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WestCarolina

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  1. I was referring to this as the celebratory part, that it was a 'half-dub.' I have reached out to you regarding moderators on your team, as well as members of the community but it has always been pulling teeth to do so. I've started to go to Telanir cause I felt far more comfortable going to him after what I've seen, and we had a history working together on staff in the past; I can have conversations about on-going issues with him that feel like I'm being heard. But even still, with various communities and players I've seen and heard reporting staff or reporting a recent group who has made a vast majority of people uncomfortable and unsafe, we still see them given multiple chances, while player A gets a ban for putting a carpet on a shop-chest without at least communicating with them first and giving a warning. What I wish out of voicing my concerns is to have genuine discussions, yes, but to see how we can start to shift the culture back to instilling trust in moderation & making people feel safe on the server, as well as putting story-telling first.
  2. We aren't doing enough to defend the Roleplay experience, or the communities safety. There are three major points I think have been addressed and reported, and each has felt underwhelmingly responded to through with lack of action. The last couple months alone feedback regarding raid tools and the focus on story building being priority has been ignored. These tools disrupt roleplay without any viable way of combating against it, or any guidelines as to how they should even be used. Please remove them. How we address members of the community who roleplay in bad faith is discouraging; we've seen this with the recent nor'asath report, as well as the countless experiences that many communities have had since map drop, especially with groups who treat the server like a grinding raid-faction server. Lastly, the most recent moderation feedback post. It has felt dismissive, and to be so disillusioned that we celebrate the fact that a small minority of people are content the state of moderation and not focusing on the large statistics that the majority are unhappy, unsatisfied and wish to see change is disappointing. There has been an outcry for what feels like months now, people who don't feel comfortable going to moderation anymore, and those who don't want to log on because of how different the server is at the moment.
  3. When welf? When will Markus come collect the apples and pears? Most memorable experience?
  4. I'll consider the revision. Thank you! And woad bow is an accepted lore piece written by @ClassyBells https://www.lordofthecraft.net/forums/topic/219047-✓-magic-invention-woadbows/
  5. I said in my response to Evonpire that I'll clarify it! Was a mistake
  6. I don't mind reexplaining things! With current Greensight, what I was referring to both in my comments and in this rewrite is this redline in Greensight, how you cannot see anything natural, ie, flora or fauna that is obstructed by unnatural things like rock or a building for instance. After rereading and reevaluating, I'll make an amendment regarding seeking out the song if the knowledge of it being there in the first place is not known at first - as it is written in the accepted Lore. For your Barkskin concern; If the Druid knows how to do it, as in they are a T5 if this rewrite is accepted, they won't need another Druid to help them create it. Only teaching Druids who do not get the knowledge, will require the creation ritual. Does that help? I'll make a clarification point if so under Barkskin. For your final point, I'm not disagreeing because I do not think this piece was more catered to combat v. healing. If anything, I believe Druids would have more routes of protecting themselves, through Barkskin, Bloomblade as shields and weapons, as they do healing physical wounds with Mending. In addition, as both @Hyperdron& @Werew0lfmade note, in this write, with the implementation of a clear exhaustion system that the last lore piece lacked, Druids can now heal & cast more times in an IRL day then they were previously allowed. If the explanations here, and what others have answered still leave questions please let me know. Feel free to also DM me over the forums if you'd like. If I ever miss a point you've made, it isn't intentional, there is just a lot to address. Thanks! Hey thanks for reaching out and addressing this. When I wrote, "For instance, one may experience an overwhelming sense of anguish if Voidal Magic has affected the natural area, or on the other hand, joy, should there be a balance held," the line "overwhelming anguish if voidal magic has affected the natural area" is referring to what you mention with voidal tears, imbuements, or blight. I'll reword and make that clear. Thank you! And big thank you for both clarifying that Hyper, and for all the help from you and Pixel. You both ripped this piece a part and really challenged me to do some critical thinking. Appreciate you a lot!
  7. I’ll clarify the compatibility with other magics more thoroughly! Thanks for the comment Sorry! I addressed a lot of your concerns in previous comments toward Kit.
  8. The reason I brought up Greensight is because it does not allow you to manipulate the song of nature that is behind a rock or a house, as it states in the current accepted lore and continued on in this piece. With amendments done over.. summer 2022? I can't remember exactly, but Druids can be Seers now. I'll add that! Thanks And for all those who have constructive criticism they don't wish to express over the comments, feel free to send me a DM on the forums.
