepped that druid once more. No longer mortal, yet not wholly a spirit of the departed either.

 

[This Lorepiece is the endgame [CA] of Druidism]

 

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Glossary

 

⋆ Soul Tree ‒ The Tree that contains the Soul of the Treelord. A structure that is not played.

⋆ Husk ‒ A controlled extension of the Soul Tree of the Treelord. A played aspect of the Soul Tree.

⋆ Treelord ‒ The Husk/Soul Tree in totality that contains the physical form and spiritual form of a druid who has ascended into Treelordom

 

Overview & Compatibility

 

Tree Lords are a [3] slot deific [CA] that function as elder figures and stalwart guardians of the natural word, demi-patrons of the Aspects. Through the surrender of their mortal form and self, a Treelord fully embraces the song and might of nature, empowered in their now-eternal work to preserve the ebb and flow of the cycles of the world. Treelords share a majority of the compatibility and incompatibilities of a mortal druid, with some exceptions;

 

Alchemy - Now eternal through the flow of nature, Treelords can fully learn Tawkin and Animii alchemy, including the previous unknowable aspects of Kloning & Machine Spirits, though they can never inhabit these vessels.

 

Kani - Given their lack of organic organs or properly functioning lungs, a Treelord cannot continue to practice Kani. They can, however, retain a [TA] in Kani and continue to teach others.

 

Lycanthropes/Cursed Children - Those with curses sunk deep within their soul are able to ascend away through washing their soul away with the flow of nature. Those cursed from birth, or later in life will find such curses do not follow them into Treelordship. 

 

Redlines:

Spoiler

Treelords require a Druid to have reached [T5] in Communion & Control and [T5] in Blight Healing, as well as hold an accepted [TA] in Communion & Control. Becoming a Treelord permanently dedicates [3] of the druid’s magic slots to Druidism, and is irreversible.

In the event of a conflict between Treelord lore & another lore page, the Treelord lore page should always take priority in regards to specific interactions. It is never acceptable to use another lore page to ignore or override Treelord mechanics. In the event a lore page interchangeable refers to the Husk & Soul Tree, it will be presumed to refer to the Husk specifically & only.

Unless otherwise stated within Treelord lore, a Treelord shares the same compatibility & incompatibility as druids, as described under Communion & Control lore.

While a Treelord can obtain knowledge of how to produce Klones or Machine Spirits, they can never inhabit one of these after becoming a Treelord, nor can an individual who has ever been one of them become a Treelord.

Should any Druidic [MA/FA/CA] be significantly altered or re-written, Treelord lore should be updated accordingly. In general, a Treelord should surpass a mortal druid in their capacity and endurance in any and all aspects of Druidism.

Individuals with any form of soul curse or taint, such as Lycanthropes or Cursed Children, will have such be cleansed away, leaving them permanently unable to require it upon becoming a Treelord.

Regardless of the method of a Treelord’s PK Death, a Treelord’s soul will always pass on to the Eternal Forest upon final death. 

Treelords are immortal creatures, significantly altered through their transformations. While they maintain the ability to hold personnel and significant relationships, Treelords are unable to have children or otherwise romantically FTB.



 

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Creation

 

The act of raising a Treelord is itself a ritual, focused around transporting the to-be Treelord’s soul to the Eternal Forest to forge the deal with a Fae, gaining immorality through conjoinment with nature in exchange for becoming a permanent force & expression of the Fae and their domain within the Eternal Forest upon the world. This ritual requires the following alongside the to-be treelord;

 

[1] Treelord leading & [2] Druids aiding. One person aiding must hold a [T3] Transcendence [FA]

 

The to-be Treelord is placed within the outline of a fae ring not yet activated, with the aiding druids channeling their energy to the leading Treelord. Guided by the Transcendance Druid, the to-be Treelord’s soul is briefly empowered in tandem with a specific activation of the Fae Ring, and sent to the Eternal Forest to make a deal with a Fae. Should the to-be Treelord accept the deal, their physical form will slowly morph into a tree of their choosing, which their soul is returned to as the tree rapidly grows, overtaking and consuming the energies utilized in the process. After some time, the soul properly settles into the fully grown tree, and its first husk will emerge, and likewise the effects of the Fae’s domain begin to express from the Soul Tree.  

 

Redlines:

Spoiler

Becoming a Treelord is an irrevocable process, and requires the [OOC] consent of the Druid undertaking the process. Should the ritual be interrupted, all those involved will be unable to re-attempt the ritual for [1] OOC week.

Regardless of the specific method, all druids and treelords involved in creation can only perform the ritual once per OOC day. 

For a Druid to aid in the process, they MUST be [T5] in Communion & Control. A Treelord, in this specific ritual, does not count beyond [1] Druid when aiding either variant. [1] Druid/Treelord involved must be [T3] in Druidic Trancendance. All aiding druids should link their relevant [MA/FA] on the new Treelord’s Application.

Creation must be performed in a non-combative, controlled environment. Beyond the required components outlined above, the process itself is freeform, with a minimum of [4] emotes required. 

When creation has concluded successfully, the fae ring used for the ritual becomes inert, and temporarily unresponsive as natural energies focus inward. This period will last from the conclusion of the ritual until the acceptance of the newly-created Treelord’s [CA], where the soul tree fully grows and the first husk emerges.

The leading Treelord will be unable to raise another treelord for [1] OOC month following the completion of the ritual. The date, and name of the player a Treelord ascends should be recorded on their  [CA].

A Treelord, upon the [3rd] OOC month following their creation, will be able to create other Treelords by leading the ritual themselves. During the [1] OOC month CD, they can aid in other rituals including raising other Treelords. Creation may only be fully known and performed by treelords.

Should a dying, qualifying druid be subjected to creation, they can be spared their mortal death by becoming a Treelord. This requires the [OOC], but not IC consent of the dying druid. This option cannot be utilized upon a dead druid. 

For the purpose’s of this ritual, the outline of the Fae Ring can be placed anywhere relative to other Fae Rings, though ONLY to conduct creation. Do not abuse this.

If an ascending Druid deny’s the fae’s request, they will instead be instantly returned to their body. This constitutes a failure of the ritual. Should the ritual fail for any reason, all involved will be unable to engage with the ritual again for [1] OOC week.

The ascending druid’s communication with the Fae is wordless, and rapid; they cannot hold conversation with the fae, nor “explore” the Eternal Forest, or attempt to bargain/alter the deal, or otherwise gain information about fae/the eternal forest. Attempts to do such are equivalent to declining the deal.

 

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Incarnation

 

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Physical Effects

 

A Treelord stands as equal parts guardian and caretaker of nature, and their physiology has changed through their ascension to reflect this; Through the forging of a bond with a creature of the fae realm itself, their appearance very quickly warps to mimic that of the being in which they have bound themselves to;, aligning closely with nature itself. 

 

Though Treelords are not bound to a single natural domain, their form may only embody one aspect of nature at any given time; unable to be mixed and matched. Instead, each manifestation reflects the Treelord’s current state of being and the will of the natural forces that flow through them. Appearances while freeform will mimic that of what's listed under the three aspects domains, those altercations offering no advantage whatso-ever.

 

Dayward Domain

 

The dayward domain is that of the mother aspect, druii who find themselves connected to this domain more often than not herald a fondness for the vibrant life of nature around them as it is. Often finding some level of inner peace amongst the turmoil, and a passion for inner peace.

 

Those connected to this domain frequently begin to mirror the gentler creatures of the wild. Traits reminiscent of herbivores may emerge: branching antlers, soft features of prey-beasts, and vibrant colorations. In some cases flowers may begin to bloom from their hair, and vines entertwining themselves in braids.

Twilight Domain

 

The twilight domain is that of the father aspect, the keeper of balance between life and death. Those who resonate with this domain often feel the restless pull of the hunt, and more often than not are druii who adorn themselves ready for war.

 

Those connected to this domain often find themselves taking on traits reminiscent of predatory creatures of the forest. Nails may lengthen into sharpened claws, eyes may narrow to keen predatory slits, or feathers growing from their form. Though being among the predatory side of nature,  they often still herald signs of life itself growing from their forms such as leaves and vines may persist growing from their hair and the likes.

Nightfall Domain

 

The nightfall domain is that of the grandmother aspect, the keeper of death and the night itself. While others may fear the night, those who resonate with this domain come to understand it as a place not only of death, but one of a chance for new life to grow. Often feeling a pull to this domain in moments of grief or anguish, when the world itself seems dimmed.

 

Those connected to this domain often find themselves taking on features reminiscent of nocturnal creatures, or arachnids. Eyes may narrow into reflective slits, subtle arachnid features may appear as if they have multiple eyes or mandibles. They may also find themselves having bioluminescent features or fungi growing from their form.

 

As a controlled, distant extension of the Soul Tree, the Husk itself is not mortal, nor does it contain the Treelord’s soul. With each incarnation of the husk, the treelord can choose to manifest with a more resilient outer layer of skin, more akin to treebark. This barkskin can absorb [2] crushing, slashing, and piercing damage then a husk’s regular skin, though at the cost of breaking away and falling off should it sustain too much damage. Equally, this barkskin is more vulnerable to catching aflame, causing fires that can catch on a Treelord to require [1] less emote. Barkskin that has caught alflame and is not put out in [1] emote becomes akin to dead bark, utterly ineffective. This barkskin equally crumbles in [1] strike of highly destructive or blighting materials, such as Azhl or High-Density Boomsteel. Furthermore, this Barkskin becomes ineffective and non-functional if compressed beneath any form of armor heavier than Light Armor.

 

The husk itself lacks the majority of organs and systems of a normal descendant; instead, it is controlled by functions within the “head”, fueled by natural energy infused into the sap of the husk pushed through the husk by their “heart”. The destruction of the brain, the heart, or otherwise total destruction of the vessels used to carry sap to and from the brain would result in the perishing of the husk. While the Husk is able to “feel” sensory sensations like a descendant would, the Treelord is able to filter through some of the sensations as they are returned to the soul tree. Should one of these functions be destroyed, the Husk will “die”, dissolving into plant matter and mulch that is absorbed into the earth.