  9. For guidance, so long as you've seen the tree that is all that matters. If you're in a cave, and haven't seen a tree, then yeah you wouldn't be able to pull roots from the stone (unless you can see the roots mundanely) just like how you wouldn't be able to see natures song past stone or if a house is in the way with Greensight. Ah you are totally right, there was a typo, put two 5's instead of a 15. Thanks for that catch. Barkskin - No, you need 2 Druids to help create it. In order to summon it in a combat scenario, you just need yourself. As I wrote above as well, T5 Druids should the write go in, will have the knowledge from the vision given that they are able to do this. Don't see it being a problem of it being knowledge locked with the amount of T5 Druids there are. Mending - I can gauge with others like I said! As for Grasping, again, I am under the impression and guidance that any buffing of it would not get passed - as when it was originally written, restrictions were given on emote count, movement, and expiration. Perhaps a compromise can be made where it is turned into an enchantment, rather than its own ability, but even then I see it as obsolete given how it was hardly, if ever, used.
  10. I'll address each of your concerns and points formatted below! Also, thank you for your feedback. Guidance - The fifth redline clarifies this. It specifically states that LOS is required, however, for instances like you mentioned with tree canopies or roots, all you would need is to see the tree itself. Druids know the roots and branches are there. Druidic Limbs - I did rework how the creation process is done because of the confusion and redundancy you mentioned with Awakening & Blooming & Infusing. As it reads in the lore piece, you do the mundane crafting or pulling limb out of a tree with guidance, then a separate process now where Druids infuse the limbs with their energies which thus enchants it. I think it is important to look at it different from how it is currently done, or else it'll make things confusing. If this explanation doesn't help though, do let me know! I can try to clarify it more in the piece. Restoration - I think I am a little confused as to where you're getting a nerf from. This piece is consistent with the current one, 15 block radius, not 10. I do want to say that I agree, it should not be lowered! Luonto - Luonto has always been required to be learnt, as far as I have been made aware. My guide taught me IRP. If you think that should be removed, I can garner opinions from the rest of the Druid community and an amendment can be made. Barkskin - Great question! After speaking with some LT and previous LT, the reasoning behind needing two Druids to learn it is because of the ritual process itself. There needed to be a logical explanation for how a Druid is able to, in the middle of no where, pull bark onto their skin without the presence of a tree. This was the method most seemed to agree on, especially for the RP opportunities it presents. T5 Druids don't need others to help once the creation process is done. Two Druids are only needed for the creation process, not the summoning. Mending - I would love to make this applicable to animals but as it currently stands, even beast-purging does not allow healing of natural ailments. The reason I was given for that was because of the Aspects deeming it as an interference of the natural way of the cycle. Like I said in Luonto, I can also gauge opinions on this and see if the logic could pan out. For your note on grasping, see my above comments! And as a conclusion, Druidism on LotC was not meant to be a healing magic, but I did try to make our previous Herblore more functional and practical by adding Mending as an ability we did not have, and included in the main magic spell-set, too! I know on other mediums and platforms Druidism has a large theme of being medicinal but I believe other magics on the server are meant to cover that, ie; Paladinism & Clerics (should that be rewritten). Thanks for the thorough review
  11. Hi! Thanks for your excitement. I do not believe this is entirely up to me, but if I were to suggest anything to LT, would be that if you haven't learnt something IRP yet, you would still need to learn the spell from someone who has the knowledge. Example; Your character holds a TA in current accepted Communion & Control but has not yet learnt Blight Healing abilities. They would need to get lessons on Blight Healing abilities. As for the newly written T5 abilities, Bloomblade, Mending and Barkskin, I would imagine like how previous new abilities that were added to CC, that folks would know it IRP without a lesson. In this case, the vision I wrote should it be accepted, would grant T5 Druids the knowledge to attempt to try and cast those newer abilities. That is a great question, and when I asked for opinions within the Druid community, many largely agreed that the ability went vastly unused, unfortunately. I believe that is because of how it is currently written, you are an idle duck unable to move, and waiting to be attacked once the bubble wears off. I was informed that the only way of making it stronger and more appealing, would not have passed, ie; adding movement to a shield bubble and having it last longer. The ability Mending is an addition for healing, especially while in combat. Can also see my explanation above for the Grasping ability!