 

The husk itself is otherwise devoid of the typical structuring of a descendant. It does not have bones to break, nor organs to rupture, nor lungs to suffocate. While this has some practical benefits, it does not fully render a Husk immune to all forms of impediments. As a Husk will always be a humanoid manifestation, it will always carry mimicries of Descandant sensory features; slashing the “eyes” of a husk will likewise render it blind, while cleaving deep into their leg will inhibit the Husk’s ability to move that leg. Perhaps most surprising, the husk itself lacks a mind of its own, as it is an extension controlled by the distant Soul Tree. 

 

The husk reflects the prime of the Treelord, before their ascension. In this regard, it also reflects the peak strength the Treelord once had in mortal life. Being entirely woven of nature, however, they are unable to benefit from non-druidic alterations & enchantments. Furthermore, they are limited to alterations of their form tied to the nature of their former selves, and cannot produce a husk with alterations to such (I.E a Wood Elven Treelord cannot suddenly produce a husk appearing as a High Elf, or Dwarf)

 

Redlines:

Spoiler

This section specifically refers to manifestations of the Husk; for the appearance and mechanics of the Soul Tree, see [SOUL TREE + GROVE]

Regardless of the aestheic choices of a husk’s manifestation, it must always adhere to the mechanics outlined in this section. A husk’s height must be between 4ft and 9ft, with humanoid proportions to match.

A Treelord cannot benefit or suffer from worn, ingested, inhaled, or otherwise consumable alchemicals or effects, as they lack the organs to ingest/breathe/consume/see through such. Likewise, they cannot benefit from alchemical or attempts otherwise to alter the Treelord, including attempts at applying prosthetics. The sole exception to this are approved lore interactions within Druidic [MA] & [FA] lore.

Barkskin cannot be manifested or dismissed while a husk is manifested, and requires [1] OOC day for a Treelord to regenerate, or remove from their husk. Barkskin mechanics are specific to the individual sections of a Husk (Each Arm/Leg, Torso, Head).

A husk is treated like any other player in regards to server rules & mechanics regarding soulbinds, raid rules, and such. Attempting to circumvent server rules, or attempting to bypass these rules against a Treelord player is grounds for [ST] Intervention & Infractions.

Regardless of how much area a section of Barkskin is damaged, the Barkskin over a section takes damage as a whole. If armor heavier than Light Armor is worn above Barkskin, the Barkskin will have no mechanical effects whatsoever beneath the applicable armor. 

Barkskin can only be damaged by receiving a direct attack. This extends to Aoe/CC abilities, such as explosions. Barkskin cannot be used to negate fall damage.

Each section of Barkskin can absorb [2] strikes from non-blighting or high-impact materials, such as blunt weapons, slashing weapons, and piercing weapons including shortbows/hand crossbows before it crumbles away. This extends to non-blighting or non-fire spells that impact with mundane blunt/slashing/piercing force.

Barkskin can only absorb [1] strike from high-impact weaponry before it crumbles away. This includes all forms of blighting, high-density boomsteel, carbarum, longbows, & crank crossbows. Whenever Barkskin receives a strike that destroys a section, the resulting impact only leaves a bruising injury upon the area of the treelord beneath the Barkskin. 

Damaging Fire (as outlined under Interactions) will burn away aflame sections of Barkskin in [1] emote and impart burns [1] degree worse on the area beneath the affected Barkskin. Fire upon Barkskin does not spread to other barkskin, instead burning directly down into the husk beneath.

A Husk will only “die” should its head or heart be damaged to the extent that would kill a descendant, or if the head is fully decapitated from its body. Relevant injuries will incapacitate the husk to varying levels (I.E A deep arm wound might limit the functionality of the arm).

A Treelord can choose to the extent their receive sensory input from the Husk to the Soul Tree in regards to the sensation of touch & pain from non-blighting/non-fire sources. They can choose not to feel the pain of injuries afflicted onto the husk, though injuries will still hold relevant effects.

A husk will always manifest with the core features of the druid prior to their ascension. While these can be moderately altered (such as becoming taller or shorter), such alterations can never provide advantage or disadvantage. Likewise, alterations cannot be used to “disguise” the husk as someone else, or beyond the prior race of the treelord. 

Generally speaking, a husk cannot become tired or otherwise fatigue through mundane exertions, such as running long distances. A husk, if not tended to by the Treelord or other druids, will eventually begin to naturally wear down. Husks are still susceptible to magically induced fatigue and weakness, such as Voidstalker Wither.

A husk is generally not susceptible to poor weather conditions, such as intense cold or heat. The sole exception to this is heat intense enough to combust or otherwise spark/start fires, such as near an active volcano.

A husk cannot be targeted by spells that are mentally targeting, such as Voidstalker Invasion. Attempts to cast spells will fail, though this fact cannot tell the caster anything about the husk’s nature or about Treelords.

A husk cannot be detected through arcana view treated lenses, nor other forms of alchemical or magical sight enchantments. A husk can be detected while casting druidic magics if any form of enchanted sight/alchemy would permit the user to detect such.

Seer Treelords can opt to not regrow their eyes with each iteration of the husk. Should they willingly choose to regrow their eyes, this will result in the denial of their Seer [MA/FA].


 

Mental Effects

 

The mind of a Treelord is naturally distant to that of a mortal. Given the nature and totality of their pact with the fae, along with a lifetime and longer of service to the Aspect’s, a Treelord’s psyche is often defined by their distant former selves, and the service they have committed to nature. This may make a Treelord to seem readily inhumane at times, given how they may lack empathy with mortals and druids alike, or how readily they may commit horrendous acts upon others, mortal or otherwise, in the name of the Aspect’s balance. Of course, a Treelord is created from a mortal druid, and so aspects of their former mortal selves will remain with them through their immortality, in contrast and conflict to the terms of their deal with the Eternal Forest.

 

This balance is disrupted should a Treelord become fully blighted, either the Soul Tree or the Husk. In their feral rage, slivers of their prior mortal self may slip through the suffocating blight. These moments of terrifying lucidity are brief, and can often be confusing to recall post-blight if the Treelord can recall them at all. 

 

Furthermore, the fae nature of becoming and being a treelord itself defies the understanding of most mortals, even that of attuned druids. Treelords will find that while they may, at best, guide druids to aid them in their rituals, they will be unable to explain in any elaborate or useful manner the functions and processes of a Treelord to those who are not also Treelords. 

 

As immortal creatures presenting through the manifestations of the husk, a Treelord has no need to eat, drink, breathe, or sleep. A treelord is capable of consuming food, but will gain no benefit or detriment from such as it is harmlessly absorbed into the husk. Likewise, the lack of sleep and therefore dreams may trouble some Treelords, though some may attempt to “replace” sleeping with extended times between manifestations of the husk.

 

Redlines:

Spoiler

The above effects, while not capable of reducing or forcing a character into one-dimensionality, are not optional. To ignore them or completely minimize them is considered powergaming.

A Treelord may struggle with the concept of their identity behind their duty to the Aspects & the Forest. This may be presented in a multitude of manners, such as a tendency to isolation, a devotion to duty, or other such methods of self-expression through Druidic work. 

Treelords may experience durations or episodes where the nature of their work overwhelms expressions of empathy or sympathy, or otherwise seem inhumane/apathetic. The inverse effect can be considered to be occurring in varying levels of emphasis as a Treelord becomes more blighted.

A fully blighted Treelord is effectively reduced to their most base fight-or-flight reflex, attempting to survive and unable to distinguish friend or foe. While aspects of their former mortal selves may slip through, this will be nothing more than the subconscious of the Treelord fighting for its life against the blight

A treelord will never be able to explain in any useful manner the functions and mechanics of a treelord IRPly to non-druids. A treelord can guide other druids to aid them with their rituals, but even these druids will lack a functional understanding of all of the processes of treelords. Do not use this principle to metagame or “test” if someone is or is not a treelord. 

Treelords are capable of witnessing Prophecies given their status as fae creatures. While they may believe to experience these as dreams during time between manifestations of the husk, the treelord is unable to sleep or dream as a descendant would.

 

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Innate Abilities

 

General Redlines:

Spoiler

  All following emote counts do not require the Treelord to be communing or otherwise connected, with a standard format of charge emote(s) -> cast emote. While charging or casting an innate ability, a Treelord cannot sprint or act offensively, but can defend themselves so long as it does not involve dodging. All innate abilities are considered fully activated at the start of the casting emote.

  All innate abilities cannot be have their emote counts shortened by player means, including through Druidic Augmentation from Druidic Blood Magic.

  The casting of innate abilities cannot be interrupted by anything short of inflicting blight upon the Treelord. The presence of Thanium will not add emotes to the use of a Treelord’s innate abilities, nor would being struck by Thanium pause the passive abilities.

  Unless otherwise specified, all active spells can be used up to [2] times per combative encounter. Uses are not consumed outside of combat. Treelord abilities can be used beyond their listed limitations within [ET] events at the discretion of the presiding [ET].

  All innate abilities besides Revival can be used within combative encounters. Revival cannot be utilized given it is a revival mechanic. All innate abilities besides [Sprout] are considered to be [T5] in regards to interactions with other lore, such as anti-magics.

  All active & passive innate abilities except for Nature’s Rage & [Revival require the husk to be in its normal form, and not shapeshifted. 

 

[PASSIVE] Revival

Spoiler

Upon the death of the husk, the soul tree will begin to amass organic life alongside some of its own material to form another husk. The time this process takes varies depending upon the nature of the re-formation.

 

 Non-Blighted Death ‒ A husk that is not fully blighted will take [1] OOC day to re-emerge from the soul tree.

 Blighted Death ‒ A husk that is fully blighted will take [3] OOC day to re-emerge from the soul tree, provided the soul tree is not fully blighted.

 

Should a husk that has not perished return to the soul tree, it can instead spend time within or next to the soul tree to re-couperate and mend any physical damage to the husk. The time required to mend various wounds differs, as well as the appearance of the process; in either case, the Treelord can converse freely with those nearby, but cannot engage in combat or other focus intensive activities such as casting while mending the husk.

 

 Minor (I.E Scrapes, Bruises & Lacerations) & Moderate (I.E Gashes, Cuts, Punctures, Dislocations & 1st/2nd degree Burns) Wounds ‒ The Husk will require a handful (3 at most) narrative hours.

 Major (I.E Impalement, Dismemberment & Mutilation) Wounds ‒ The Husk will require a narrative day.

 

Redlines:

This passive dictates the revival of the husk; for the respawn mechanics of the soul tree, see [The Soul Tree & The Garden].

A treelord can freely choose how their husk is mended, so long as the aesthetic adheres to druidic tells. Healing time cannot be utilized to regenerate Barkskin, change the appearance of the husk or otherwise cleanse blight, nor can it function on others besides the husk of the soul tree.

A undamaged & unblighted husk can choose to take the time required to heal Major Wounds to alter the appearance of their husk, in accordance with the mechanics and limits underlined under [PHYSICAL EFFECTS].

A husk cannot heal at their soul tree if they are fully blighted, or the soul tree is halfway blighted. A husk cannot remanifest from a fully blighted soul tree until the soul tree is cleansed; A husk that manifests at a soul tree will gain blight equal to the current amount of blight within the soul tree.

The husk cannot manifest into locked combat or combative encounters at the soul tree, nor can it manifest if the soul tree is being attacked or blighted. Likewise, players cannot “camp” the soul tree to attempt to trap the husk in combat or otherwise hostile/villany RP. 

The treelord can always choose to take longer then the listed times to heal or remanifest, but cannot manifest through their respawn mechanics sooner than is listed. The sole exception would be if an immense druidic powersource or deity were to aid the soul tree in the manifestation of the next husk, at the discretion of the presiding [ET].

 

[PASSIVE] Natural Guardian 

 

Spoiler

Treelords do not suffer the mortal strains of utilizing their druidic gifts, and instead serve as a living reserve of druidic energy, capable of both working beyond the limits of mortal druids and supporting them with their deep reserves. Given the husk lacks the body to tire, this presents itself in various manners in a Treelord’s duty.

 

A Treelord does not experience the physical & mental detriments of casting druidic spells or aiding within druidic rituals. A Treelord, equally a font of nature energies, can carry [1] additional infused item with them into combative encounters and cast further based on the following table:

When engaged in the ritual work of druidism, a Treelord can choose to supplement their own part of the ritual through Empowerment, or shoulder some of the ritual’s burden upon themselves through Endurance, depending upon what the situation calls for. 

 Communion & Control ‒ The Treelord does not suffer the detriments of the various levels of combative exhaustion, and has [12] casts instead of a [T5] Druid’s [10] casts. The Treelord does not experience the negative effects of performing C&C rituals, but otherwise adheres to the listed CD durations.

 Blight Healing ‒ The Treelord does not experience the negative effects of casting Blight Healing spells or performing Blight Healing Rituals, but otherwise adheres to the listed CD durations.

 Transcendence ‒ The Treelord can summon their Warden in [3] emotes, both in combative & non-combative encounters.

 Empowerment ‒ The Treelord will count as [2] T5 Druids within the ritual.

 Endurance ‒ The Treelord will count as [1] T5 Druid, but will halve the duration of any effects or cooldowns for all other druids involved in the ritual, including themselves.

 

Furthermore, Treelords are always considered in a state of communion. They can easily filter out the noise of nature around them, which uniquely this carries over into combative encounters. This can be disrupted through being wounded by a source of blight, requiring the Treelord to re-establish their communion.

 

Redlines:

Treelords are always considered to be communing at the start of both non-combative and combative encounters, effectively removing [1] emote the casting of all druidic spells. If they are wounded by blight, they will be required to spend [1] re-establishing their communion. 

A transcendence treelord can only utilize the reduced emote count on summon a warden once per combative encounter. This is not used if the treelord pre-summons the warden before combat.

A Treelord does not experience the physical and mental fatigue & detriments of combative druidic casting, though this does not permit them to bypass limitations on spells where such is not specified. A treelord attempting to cast a C&C spell that would put their combative uses over [12] will find that the spell is not cast.

A Treelord will not suffer the downsides of utilizing a blightstone, though they experience the same CD as a mortal druid in regards to how often they can use a blightstone.

When aiding in druidic rituals, a single treelord can choose to apply either Empowerment or Endurance, or neither, but not both. Empowerment & Endurance cannot be applied to Treelord rituals. Endurance can only be applied once per ritual, while multiple treelords can apply Empowerment within a ritual.

 

[PASSIVE] Sap 

 

Spoiler

In lieu of blood flowing through them, Treelords instead have a thick sap that flows through them. This sap flows slowly, regulating the husk’s temperature. This sap equally functions as a natural clotting again, rendering the notion of blood loss a difficult concept for a husk to be susceptible to, save the severing of entire limbs. Furthermore, the slow-flowing nature of the sap equally doubles the time it takes for the onset of symptoms that require spread through the body, with the exception of Azhl and its blight. 

 

Over the course of [1] emote, a husk can bleed from an open wound or otherwise create a wound to spill this sap over the wound of another individual. The sap functions as a highly effective bandage/packing, stopping blood loss from all non-fatal injuries where it is applied. Consequently, limbs where the sap have been applied will become more difficult to operate, effectively functioning at half their normal capability. 

 

Redlines:

A treelord will suffer the effects of genus loss, regardless of their actual level of blood loss. A treelord’s ability to provide genus is not inhibited by the slow-flowing nature of the sap.

Treelords, when viewed through any form of thermal sight or mana sight, do not stand out from their surroundings upon their own. A treelord casting is visible akin to a mortal druid casting under mana sight.

Effects that require transmission or transfusion through blood or tissue require twice as much time for their effects to onset within a husk. The sole exception to this is Azhl Poisoning. 

Sap treating a wound can only be used to the extent a bandage or hemostatic agent could be used in the wound. A limb that has received sap treatment will remain functionable, though at half the original strength and mobility of the limb. This does not impede one’s mechanical movement speed.

Sap Treatment, while useable in combat, cannot be used offensively to attempt to hamper an opponent. To use on an individual requires them to be wholly willing or totally restrained. [1] limb (Each Arm/leg, Torso, Head) can be treated per [1] emote. 

 

[ACTIVE] Nature’s Rage 

 

Spoiler

In response to receiving blighting, or witnessing the blighting of nature in their surroundings, over [2] emotes a Treelord can focus their deep reserves of druidic energies inward to lash outward in violent retort. In this state, thick bark grows across their forms with properties akin to Heavy Armor while their physical strength increases into that of the next racial tier, though their movement slows by [1] meter per emote in all forms. The newly sprouted layer of durable bark shields the husk from both becoming further blighted and progressing into further stages of blight. This state is sustained until all nearby sources of blight or blight-causing individuals are incapacitated or flee and the Treelord calms from their rage.

 

While in this state, a Treelord is unable to determine friend from foe, only truly able to distinguish if an individual is or is not a casting druid or if they are a source of blight/actively causing blight. In this state, a Treelord will prioritize fighting the nearest source causing blight, otherwise targeting the nearest individual that is not an actively casting allied druid. Likewise, a Treelord will only be able to utilize spells from Communion & Control, alongside their innate treelord abilities.

 

When this state ends, the bark that enveloped them rapidly decays into mulch and falls away over [1] emote; during this transition the Treelord can only move [2] meters & defend themselves, though they can not act offensively.

 

Redlines:

Should the Treelord witness [3] separate acts that result in the blighting of nature or otherwise reach the halfway point of becoming fully blighted, they can utilize Nature’s Rage. They cannot act offensively on the [2nd] emote of the transformation. Nature’s Rage can only be utilized once per combative encounter.

A husk can increase their height up to [1] foot taller than their original manifestation when utilizing Nature’s Rage, given the total increased area provided by the form of Nature’s Rage. This form does not provide justification to attempt to crush someone by falling onto them, though the weight of the husk is increased. 

The form of Nature’s Rage, while heavy armor, does not apply the standard heavy armor debuff but instead a flat reduction of [-1] meter of movement per emote. Nature’s Rage cannot be utilized while on a mount, nor can any mount carry a husk in Nature’s Rage form.

Wounds that cause blight, as well as fire, bypass the external layer of armor from Nature’s Rage and interact with the treelord as normal, with the exception that no blight will be gained or lost by the Treelord as long as they remain within Nature’s Rage.

Strength increases linearly (I.E Human/Elf/Dwarf -> Orc, Orc -> Olog). The strength of Nature’s Rage cannot exceed that of a olog, but can in brief acts of strength no longer than [1] emote match that of other creatures such as golems & palelords if they already do not match their raw strength.

A treelord, once they enter Nature’s Rage, cannot exit Nature’s Rage until all blight-causing sources or individuals are incapacitated, either dead or unconscious, or have fled beyond the Treelord’s ability to pursue. 

A treelord in Nature’s Rage retains enough clarity of thought to engage in skilled combat, but will experience some tunnel vision in their choice of targets. Only spells within Druidic Communion & Control, alongside all innate abilities, can be utilized while in Nature’s Rage.

 

[ACTIVE] Rooting

 

Spoiler

A Treelord can root themselves into a surface and render themselves immobile in [1] emote, which they can sustain up to [3] emotes. This immobilization renders the Treelord entirely still, rendering them unable to attack or defend themselves. Rooting reinforces the internal structure of the husk, rendering it unable to be broken in any form short of entirely shattered against an incoming force. This effect permits the husk to serve as a hasty barricade against incoming forces, particular AoE effects, as those sheltering behind the treelord will be unaffected from whatever force the treelord is shielding them from.

 

Redlines:

While rooted, a husk is effectively frozen in place, and cannot move, defend, or attack. They can still speak. This state is active at the end of the casting emote, and can be sustained until the end of the [3rd] sustainment emote.

Attempts to sever parts of the husk, such as severing an arm, will fail while Rooting is active. The only way to move a husk would be to apply a force that would shatter the entire husk in a single strike.

A husk can unroot over [1] emote; during this emote, they can only move [2] meters and defend themselves.