  12. On the lands of Almaris the Druids' dedication to their duties have been challenged and trialed by the Aspects. Taynei’hiylun being one to represent these Wild Gods, tested Druids and what sacrifices they would make for nature. Druids passed on to the Eternal Forest as a result, and others left maimed as a reminder of their tribulations for the cause. After this experience, many felt empowered and inspired to be proactive with their gifts. However, after mass voidal destruction struck the realm, the incapability of being able to heal left many Druids feeling helpless. Failed attempts were made to spread fire to the voidal hollow, inspired by the philosophies of Nemiisae’s culling. Cernunnos was with those Druids who fought the creatures that survived within these blighted lands, yet to no avail would that solve the problem. And with those sparse creations of Cerridwen left tainted, Druids were unable to commune to seek information to form further plans. With that, Druids had come to the decision to bring the Aspect Stones together, with the price of a sacrifice, the Hyssop Druid. As their fellow Sister’s death activated the stones, both Druids and guards witnessed an explosion of natural energies healing the blighted land, leaving an Elder willow in the Hyssop Druids place. As inspiring as the events were, it left many Druids questioning their own abilities to efficiently and effectively serve the Aspects, and maintain the natural balance. There formed a group of Druids who came together at the mark of every spring to ritualistically seek visions of gifts lost in the wilds and a more practical way of casting their current abilities. Ritual offerings ranged from remains of nature's foes, infused trinkets of yore, as well as other creations from the hands of newer Druids of the fold. Prayers were chanted, smoke from the Raell’vulsulin tree burned, and stylistic dressware was worn on the occasions with the belief that all their efforts may somehow be heard. Beyond these ceremonial gatherings, did the Druids spend every day performing their duties and seeking out more knowledge of their connection and gifts. It was then, one day, that Taynei’hiylun cast a vision upon all Druids: A barrage of Druidic warriors and guardians sprinted across plains with smoke and gray in the horizon. Upon treetops, some of these Druids pull powered woad bows to fend off an attacking Iblessian force. Their arrows strike true with far more efficient uses of their gifts. On the other hand, armourless Druids on the front-line with polearms and shields in hand stretch arms where skin akin to bark would grow and protect their flesh. Some of these polearms were visually wooden, and when striking demonic foes would an entanglement of vines and roots bind appendages. Another grouping of Druidic guardians fell behind with the duty of healing what land their warriorkin had reclaimed, or infusing flora to mend injuries those who had fallen received. The battle lasted for what felt like only mere seconds – a depiction of various scenes coming in and out of view all until these Druids awakened with new foreseen gifts to be learned. Art by Nissa Pilgrimage Druidism is a blessing bestowed upon those who have proved themselves in the eyes of the Aspects. Those who wish to walk the path and commit themselves to a life of duty and servitude first undergo a dedicancy: a series of trials and lessons to allow a Druid to gauge the individual’s progress and their devotion to the ways. At the end of this journey, the student endures the final challenge of Attunement where the Aspects reign as arbiters of their soul. Should the individual succeed in this endeavor, a tether is created to not only the Aenguls, but to their creation – nature -- and so their journey begins anew. For the first time, a Druid experiences the beautiful lull of the eternal hum. A faint, muffled variation of nature’s melodies encompass and become akin to a sixth sense. A Druid’s link to the natural realm grows stronger over time and with practice. Communion is something of the spirit, making the song of nature different for every attuned Druid. Some Druids experience a more visual adjustment, such as dancing orbs of colorful light, or a glow radiating around plants, while others may feel a tempo that courses through nature. Choirs, orchestras, and more grand melodies become the norm and bring comfort to Druids who have been attuned for years. With the guidance of their teacher, a newly attuned Druid’s trust and relationship established with nature will grow. The Druid themselves can learn a full range of abilities that allows them to interact with, aid, and maintain the balance while helping it thrive. After a great deal of tutelage, a Druid may blossom and attain a deep connection with the natural world around them, perhaps even affording the opportunity to continue the cycle and teach their own students. The pool of natural energies is akin to the life blood of nature. Druids possess a well of this essence that ebbs and flows within. They are capable of manifesting and utilizing their natural energies to nurture, purge blight, empower other