Those sheltering behind a husk are unable to be affected by Area of Effect/Crowd Control spells/effects that originate from the other side of the husk, within reason. An individual barely behind the treelord may still be clipped by an AoE.


 

[ACTIVE] Sprouting 

 

Spoiler

Treelords are able to take pieces of flora from their surroundings, and hastily conjoin onto the husk to replace a missing limb, or part of one. The flora does not need to be the specific size and shape, so long as it has the general biomass to be altered to fill the missing limb of the husk. This replacement will function less naturally than the original limb, given its rapid fitting to the husk, and have half the usual dexterity and strength of the limb it replaced. 

 

Outside of combat, the process takes [2] emotes, with the replacement limb lasting for [3] OOC days. Within combat, the process takes [3] emotes, with the replacement limb only lasting until the end of the combative encounter.

 

Redlines:

Replacement flora must be reasonably sourced. While a treelord does not need to find a specific piece of flora (I.E A branch, part of a cactus, etc), it should be reasonably large enough to be shaped to replace the missing limb.

Areas clearly without any nearby flora (I.E The Ocean, Deep Desert, etc) are locations where a Treelord cannot utilize Sprouting. Conjured Flora by any magic cannot be utilized with Sprouting.

Each emote count permits the husk to replace up to one of their arms or legs per use. The Torso & Head cannot be replaced or mended through Sprouting.

Sprouting will not heal the injury, save for stemming blood flow from the amputation site by virtue of the replacement limbs attachment. Whenever the maximum time for a Sprouting limb is reached, it will fall off and the injury will resume bleeding.

Sprouting can replace missing limbs as small as hands/feet, and up to an entire arm/leg. Regardless of what portion of a limb is replaced by sprouting, the entire limb will suffer the halved dexterity/strength. This does not affect a husk’s movement speed.

 

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The Soul Tree & The Grove

 

The Soul Tree

 

Though the tree itself may be of Fae origins, its appearance does not necessarily reflect that. A Soul Tree can be any tree of the Treelord’s choosing, though it will not inherit any magical or unusual properties of a non-mundane tree if chosen (Such as Ashwoods, Ironwoods, etc.) When planted, the size of the tree will match mundane trees surrounding it, further blending it into the place chosen.

 

Despite that, the tree is still more durable than most. It can withstand mundane hits that would normally fell other trees, and cannot be injured by fire, or any basic spells that a mage may cast. The only way to damage and possibly fell a soul tree is through magical fires & blight (as outlined under Interactions & Blights) or powerful, sustained spells that could fracture and shatter a mundane tree of equivalent proportions.

 

Once destroyed, a soul tree is not lost, but instead recovering from the deepest and most magically saturated of roots, growing from the deep earth upward. A soul tree will take [3] OOC days to recover from being destroyed, though it will require an additional [3] OOC days to regenerate a husk if the tree was fully blighted & destroyed.

 

Redlines:

Spoiler

Soul Trees cannot be solely detected by any form of mana sight, nor communion from druids, including T5 Druids passive communion, and attempts to claim such are metagaming.  A soul tree is functionally indistinguishable from any other tree.

Soul Trees require [3] OOC days to regrow from destruction. If not fully blighted when destroyed, the soul tree may manifest a husk upon the [3rd] OOC day; if the tree was fully blighted, it will require [3] additional OOC days before it can manifest a husk.

Soul Trees may be destroyed by fire and blight as outlined under [Interactions & Blights]. All forms of magic may destroy a soul tree, provided they are [T5] & can be sustained with enough destructive force to destroy & topple a tree equivalent in size and type to the soul tree. If a spell lacks a tier, it cannot be presumed [T5] in regards to soul tree destruction.

The soul tree is TOTALLY immune to all forms of mundane fire, metals, and damages, including from extreme metals such as high-density boomsteel & cabarum. Attempting to utilize this fact to “test” if a tree is a soul tree is metagaming, and grounds for [ST] intervention, including voiding the RP.

Interactions with an intent to interact with a soul tree are considered to be in RP from the moment the players entered the tile the soul tree was located on, knowingly or not, or otherwise have intentions to seek a soul tree. All movement, falling, processes, etc MUST be RP’d & taken into account by all involved players. Attempts to utilize loopholes or unrealistic parkour (such as boat flying/glitching, horse parkour, etc) are sufficient grounds for all RP to be voided & [ST] intervention.

Under NO circumstances can the soul tree be turned into another lore structure or lore item without an approved [MART] intervention & [OOC] consent from the treelord. Attempts to do such will consume all required resources and fail regardless.

The soul tree can be placed anywhere within the garden’s area of effect, so long as the tree has sufficient access to sunlight, and is not required to be located in the center of the garden.

Regardless of appearance or chosen tree species, soul trees all share the same mechanic properties (I.E Ironwood trees will not be more durable/fire resistant), with the exception of mechanics specified in an approved [MART] submission.

Soul trees require [ST] signature denoting who the treelord is, the size of their garden, and the current biome. Soul trees do not require [PRO/RO] consent to place on an owned tile, but the treelord must be able to create the build themselves or have a [ST] builder prepared to complete the build for them.

Soul trees must be soul trees & nothing else - soul trees cannot be elder trees, or other lore structures of any kind with the exception of an approved [MART] submission.

 

The Garden

 

Where a soul tree lives, nature around it not only flourishes, but saturates and stockpiles the energies the roots of the soultree radiate deep underground. This energy exists as an extension of the treelord, however, and remains deep within the roots of living things within the garden; undetectable, unusable, unless one knows how to call upon it.

 

A druid who speaks to the treelord who’s soul tree’s garden they wish to benefit from can be granted the ability to commune with, and call upon the garden reserves of energy. A treelord can give this access freely, or they can impose a set of conditions and restrictions upon the druid, who must either agree to the presented terms or refuse, though refusal will not result in the druid gaining access to the garden. 

 

While a garden can have as many druids pacted to it as the treelord wishes, a druid can only be pacted to [1] garden at any time. Unpacting from a garden can be done at any point, either by the druid themselves or by the treelord removing it from a druid over [3] emotes where the druid is wholly willing or totally restrained. Unpacting from a garden itself is a mentally fatiguing task for a druid, preventing them from entering another pact to join another garden for [2] OOC weeks.

 

A garden can span up to [75x75] meters across the ground, and span all vertical terrain, though this area can be expanded through the presence of druidic structures of immense potency, such as Elder Trees or Ogham Stones which each expand the area by [10] meters, or by the aid of fellow treelords planting their own soul trees within a garden, amplifying the effectiveness and expanding the radius by [15] meters per soul tree. The maximum size a garden can naturally obtain is [100x100] - however, it is possible for treelords to cooperate, and nurture a garden to expand well beyond what a single treelord could achieve. 

 

Redlines:

Spoiler

While the soul tree is a lore structure, the garden is an area of effect. Players cannot attempt to justify “finding” the soul tree by attempting to commit major vandalism on a garden, and attempts to do so are considered metagaming. Attempts to directly vandalize or otherwise damage the garden, and not the soul tree, fall under current major vandalism rules.

The presence of the garden is a dormant property until one of its passives are invoked by a druid who had made a pact with the treelord. It cannot be detected when it is not being invoked by any form of communion or mana sight. 

To pact to a garden requires clear [IC & OOC] consent from the druid & treelord. Should a druid be removed from a garden, they cannot pact to another for [2] OOC weeks, regardless of how they were removed.

Should a druid be removed from a garden, they will be unable to speak to its exact nature, such as boundaries, and must contact the treelord OOCly to inform them of such. A Treelord is always aware if an individual has left their garden.

Removal from a garden by force must be led by the treelord of that garden. The druid being removed must be wholly willing or totally restrained. While no reason needs to be given for this, using this to troll or otherwise lock druids into the [2] OOC weeks CD is grounds for [ST] intervention.

Knowing of the existence or boundaries of one garden DOES NOT permit anyone to “know” or metagame the location & boundaries of other gardens, nor who they belong to. Each boundary is considered unique, and cannot be used as justification in an attempt to find or pact with another.

Treelords cannot join a garden, as they are bound to their own garden. A treelord can only apply the benefit of [1] Ogham Stones & [1] Elder Trees each to their garden. A garden is not required to reach its maximum size, but its area cannot be changed once created unless further soul trees are added.

For Treelords to share a garden requires the same mechanics as a treelord pacting a druid to their garden, also requiring [IC & OOC] consent from both Treelords. Treelords cannot be forcibly removed from a garden unless their soul tree is also removed, either by relocating it or by befoulment.

A garden’s area must primarily be aboveground, and its area should generally enclose a majority of an area or structure. Expanding the garden beyond [100x100] meters of area requires an approved [MART] submission or a successfully completed [ET] driven narrative pertaining to the fortification & expansion of the garden.

Only druids & treelords can pact with a treelord’s garden. Non-druids and epiphytes/sprites without druidism.

 

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Garden Rituals & Boons

 

General Redlines:

Spoiler

The following rituals must occur within the garden, and be led by a treelord whose soul tree is pacted into the garden. This does not have to be the treelord whose soul tree creates the garden.

All rituals below, unless specified otherwise, have a [1] OOC week cooldown on their utilization. All involved druids & treelords have a [3] OOC day CD before they can perform another garden ritual.

For all rituals below, aiding druids must have a [T5] Communion & Control [MA]. Treelords cannot utilize empowerment or endurance in any garden rituals.

All rituals must be [/SREQ’d] to be marked upon the [CA] of the leading treelord and the treelord being targeted if applicable, alongside the names of the other druids aiding in the ritual.

All below abilities apply ONLY to druids & treelords who have pacted with the treelord of the garden. All passives and rituals cannot benefit from external forms of augmentation, such as blood magic.

 

[RITUAL] Regrowth

 

Spoiler

Regrowth enables a garden to revive a treelord, either earlier from the regeneration of the husk or from the state of befoulment. The ritual requires [1] treelord, who can be aided by either a [T3] Transcendance Druid with a [T5] C&C MA or a trio of druids who are [T5] in Communion & Control. This ritual requires [4] in emotes to perform at the soul tree of the treelord being targeted by regrowth.

 

Regrown treelords require some time to re-adjust to their new husk, unable to engage in a majority of druidic rituals for some months as they recover. Equally, the husk can be disorientated or confused at times, depending on the period of time that elapsed before their revival.

 

Redlines:

Regrowth requires [1] treelord, who can be aided by either a [T3] Transcendance Druid with a [T5] C&C MA or [3] druids who are [T5] in Communion & Control. This ritual requires [4] in emotes to perform at the soul tree of the treelord being targeted by regrowth.

A treelord who is revived early or from befoulmeant by regrowth has no memory or knowledge of events that occurred during the time between regenerations. A treelord will be unable to engage in any druidic rituals for [3] OOC days following revival, except garden rituals.

A new husk is manifested at the conclusion of regrowth, though the revived treelord can choose to emerge in the new husk instantly, or wait. This ritual can not be used while the treelord’s husk is still alive.

 

[RITUAL] Relocation

 

Spoiler

Relocation allows a garden to ungrow the soul tree, to aid in its relocation through the earth to a new location of the treelord’s choosing. Relocation requires [1] treelord, who can be aided by either a [T3] Transcendance Druid with a [T5] C&C MA or [2] druids who are [T5] in Communion & Control. This ritual requires [4] emotes to perform at the soul tree of the treelord being targeted by relocation.

 

Upon the rituals conclusion, the soul tree will dissipate into its roots and seek a new location as willed by the treelord; once the tree arrives it must fully regenerate itself and a new husk, incurring the respawn timers of both the soul tree & the husk, which cannot be accelerated through regrowth.

 

Alternatively, a treelord can choose to perform this ritual by themselves upon their own soul tree, rejoining the husk to the soul tree and burrowing both deep beneath ground in a form of hibernation, both untouchable and unable to interact with or observe the world around them.

 

Redlines:

Relocation requires [1] treelord, who can be aided by either a [T3] Transcendance Druid with a [T5] C&C MA or [2] druids who are [T5] in Communion & Control. This ritual requires [4] in emotes to perform at the soul tree of the treelord being targeted by relocation. Relocation has a [2] OOC week CD between uses.

A treelord must [OOCly] consent to having this ritual performed upon them, as they must be aware of the ritual’s occurrence OOCly to re-locate the tree.

A treelord must already have a new location chosen and denoted within the [/SREQ] submitted at the conclusion of the ritual. This ritual can not be performed without a suitable build and location already completed.

Should the shelving option be used, the soul tree & treelord are unable to be targeted whatsoever by blight, befoulment, or interactions of any sort. Likewise, the soul tree of the shelved treelord does not provide any benefits, and any contributions it provided are lost until unshelved.

Shelving has no minimum or maximum time frame; however, if a treelord repeatedly utilizes the mechanic off cooldown or otherwise attempts to leverage it in efforts to avoid conflict, [ST] intervention is warranted. [ST] must be notified when a treelord intends to, and does shelf themselves through Relocation.

 

[PASSIVE] Natural Habitat

 

Spoiler

While communing within the garden, druids & treelords will gain the benefits of the biome ability associated with the biome closest to the garden. A garden can only provide the benefits of [1] biome ability. While Treelords & [T5] Druids will always benefit from this effect, druids without passive communion must be in a state of communion to gain this benefit. 

 

Redlines:

Biome ability refers to the listed biome abilities under Druidic Communion & Control. A treelord may change the biome ability [1] time per OOC month. The selected biome must be present within or nearby the garden; if there is any confusion, the available biomes types will be at the discretion of [ST].

Both deep stride & woodland stride become passive abilities that do not require casting or sustainment, beyond non-T5 druids needing to maintain communion. 

Tree Stride, if chosen, permits a druid to tree stride [1] emote faster, and once per encounter into any tree within a [40] meter radius without need for line of sight between trees, so long as the druid can mechanically reach the second tree and is aware it exists prior to tree striding.

 

[PASSIVE] Bolsterment 

 

Spoiler

Natural flora within a garden absorb some of the druidic energies within their roots, protecting them from blight. Within a garden, blight in a lesser form is unable to take hold on any nature, while blight of a greater form is slowly cleansed and reversed over [3] OOC days, with the blighted object being unable to become re-blighted for the following [4] OOC days. 

 

Gardens will also prevent the spread of blighting land alterations, such as necromancy Desecration, infernal Ra’Ilkgarokk, Voidal Hollows, Heaths, and the greater & direct radii of a voidal tear. 

 

Redlines:

Lesser blight is defined as blight that is caused by a [MA] level spell that does not require [ST] signage or approval. Greater blight is defined as blight that is caused by a [CA] level spell/ability, or is an [MA] level spell/ability that does require [ST] signage or approval.

The spread of [ET] eventline-related blights into a garden falls under the discretion of the ET. Generally, an immensely powerful blight is required to seep into a garden

 

[PASSIVE] Shelter 

 

Spoiler

Those pacted with the garden will find that the mental burdens of druidism and its many aspects are eased while within a garden, and that their minor injuries mend faster. This effect does not provide a tangible reduction in recovery time from wounds or druidic ritual work, but does provide a morale booster against the detriments of druidism.

 

Redlines:

The most shelter may provide is a faster and sterile healing of minor wounds, it will not stop or mending moderate or major wounds. The mental aid effect applies only to mental & physical fatigue incurred from druidic spellcasting & rituals.

 

[ACTIVE] Fortification 

 

Spoiler

Druids & Treelords who are casting combative spells may add [+1] emotes to their charging emotes to draw upon the druidic energy reserved within the garden to utilize for their current spellcast instead of their own reserves. Should they cast powersharing instead, no additional emotes are required though the powersharing druids will be able to utilize their normal movement speeds & defend themselves while powersharing. Each druid may utilize fortification [1] time per encounter, while treelords may utilize it [2] times per encounter

 

Redlines:

To utilize fortification, a druid must add an additional charging emote to their current spell. Fortification is only considered used when a spell is successfully cast.

When powersharing, Fortification only permits a druid to utilize their normal movement speeds during an action, and to defend themselves; they may not sprint or act offensively while powersharing. This effect lasts for the duration of their powersharing, but does not supply energy to the powershare.

 

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Befoulment

 

Befoulment is a wicked evolution of relocation, woven to target fellow treelords and bury their roots deep beneath the surface where the husk can never crawl out of, and the soul tree can never grow from beneath. Befoulment requires [3] Treelords to encircle the soul tree of another treelord, and forcibly downroot the soul tree deep beneath the earth, both literally and metaphorically; this process forcibly disperses the immense reserves of the soul tree, preventing them from reviving of their own will. Upon successful befoulment & upon notification from ST, the husk will gradually turn into mulch over [5] emotes.

 

While befouled, a treelord loses their sense of time and memory; they may recall in a hazy mog the last moments of the husk’s manifestation before turning into mulch, but they may struggle to discern the true amount of time passed. While befouled, the treelord’s mental state slips below sentience; they may not be communed with through communion. The site of a befoulment is distinctly empty, both a stark reminder of the missing treelord, and the location of where regrowth must be performed to return the befouled treelord.

 

While nature will not shriek so terribly and wide at the befoulment of a treelord, the local repercussions of performing such a vile act are immediate upon all druids & treelords nearby; druids aiding such will find they are reduced in their ability to cast any druidic [MA/FAs] spells & rituals by [1] tier, while treelords aiding such are unable to access any of their innate abilities for [3] OOC days. Furthermore, both will be unable to benefit from the effects of a garden for [3] OOC days following a successful befoulment.

 

Redlines:

Spoiler

Treelords that are capable of raising other treelords may also utilize Befoulment on other treelords. This is to say one must have been a treelord for [3] OOC months. Uses of Befoulment must be recorded on the [CAs] of both the treelord leading the befoulment, and the treelord being befouled.

Befoulment is a soft PK for treelords; while not hard-PK’d, a treelord may not innately revive from being befouled and must be revived by regrowth, lead by [2] treelords instead of one.

Befoulment does not require consent from the treelord being befouled. The befouled treelord is not granted any information about those involved or the circumstances of their befoulment just because it has occurred to them.

When revived through regrowth, a treelord may not be subjected to befoulment for [1] OOC week. Those performing the befoulment may not perform another for [3] OOC days, with their innate treelord abilities being inaccessible for the same amount of time.

When revived through regrowth, a treelord may not be subjected to befoulment for [1] OOC week. Those performing the befoulment may not perform another for [3] OOC days, with their innate treelord abilities being inaccessible for the same amount of time.

The effects of nature near a befoulment do not reveal information that is otherwise not known IRPly, nor will nature reveal if or why certain characters. The local repercussions extend to those directly involved in the encounter where the befoulment is occurring.

 

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Interactions & Blights

 

General Redlines:

Spoiler

 Treelords cannot become hybrid creatures of any kind, such as Templarism, Nephilim, Inferi, etc without extensive discussion, planning, and approval from [ST] management. This includes attempting to [MArt] into an entity such as a Gatrov’Kiel.

 In the event of a contradiction between blighting lore and Treelord lore, always default to the mechanics as defined within Treelord lore. Unless otherwise specified, an effect applies both to the Husk and the Soul Tree

 In general, for something to blight a treelord, it must be able to blight nature. Area of Effect blighting effects, such as land alterations rituals, do not cause a treelord blight directly but instead cause them to receive more blight from directly blighting effects.

 Lore not listed in this section has no unique interactions with Treelord lore. If an interaction specifies it requires a wounding strike, the wound must of consequence to a descendant, such as a deep laceration or stabbing/impalement. Grazing or otherwise minor wounds do not incur blight. Do not cheese this.

 Blight is shared between the husk & the soul tree; when the husk is fully blighted, the soul tree will also be halfway blighted. A Treelord must be contacted and notified if online if the soul tree receives any blight, as the husk will equally become blighted.

 Treelords cannot use any of the following interactions to metagame a [MA/FA/CA] a character has, or otherwise use such as the sole basis to make a conclusion about a character/structure. In general, the interactions of a Treelord do not permit the treelord to interact with things through mechanical barriers such as walls/gates/floors, etc.