Druids and so much more. The range of abilities a Druid can cast all stem from their natural energies. The Tier of the Druid will determine the efficiency of the use of their energies. Lower Tiered Druids will experience far more fatigue than that of an experienced, Tier 5 Druid. However, in all cases would a Druid be limited in some capacity. Depending on the abilities a Druid utilizes, will determine the rate at which they will become exhausted and incapable of expending anymore of their energy. Some gifts require significant use of one's pool of energies, while others may be more mundane and will not reach a state of fatigue. Each ability is classified by either Trivial, Minor, or Major levels of exertion when at a mastered level - Druids are encouraged to roleplay greater exertion levels when learning and practicing spells the first few times. These guidelines can be found below: [Trivial] - the use of this ability hardly affects the pool of energies, akin to a casual walk. [Minor] - you can only use these abilities roughly three to five times before your pool is exhausted, akin to a brisk jog. [Major] - once or twice at the very most, with the danger of over-exhaustion, akin to a full-on 100 meter sprint. Learning a spell for the first time will always completely empty the Druid's pool of natural energies. Limitations [Tier 1 Natural Energies] - Exhaustion Cooldown 24 narrative hours – Cannot use abilities, experience fatigue [Tier 2 Natural Energies] - Exhaustion Cooldown 16 narrative hours – Cannot use abilities, experience fatigue [Tier 3 Natural Energies] - Exhaustion Cooldown 8 narrative hours – Cannot use abilities, experience fatigue [Tier 4 Natural Energies] - Exhaustion Cooldown 4 narrative hours – Cannot use abilities, experience fatigue [Tier 5 Natural Energies] - Exhaustion Cooldown 2 narrative hours – Cannot use abilities Exhaustion may appear different depending on the Druid. Some Druids who exert themselves can pass out, others may have headaches and are incapable of focusing, while a Tree Lord might have parts of their bark peel. Should a Druid attempt to cast beyond their available pool of energy, their spell will fail and the Druid will fall unconscious. [Example] A Tier 5 Druid may cast Guidance, a Minor classified ability, four (4) times until they reach their limitations; an exhaustion cooldown of two (2) narrative hours and the inability to cast anymore until then. Gained Upon Attunement T1 [Passive] Communion [Combat][Trivial] As the foundation of all Druidic gifts, communion is the base ability gained when connected to the Aspects and nature itself. Over time, Druids develop a relationship with nature and establish trust that allows for them to hear further and wider than where their feet stand. One is able to commune with nature that is underground or underwater, so long as one is aware of its presence. Mechanics At the completion of Druidic Attunement, a Druid’s soul and mind are connected to the natural world, capable of hearing what is called an eternal hum. This hum consists of intertwined songs originating from the natural sphere of the Aspects’ influence, including flora and fauna. Druids are unable, however, to Commune with creations of other deities and beings, such as Dragonkin, Kharajyr, Hou-Zi, Wonks, Musin, Descendants and/or conjured creatures of the Void. A Druid Communes passively with the natural world around them, and is able to hear the combined voices of nature. Though singular voices, such as a blade of grass or one tree in a forest will be drowned out, altogether voices are expressive and may tell a Druid the state of the general area. For instance, one may experience an overwhelming sense of anguish if a Voidal Tear has been opened in a specific natural area, or on the other hand, joy, should there be a balance held. Tier 1 - 5 block radius Tier 2 - 10 block radius Tier 3 - 15 block radius Tier 4 - 20 block radius Tier 5 - 25 block radius T1 Required to be taught T1 [Active] Tuning [Combat][Trivial] Communion allows a Druid to perceive the broader voices of nature. Being able to articulate complex feelings, or individual voices, comes with focus and concentration upon one melody amongst the chorus of others. Interacting with a single blade of grass within a patch requires a Druid to attempt at filtering the other songs within their mind until they can successfully isolate the desired voice. Only when one has managed to separate a song from the others, are they able to sense and communicate mundane thoughts, images, and impressions, and intentions between flora and a Druid. Mechanics The more a Druid practices and meditates over time, the easier it becomes to tune and exchange messages with species of plants, be it one or several. By this point, Druids may discern or recognize the health and needs of a plant so that it can survive or thrive. As a Tier 1 Druid, the first step in being able to isolate a voice in nature is to listen and meditate. While the Druid is seeking out the single song in a crowd of many, through their communion, they concentrate and focus in picking up that one particular voice. As that singular voice is found, the Druid then must attempt to isolate it from the others in order to be able to communicate to the one individual flower, tree, blade of grass, etc. If successful, and so long as a Druid maintains their connection and concentration, they may freely converse with the plant until their connection is broken. Tier 1 - Range: 5 meter/block radius | At most 1 target Emote(s): (1) Connect and Meditate (2) Concentrate/focus (3) Perceive nature/ Isolate (4) Communicate Tier 2 - Range: 10 meter/block radius | At most 2 targets Emote(s): (1) Connect, Concentrate/focus (2) Perceive nature/ Isolate (3) Communicate Tier 3 - Range: 15 meter/block radius | At most 4 targets Emote(s): (1) Connect, Concentrate/Isolate (2) Communicate Tier 4 - Range: 20 meter/block radius | At most 5 targets Emote(s): (1) Connect, Concentrate/Isolate (2) Communicate Tier 5 - Range: 25 meter/block radius | At most 8 targets Emote: (1) Connect, Concentrate and Communicate Art by Castaguer93 T2 Required to be taught T2 [Active] Growth & Ungrowth [Combat][Minor] During the earliest years of being attuned, a Druid is taught the intricacies of flora's developmental stages and thus may learn how to grow and ungrow plants with their abilities. With much meditation, practice, and time, the Druid may nurture an acorn to thrive into the tallest of oak trees, replenish flower buds after a storm, or shrink that same oak back into its shelled seed to be preserved. Mechanics Whether they intend growth or pruning, a Druid may invoke their energies into seeds, branches, and plants to encourage its development. Channeling Druidic energy into a plant starts by the Druid conjuring their gifts' essence. They may pour just enough Druidic energy into a seed to make it sprout from its shell, or an abundance to permit for a plant's full development. Higher tier Druids are able to more easily influence large and complex plants, while a lower tier Druid will be easily overexerted. Growth and Ungrowth work symmetrically. The individual trying to nurture a seedling into a healthy rose employs the same focus and energy used when reverting it back to a seed. First, a Druid must be able to connect and maintain a connection with the surrounding nature. Once they have established this, their goal is to focus on the chorus of songs in search of the individual one they intend to target. After finding the specific voice, the Druid may Grow or Ungrow the plant as desired by feeding their Druidic essence into the flora. It is important to note that the same plant may not Grow and Ungrow in the same series of emotes. Once the Druid has decided whether to Grow or Ungrow the target, in the second or third emote of the process, it may only Grow or Ungrow, respectively, for the rest of the connection. Following emotes may guide the growth of the plant or seed until it blooms into its natural stems and petals, or may revert back to a seed(s). Depending on their tier and the size of the plant that is being Grown or Ungrown, a Druid will experience a great deal of exhaustion and may not use their gifts for the next 24 hours. T5 Druids are not exhausted by this ability and thus bypass the exhaustion. Should an individual receive help through Invigoration, no matter the amount of Druids who are aiding, this will cut the 24 hour time to 12 hours. Tier 2 - Range: 2 meter/block radius | 2 meter/block distance Emote(s): (1) Connect and Meditate (2) Concentrate and Focus (3) Attempt at guiding Growth/Ungrowth (4) Plant Continues to Grow/Ungrow Tier 3 - Range: 10 meter/block radius | 10 meter/block distance Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding Growth/Ungrowth (3) Plant Continues to Grow/Ungrow Tier 4 - Range: 20 meter/block radius | 20 meter/block distance Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding Growth/Ungrowth (3) Plant Continues to Grow/Ungrow Tier 5 - Range: 25 meter/block radius | Upwards to 30 meter/block distance Emote: (1) Connect, Concentrate and Focus (2) Guide plant Growth/Ungrowth Any Druid that is below T3 is unable to Grow or Ungrow an Elder Tree. An additional emote is required to seek out the song of nature should a plant not be in the direct line of sight of the Druid, yet in the casting vicinity. T2 Required to be taught T2 [Active] Beastspeak [Combat][Trivial] Much like being able to communicate with flora, Druids can establish conversations with fauna. Druids may communicate with animals by identifying and isolating that creature’s specific voice in the chorus of nature in one's mind. Fauna and fae creatures are more complex than plants, so they are correspondingly more challenging to engage with. However, their thoughts and emotions can provide useful information when finding the root of a problem in nature. Each creature has a different level of intelligence, which may require more effort when communing with the animal or fae. Mechanics The ability to communicate with animals provides Druids unique tools to fulfill their duty of protecting the balance. One can learn an animal's intentions, its health and well-being, or its impressions of its surroundings. Should an animal not wish to communicate, a