 

Blight

 

Blighting is the foremost threat to a Treelord, as the suffocation of their clarity of thought induces a feral, natural fight-or-flight reflex that drives the treelord to survive above all other duties & allegiances. Blighting a Treelord requires sustained exposure to a source of blight, and is a progressive effect. Blighting functions on a point based system, where the husk can sustain [10] points of Blight & the Soul Tree can sustain [20] points of blight. Blighted is shared between the soul tree and the husk; likewise, either can be cleansed through Blight Healing’s purging to remove blight from a treelord.

 

When a Treelord is halfway blighted ([5] points for the husk, [10] points for the soul tree), they will begin to externally manifest traits of blight on both the husk & the soul tree. The Treelord’s physical form, once a testament to strength, becomes a canvas for rot. Instead of resilient wood like skin on both the husk and treelord, it will appear brittle and blackening upon the edges, the sap thickening into a tar like sludge and starting to ooze in a black color. The features of the treelord age, looking tired, hair starting to go gray. Leaves and plantlife upon both the husk and the soultree may appear brittle and rotting, as if life is withering away, and plantlife in the radius may appear to be losing its color, as if life is fading. Mentally, the Treelord will begin to feel an encroaching pressure in their minds to either fight, or flee; while this pressure is not sufficient to force the treelord into action, the sensation will become more overbearing as the treelord nears fully blighted.

 

Upon the husk becoming fully blighted, the Treelord will have [1] emote following the emote that caused the full blighting to make a choice; they can either cast away the husk, causing it to dissolve into mulch and requiring more effort to regenerate a new husk while sparing the tree any blight, or they can choose to retain control of the husk in the hope it can be cleansed. Once the Treelord has chosen, they are unable to reverse their choice for the duration of the specific instance of being fully blighted. There exists a moderate delay in the transmission in blight from the husk to the soul tree, resulting in periods of time where the husk does not receive the blight of the soul tree until some time after the blighting, or 

 

A fully blighted husk that is retained by the Treelord loses access to all of its innate abilities, and incurs [5] blight upon the Soul Tree at the moment the Treelord chooses to retain the husk. For every OOC Day the Husk remains uncleansed, the Soul Tree will receive another [5] blight; should the Soul Tree reach [20] blight the husk will perish, and the Soul Tree will become fully blighted, unable to generate a new husk. Should the Soul Tree not be cleansed within [3] OOC days, it too will perish, adhering to the mechanics listed in [SOUL TREE + garden]. While the Soul Tree is blighted, it may not produce a garden or contribute to a garden the soul tree is pacted with.

 

Blight is uniquely harmful to Treelords, with any wounding blight upon a husk imparting the pain it would deal to descendants onto the Treelord in full, something the bond between the Husk and the Soul Tree cannot mitigate.

 

Redlines:

Spoiler

 Cleaning blight from a treelord follows all mechanics of purging from Blight Healing. If the soul tree is purged, the husk will also be purged & vice versa; likewise, if the husk is blight, the soul tree will be blighted an equal amount & vice versa.

 If an interaction is not stated on the Treelord page to cause blight, it does not cause blight in any form, nor invoke anything associated with blight. ONLY the specifications in this page cause a treelord blight in the specified amounts, in the event of conflicting lore.

 If a soul tree has received blighting, players are REQUIRED to either contact [ST] & the treelord’ player if they are online at the conclusion of their RP to communicate the amount of blight imparted onto the soul tree. [ST] must always be contacted regardless.

 Treelords cannot metagame when their tree is being blighted, or otherwise interacted with. Likewise, players maliciously attempting to lock the husk or the soul tree into combat lock is grounds for [ST] intervention.

 If made aware in roleplay of interactions at their tree, Treelords are always able to bring their IMMEDIATE gathering with them and move straight towards the soul tree. They cannot stop to rally others or ring bells, and can only be stopped by valid halting RP. 

 Treelords are always able to join locked interactions regarding their own soul tree, and always able to enter combat despite any combat lock on an interaction at their soul tree. 

  Should the husk be struck by a spell, object, or weapon that wounds them and causes blight, the pain of the sensation cannot be ignored by the Treelord and can disconnect them from casting combative magics if the wound and/or pain would sufficient disconnect a mortal caster.

 

Fire

 

A scourge on all nature, fire burns through most of the unique defenses a treelord’s husk possesses, serving as the secondary weakness behind blighting them. Not all fires are of the same intensity, however, with some holding more effectiveness than others:



 

Mundane Fires

Normal Fire

Alchemical Fire

Medium Density Boomsteel

Magical Fires

Nephilim Dragonflame

Voidal Fire

Intense Magics Fires

Malflame

Voidal Blue Fire

Voidal White Fire

 

Against the husk, most fires of fire will easily burn through Barkskin, and begin to deal damage to the husk. Should a limb receive [3rd] degree burns it will become useless for the remainder of the encounter; burnt arms will be unable to swing weapons or hold shields, while burnt legs will only carry the husk away at half speed. Should the torso or head receive [3rd] degree burns, the husk will proceed to dissolve into biomatter over [5] emotes, withering away. Malflame has no effect upon a husk, given the lack of a soul within it. A Treelord is generally capable of suffocating any fires on its husk in [1] emote, though doing so requires their full effort and focus.

 

Against the soultree, only magical fires are capable of bringing harm, as mundane fire will refuse to catch and burn against the soul tree or its surroundings. Magical & Intense magical fires can sufficiently ignite a soul tree, though only intense magical fires will catch and remain aflame against a soul tree. Magical fires must be sustained to cause damage. [10] emotes in total are required where a majority of the soul tree’s trunk is engulfed or otherwise saturated in magical or intense magical flames to burn down a soul tree.

 

Redlines:

Spoiler

 Forms of fire that are not fire (I.E Abyssflame, Furious Flame, etc) do not constitute fire in regards to this weakness. The classification of fire types within Treelord lore will always take precedence over that stated in other lores in cases of conflict.

 Against the husk, burns and damage are based upon the fire’s lore, with the respective effect on Treelords considered atop the base effects. Fire does not cause pain as blight does to a husk, and as such a husk can continue to fight whilst burning, though they will quickly degrade in function as they burn away.

 Attempting to use mundane fires to “test” if a tree is a soul tree without sufficient, high-quality rp is considered metagaming. [ST] can void any RP they deem to be sub-par or insufficient that results in the random fire-testing of trees.

 Magical Fires require constant sustainment over [10] emotes across a majority of the trunk of the soul tree. Intense Magical Fires require the same sustainment over [10] emotes, though if interrupted their fire will continue to burn until suffocated, dealing [1] emote’s worth of fire damage per [2] emotes the fire is not contributed to or otherwise suffocated.

 

Voidal

 

Spoiler

 Voidal MA/FAs ‒ A Treelord will not suffer negative effects, nor be able to detect the casting of a voidal mage of any variety. All Voidal [MA/FAs] are incapable of causing blight. The sole exception are that of Voidstalkers & Atronaches; as creatures of incredibly dense or entirely made of arcana, their presence is something a Treelord will be aware of and not hold in fondness. Should a voidstalker’s drain cause nature to decay within an encounter a Treelord is present within that they directly witness, the Treelord can utilize Nature’s Rage.

 Voidal Structures ‒ While within Line of Sight & the radius of a mage-made greater mana voidal structure (I.E Tears, Obelisks, etc), the Treelord will be more susceptible to further sources of blight due to the saturation of arcana within the area, taking [1] extra blight whenever they receive blight from other sources.

 Voidal Land Effects ‒ While within the area of a voidally altered landscape (I.E Heaths, Hollows, Monoliths, etc) the Treelord will incur [2] blight, and will be more susceptible to further sources of blight due to the saturation of arcana within the area, taking [1] extra blight whenever they receive blight from other sources.  

 Voidal Materials ‒ Voidally enchanted or created materials (I.E Magegold, Focus Cystrals, Manite, Arcanium, etc) will not behave any differently when used by or against a treelord.

  Voidal Creatures ‒ A vast majority of voidally infused or created creatures (I.E Mana-Weave Bugs, Yisars, Sensory Wisps, etc) will not incur any special effects versus a druid. Voidal Horrors (I.E Terrors, Horrors, Abominations, Elementals, etc) can incur various effects upon the husk, as determined by the presiding [ET].

 

Redlines:

 Treelords are no more or less aware of the casting of voidal mages than the average individual, with the exception of casting atronaches & voidstalkers within LoS, which they will innately understand as casters of deep voidal saturation. This extends to voidal horrors.

The [2] blight caused by entering a Voidal Land Effect cannot be cleansed until the treelord has left the area. This blight can be prevented so long as a Treelord wears a cleansing infusion that is functional.

 All voidal structures & land effects will cause blight only if the treelord either has LoS on the source of the structure/effect, with the exception of [ET] sites so long as the Treelord is made aware via region message/eventsite post.

 

Necromantic

 

Spoiler

The following aspects of Abyssal Necromancy will cause blight to Treelords:

 Maldiction ‒ Uniquely, A treelord’s husk cannot be targeted by sapping, as it is devoid of suffice to sap away from it. Sapping the Soul Tree will cause blight, but not degrade the strength of the husk. Brackenwave will cause [1] blight, while Abyssflame: Bolt will cause [2] blight to a Treelord on a wounding strike.

 Bolsterment ‒ Treelord husks cannot be targeted by Revivify, given the dissolution of the husk upon its death.

 Pestilience ‒ Items bearing Major Symptoms of Plagecrafting will cause [1] blight for every [2] wounding strikes. Contagion, should it strike a Treelord, will impart blight.

 Thaumaturgy ‒ Draining will not function on the husk, but when used on the Soul Tree will grant [2] Liquid Lifeforce and cause [3] blight. Entering an area affected by Desecration will result in the Treelord taking [1] extra blight whenever they receive blight from other sources.  

 

The following aspects of Darkstalkers & Dragurs will cause blight to Treelords:

 Rotten Veiling ‒ Treelords cannot be used as biomass within Rotten Veiling.

 Darkstalker ‒ Khôr blades will cause [1] blight for every [2] wounding strikes. Abyssflame: Bolt will cause blight to a Treelord equal to a Necromancer’s Abyssflame: Bolt, while Abyssflame: Enwreathe will cause [1] Blight on a wounding strike.

 Dragur ‒ Needlewyrm will cause [2] Blight to a Treelord on successful impact.

 

The following aspects of Black Alchemy will cause blight to Treelords:

 Abyssal Blight ‒ Abyssal Blight will cause [2] blight per [1] emote the Treelord remains within the smog.

 

Redlines:

 Abyssflame is not fire, and does not interact with a treelord’s fire weakness.

 All necromatic area blighting effects will cause blight only if the treelord either has LoS on the source of the structure/effect, with the exception of [ET] sites so long as the Treelord is made aware via region message/eventsite post.

 

Infernal

 

Spoiler

The following aspects of Naztherak will cause blight to Treelords:

 Malflame ‒ All combative Malflame spells will cause blight only to the Soul Tree. Blight is not accrued if malflame continues to burn. [T1-T3] Malflame spells will cause [1] blight, will [T4/T5] malflame spells will cause [2] blight.

 Narthruzka (Cursing) ‒ Cursed Fire will cause [1] extra blight to the Soul Tree, alongside the blight the base Malflame causes. Cursed Idols will blight [2] units upon the [3rd] OOC Day of the Treelord having the idol in their possession, which cannot be cleansed until the idol is removed from the Treelord.

Akom-tar (Boons & Banes) ‒ A Treelord cannot receive boons or banes.

 Rituals ‒ All Naztherak rituals have no effect on the Treelord.

 

The following aspects of The Infernal Compendium will cause blight to Treelords:

 Soul Sapping ‒ The husk cannot be soul sapped. Soul Sapping the soul tree will cause [3] Blight.

Evolved Zar’ei Malflame Spells ‒ All evolved Zar’ei spells will only cause blight to the Soul Tree. Rok-Kulzael will cause [1] blight per arrow, Rok-Vrakank will cause [1] blight per [2] wounding strikes, Rok-Hazak will cause [1] blight, and Rok-Odzar will cause [1] blight per emote of exposure.

 

The following aspects of Zar’Akal will cause blight to Treelords:

Intrinsic Abilities ‒ A Treelord cannot be targeted by facade. Devour will cause [3] blight if used on the Soul Tree. The Soul Tree cannot be possessed, while possessing the husk will not cause blight. Crunch will cause [1] blight to the Treelord 

 Innate Rituals ‒ A husk cannot be used to produce a Krimth’vuthirth totem, the material must come from the Soul Tree; being subjected to Krimth’vuthirth will cause [2] blight, which cannot be cleansed until the totem is destroyed. Entering an area affected by Ra’Ilkgarokk will result in the Treelord taking [1] extra blight whenever they receive blight from other sources.

 

The following aspects of Adjacent Infernal Lores will cause blight to Treelords:

 Rokodra ‒ Rokodra weapons will cause [1] blight for every [2] wounding strikes.

 

Redlines:

 While a husk is immune to malflame, it is not immune to the effects of solidified malflame. Concussive malflame will still carry concussive force, while solid spells will still cause damage by virtue of being weapons themselves (I.E Malflame Chains).

 Malflame will not cause blight continuously as it burns, and much be sustained to continue to cause blight. A sustained malflame spell will incur its original blight emote for each emote it is sustained on the soul tree.

 All infernal area blighting effects will cause blight only if the treelord either has LoS on the source of the structure/effect, with the exception of [ET] sites so long as the Treelord is made aware via region message/eventsite post.

 

Metals

 

Spoiler

 Morion ‒ Morion weapons will cause [1] blight for every [2] wounding strikes.

 Thanhium ‒ While wielding Thanhium, a Treelord can only utilize passive communion, alongside their innate abilities. When wounded by Thanium, the husk will be unable to utilize any innate abilities for [3] emotes, and must re-establish their communion. Multiple strikes of Thanhium do not increase or stack this effect.

 Argentum ‒ The Barkskin of the husk can not be cleaved through by Argentum’s properties, regardless of the appearance of the Barkskin. Neither the husk nor soul tree will suffice as the sacrifice in the creation of refined argentum.

 Rokodra ‒ A husk can wear rokodra armor given the lack of a soul present to experience the effects. Should rokodra be melted upon the husk, it will burn the husk akin to normal fire until the molten rokodra is removed.

 Aurum ‒ Aurum holds no special effectiveness against the husk or the Soul Tree.

 Daemonsteel ‒ Heated Daemonsteel cannot be utilized to attempt to start fires upon a husk or soul tree from its ambient heat.

 

Redlines:

 Being struck repeatedly by Thanium will not reset or extend the [3] emote period. The husk itself is not magical, while striking the soul tree is equivalent to contact with a [T5] spell, with the Thanium melting after the [2nd] strike against the soul tree.

 While a husk can utilize rokodra armor, the melting of rokodra will cause damage identical to mundane fire against the husk. Removing melting or melted rokodra armor requires [1] emote per section being removed (Arms, legs, torso, head).

 

Other

 

Spoiler

 Enchantments ‒ Treelords can only utilize druidic, seer, djinn, and blood magic created enchantments. They cannot activate or utilize enchants of other magics.

 Possession ‒ The soul tree cannot be possessed. Possessing the husk does not reveal anything about the mechanics, lore or information otherwise about the husk or Treelords, regardless of the method used to possess a husk.

 Resource Harvesting ‒ The Soul Tree contains the soul & lifeforce of the Treelord, while the husk contains the units of Genus & the bodily humors used within alchemy. Attempting to harvest the Soul Tree for genus, or the husk for lifeforce/soul fragments will result in the process failing, and nothing being gained. The Soul Tree can only be harvested [1] time per encounter for any sort of soul fragment/essence.

 

Redlines:

 A Treelord’s inability to utilize certain enchantments cannot be utilized to meta-test for enchantments where a normal character otherwise could not determine an enchantment was present. 

 Under NO circumstances can an individual use possession to attempt to determine information about the nature or mechanics of Treelords, including the distinction of the lack of soul within a husk. Attempting to do such is considered metagaming

 The husk contains certain reagents, while the soul tree contains others. A treelord does not have more or less of any particular reagent unless specified elsewhere. Only [1] method of draining soul-related reagents can be utilized upon the soul tree, using the cooldown of the utilized soul harvesting lore.

 

Druidic

 

Spoiler

 Shapeshifting ‒ A Treelord, by default, does not appear any different than any other mortal shapeshifter when shifted. A treelord can choose to manifest tells and physical effects based on their physical effects of their husk, but this is optional, and readily dismissed or manifested over [1] emote.

 

Redlines:

 The tells of a treelord shapeshifter CANNOT be utilized, under any circumstances, to metagaming the existence of shapeshifters, treelord shapeshifters, or anything similar. Barkskin cannot be manifested, and all treelord effects manifested have no mechanical effect.

 

 --------------- ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ —-------------

 

Purpose/Credits

 

Credits:

Writer - PrimnyaQuorum

Co-Writer & Formatting  - MayRndz

Consultation - DragonOfTaters, Craneia, glassyskies, Endrealms

 

OOC:

 

Upon acceptance of this page, the following should be done:

 

Spoiler

1) Treelord’s that have been PK’d after this lore has reached the pending-approval stage through a Treelord specific mechanic (Soul Tree Death, Sapling Death, etc) should have their PK’s reverted, and be restored fully. They will not recall any time between their PK death and its reversion..

2) Treelord’s that lack the required magic to become a treelord [T5+TA C&C, T5 BLIGHT HEALING] are grandfathered into this lore and not required to obtain any missing MAs/TAs.

3) Existing Treelords are given a grace period, as determined by management, where they can revert from being a Treelord. In doing so, they are returned to their prior selves and race before becoming a Treelord, in their prime status and age. They will retain all Druidic MAs and FAs.

4) Knowledge surrounding the mechanics of Treelord held by non-treelords will be considered outdated, and cannot be used as the foundation for RP attempting to discover the new mechanics of treelords or otherwise interact with treelord. Existing Treelords will innately understand the fundamentals changes to themselves, but will be unable to fully verbalize these alterations as a consequence of their deal per mechanics within this write.

a) While some of these are unusual, Treelord lore is so old and non-functional that these changes are being requested to help restore the CA to a state of integrity and self-sufficient.

 

 

Hi meows;

 

While I am not a druid player, nor a seasoned druid staff member, I am very empathetic to the struggles of treelord players dealing outdated lore, and a years long struggle to get any change towards the matter, resulting in situations where no one but the lore itself is causing problems and at fault. I have worked pretty closely with a lot of druidic players (alongside applying my own lore knowledge and takes) to put this together. Our hope is that, going forward, Treelords will no longer have to suffer from dealing with an archaic lore page and be able to enjoy the modern luxuries and mechanics other endgame CAs have.

-Primnya

 

Below you can find a brief OOC summary of each section and the thought process behind it compared to existing lore:

 

Spoiler

OVERVIEW & ORIGIN:

Origin text has mostly been preserved and carried over from prior lore; it's a nice story and it doesn't really need a change. The overview section has been updated, to modernize the requirements and slot consumption for Treelords as well as clarify the somewhat unique compatibility Treelords have.

 

CREATION:

The process has been streamlined and left vague enough to permit cultural interpretations whilst retaining the basic requirements, while integrating the new fae-esqe nature of treelords. Some of the more unique aspects (The ability to save a dying druid via transforming them to a Treelord) has been retained.

 

PHYSICAL & MENTAL EFFECTS:

For physical effects, some portions were altered/modernized, while a plethora of additions were added. Fae aesthetics were added and in general, Treelords have been adjusted to emphasize the fact that Treelords are the pinnacle of Druidism, and effectively exist to protect and uphold the natural balance. 

 

INNATE ABILITIES:

The majority of these abilities are passives, tying into the physical nature of a Treelord. The goal was not to provide Treelords with a large set of powerful innate toolkits, but to emphasize once more they are the pinnacle of druidism and defenders of nature.

 

THE SOUL TREE & THE GARDEN:

The primary goal was to REMOVE THE PHYLACTORY. Phylactory’s have generally faded from view as functional or “good” lore. In lieu of this, the Soul Tree now serves as the core focus of a Tree Lord’s ability to plant a garden, similar to other endgame CA’s ability to place land-altering effects. The garden is an extension of the Soul Tree’s influence, in a similar manner to Necromancy Desecration.

 

INTERACTIONS & BLIGHT:

A primary issue with current treelords is how many interactions are reliant or based entirely upon other lore page’s explanations and mechanics. In an effort to future-proof the issue, we’ve written out the fullest extent of unique interactions against the soul tree, alongside what causes blight and how much to both the husk and the soul tree.

 

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Was alot of fun to be able to bounce ideas off of ya @PrimnyaQuorumofc got my +1 but ofc I’m baised.

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Just now, MayRndz said:

Was alot of fun to be able to bounce ideas off of ya @PrimnyaQuorumofc got my +1 but ofc I’m baised.

was a super fun write! hope we dont have to do this again anytime soon

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UntitledProject(1).thumb.jpg.1a11ca6fe7c99106f7ad4626bca5718b.jpg

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8 minutes ago, Tav said:

UntitledProject(1).thumb.jpg.1a11ca6fe7c99106f7ad4626bca5718b.jpg

Tell me you didn’t read 90% of the content without telling me challenge.

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9 minutes ago, MayRndz said:

Tell me you didn’t read 90% of the content without telling me challenge.

it's a beyond simplified version of the rewrite still going through the proper process and also completely steals the vibe of what mars already set up, say what you want but to take an entire vibe of a write that hasn't even been verdicted on is bad faith.
it's completely baffling that on the OOC part you say PK'd treelords are allowed to revert their death. That completely shits on roleplay and goes to show why exactly you made this rewrite in the first place. 

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Quote

Treelord’s that have been PK’d after this lore has reached the pending-approval stage through a Treelord specific mechanic (Soul Tree Death, Sapling Death, etc) should have their PK’s reverted, and be restored fully. They will not recall any time between their PK death and its reversion..

@TavYou're coming at this pretty bad faith for no reason, it very clearly state's after the write has gone through pending - this isn't made to revert deaths that happened in the past two months, this is to prevent people being PK'd by one set of rules while a new set is being put through review.

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10 minutes ago, Tav said:

it's a beyond simplified version of the rewrite already in effect and also completely steals the vibe of what mars already set up, say what you want but to take an entire vibe of a write that hasn't even been verdicted on is bad faith.
also yall saying the PKs that have been done can be reverted is beyond hilarious and shows why yall made this rewrite in the first place

mrow.

 

I asked around to multiple druids, who requested and asked specifically for the fae-ification of treelord lore. I primarily focused my write on the mechanics and interactions (if it wasnt already obvious), but that is not the primary reason I decided to do this.

 

I asked mars some time ago if them preserving the prior version of treelord unattunement [unattunment = no afterlife] was intentional or just poor timing, and I got no reply. I equally heard plenty that the tree-as-phylactory mechanic was something repeatedly requested to be removed, and it wasn't. These things primarily prompted me to make a write of my own because of these things. 

 

"also yall saying the PKs that have been done can be reverted is beyond hilarious and shows why yall made this rewrite in the first place"

 

This statement alone tells me you have not read the entire page nor read the OOC section clearly enough. If you have genuine questions I'm happy to answer them, but I would think no single player has a monopoly on the fae :tm:, and I don't want to have to debate and explain something you don't seem to have fully read yet. Even I can't read 14k words in 2 minutes. 

 

Equally, if we'd like to go by accusations of plagiarism, I've been told that May had the idea originally, and contributed it to mars for their write. Otherwise, May's original original rewrite of archfae some years ago by this point made a similar mention as we did here. Again, no singular player can or should claim a monoply on the branding of fae-esqe. In either case, if you truly believe I plagiarized please open a report to ST, and I will happily provide them the google docs I worked in over the last 2-3 weeks. 

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate categ- ...
...
wait... where are all the Tree Lords?

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21 minutes ago, PrimnyaQuorum said:

mrow.

 

I asked around to multiple druids, who requested and asked specifically for the fae-ification of treelord lore. I primarily focused my write on the mechanics and interactions (if it wasnt already obvious), but that is not the primary reason I decided to do this.

 

I asked mars some time ago if them preserving the prior version of treelord unattunement [unattunment = no afterlife] was intentional or just poor timing, and I got no reply. I equally heard plenty that the tree-as-phylactory mechanic was something repeatedly requested to be removed, and it wasn't. These things primarily prompted me to make a write of my own because of these things. 

 

"also yall saying the PKs that have been done can be reverted is beyond hilarious and shows why yall made this rewrite in the first place"

 

This statement alone tells me you have not read the entire page nor read the OOC section clearly enough. If you have genuine questions I'm happy to answer them, but I would think no single player has a monopoly on the fae :tm:, and I don't want to have to debate and explain something you don't seem to have fully read yet. Even I can't read 14k words in 2 minutes. 

 

Equally, if we'd like to go by accusations of plagiarism, I've been told that May had the idea originally, and contributed it to mars for their write. Otherwise, May's original original rewrite of archfae some years ago by this point made a similar mention as we did here. Again, no singular player can or should claim a monoply on the branding of fae-esqe. In either case, if you truly believe I plagiarized please open a report to ST, and I will happily provide them the google docs I worked in over the last 2-3 weeks. 

i'll admit fault for doing too much at the start, the first point of the OOC part in the way its explained is staged very weirdly; especially since stuff that's pending-approval is oftentimes already put into effect, especially in a setting where someone's Treelord is at risk of being PK'd.
i don't mean to claim monopoly over fae-aligned things, but making a write that as you said, takes ideas from May that has been used in the previous write, seems very counter-productive when a lot of the aspects of this current write are very similar to the previous since some of the same people are contributing to this write much like they did the other. it just leaves the process to take all the more time because now they're two separate lore pieces for the same CA both being reviewed.

the number one thing that sticks out to me like a sore thumb is the creation ritual; instead of being sacrificed to the tree you're what? your energies are lent into the tree and you channel into it to become one? personally i feel like that's a weak way of getting the CA as opposed to the current where you're literally killed and your soul latches onto it for survival. no offense but it feels like a way to add yet another blanket of safety, since directly under in the redlines it's "if this ritual is interrupted, you cannot retry for 1 [OOC] week"
so i can just rid myself of my mortality and if it's messed up i get out of it free?

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7 minutes ago, Tav said:

i'll admit fault for doing too much at the start, the first point of the OOC part in the way its explained is staged very weirdly; especially since stuff that's pending-approval is oftentimes already put into effect, especially in a setting where someone's Treelord is at risk of being PK'd.
i don't mean to claim monopoly over fae-aligned things, but making a write that as you said, takes ideas from May that has been used in the previous write, seems very counter-productive when a lot of the aspects of this current write are very similar to the previous since some of the same people are contributing to this write much like they did the other. it just leaves the process to take all the more time because now they're two separate lore pieces for the same CA both being reviewed.

the number one thing that sticks out to me like a sore thumb is the creation ritual; instead of being sacrificed to the tree you're what? your energies are lent into the tree and you channel into it to become one? personally i feel like that's a weak way of getting the CA as opposed to the current where you're literally killed and your soul latches onto it for survival. 

I spoke extensively w/ ST; the submission of my lore will not postpone the review of mar's lore, and infact will generally result in a better of either or both of our posts to make it to accepted in some manner, which the CA needs. I would not have attempted this vs an amendment to the tree phlyac post mars acceptence if I was not told in no uncertain terms it would only help to try this way. That is partly why the wording is the way it is; I wanted to do from submission bc fr we all concur treelord pks are hot dogwater and no one enjoys them on any end, but I was told to push for a pending-approval staging. If you see veilwatching I considered the same thing

 

The creation ritual is freeform; do what you will. I intentionally only defined a vague process to promote players and culturals to develop their own methods. I do not see a strong need to tell all druids you MUST do it xyz way.

 

What happened in RP happened, and while it sucks that 4 random treelords got slapped for it I don't think most of them want to come back who were genuinely wronged on an OOC level. My intent is, going forward, to prevent other treelords from suffering the same fate of finding out mid-pk that, actually, the lore is too vague to be fair, not flat undo all treelord PKs. It's no ones fault the lore wasn't updated but I can ask very nicely for st to not let other people get got after we're all aware of said faults in lore w/ rewrites and amendments pending

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1 minute ago, PrimnyaQuorum said:

I spoke extensively w/ ST; the submission of my lore will not postpone the review of mar's lore, and infact will generally result in a better of either or both of our posts to make it to accepted in some manner, which the CA needs. I would not have attempted this vs an amendment to the tree phlyac post mars acceptence if I was not told in no uncertain terms it would only help to try this way. That is partly why the wording is the way it is; I wanted to do from submission bc fr we all concur treelord pks are hot dogwater and no one enjoys them on any end, but I was told to push for a pending-approval staging. If you see veilwatching I considered the same thing

 

The creation ritual is freeform; do what you will. I intentionally only defined a vague process to promote players and culturals to develop their own methods. I do not see a strong need to tell all druids you MUST do it xyz way

i mean fair to make it free form, but in the same paragraph you say "guided by the Trascendance Druid" so only way to give treelord out is by having a transc druid to help? does that not set up a standard to do it some sort of xyz way, especially since a fair amount of the current treelords can't have transcendence?
 

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6 minutes ago, Tav said:

it just leaves the process to take all the more time because now they're two separate lore pieces for the same CA both being reviewed.

 

I arguably think this is a good thing, the lore is in desperate need of an SOS as the recent stuff has shown, I would rather lore mag take more time and compare the two writes, or even combine them to create something of the two than have one write that ends up with a lot of issues down the road. I think there are a lot of good things in Mars’s rewrite but some of the current flaws and problems did not get fixed; as opposed to this rewrite focused on some of those problems and likely introduces some new issues. I think both can counter balance one another in some ways.

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