Druid may still discern feelings and emotions from the creature. Druids have the ability to pacify an aggressive animal, request that it shield the Druid, or attack a foe. Animals cannot physically speak, but one is able to hear their tone through emotions or personality of the creature. For a Tier 2 Druid, the first step in being able to isolate a creature's voice in nature is to listen and meditate, concentrating on the song of nature to discern the single melody of the target animal among the larger chorus. When that singular voice is found, the Druid must isolate it from the others in order to communicate to the creature. If successful, the Druid may freely converse with the creature until their connection is broken. These interactions feel as though one is conversing with a simpler-being, either trying to problem solve or dumb-down to exchanging emotions. Tier 2 - Range: 5 meter/block radius | At most 2 targets Emote(s): (1) Connect, Concentrate and Focus (2) Perceive nature and Isolate (3) Exchange of thoughts, emotions, imagery Tier 3 - Range: 10 meter/block radius | At most 4 targets Emote(s): (1) Connect, Concentrate, and Isolate (2) Exchange of thoughts, emotions, imagery Tier 4 - Range: 15 meter/block radius | At most 5 targets Emote(s): (1) Connect, Concentrate and Isolate (2) Exchange of thoughts, emotions, imagery Tier 5 - Range: 25 meter/block radius | At most 8 targets Emote: (1) Connect, Concentrate and Exchange of thoughts, emotions, imagery Art by Cobaltplasma Required to be taught T3 [Active] Guidance [Combat][Minor] Nature dances as a gust of wind flows through the lowest of valleys and highest of mountain tops. Tree limbs can be seen waving, while stems bow and grasses sway. Similar to the wind, a Druid may influence the movement and appearance of nature to their desires. They might ask a tree branch to swing like a baseball bat toward an enemy, or guide that same tree's trunk into a molding a handful of wooden arrows. The intricacies of an item molded from a tree limb or trunk, will heavily depend on the circumstances the Druid is in. For instance, if a Druid is fleeing combat and out of arrows, they may not be able to buy enough time to connect, concentrate and mold sharp enough arrows from a nearby tree. However, if a Druid is in a non-combative situation and able to devote more time and concentration to the work, they may Guide the tree’s wood into producing detailed, ornate arrows. Mechanics An individual can encourage and attempt to Guide flora at the whim of their connection, to defend, to attack, or to be used in everyday utility. As a Druid gets more comfortable with nature, and comes to be trusted by the natural world around them, they are capable of coaxing nature into more profound movements, and from further away. The process of Guiding starts when a Druid connects to their gifts, and opens their concentration on the task at hand. They must focus on the singular voice of what plant they wish to manipulate or move. Once an individual has successfully tuned into a single plant, they may attempt at guiding the movement and/or molding of the plant in whichever direction they so choose. Following this attempt, the plant will stir, shake, rustle and wiggle as it begins its movement or sculpting. The ground may shake below one's feet, leaves sound overhead, water may splash or wood on a trunk will begin to warp during this phase. Lastly, should a Druid successfully maintain their connection, the plant they are guiding will make it to their target destination and/or established form. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding movement and/or molding (3) Plant stirs and begins to move (4) Plant moves to target Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Attempt at guiding movement and/or molding (3) Plant stirs and moves to target Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate and Focus (2) Plant stirs and moves to target + extra emote per block movement/molding [Size & Weight Limits] Tier 3: 30 cm, and 4 kg Tier 4: 80 cm, and 8 kg Tier 5: 140 cm , and 13 kg An additional emote is required to seek out the song of nature should a plant not be in the direct line of sight of the Druid, yet in the casting vicinity. T3 Required to be taught T3 [Active] Invigoration [Combat][Enchantment][Major] There are many cases where a Druid may exhaust themself during the use of their Druidic abilities. Some Druidic tasks might require more strength than a lone Druid can bring to bear. In these situations, multiple Druids may combine forces to increase the amount of energy available. Like dolphins hunting in pods or bees moving in swarms, Druids must rely on the strength of numbers to accomplish the most difficult tasks. Invigoration offers Druids the ability to lend a sum of their essence to another Druid. This Invigorating bolsters a Druid's use of the gifts. Invigoration is the art of weaving one’s Druidic energy into another Druid, thereby allowing the group to stave off exhaustion in order to accomplish a task. Mechanics A collective well of energy is created and drawn on by the ‘active’ Druid who is performing another Druidic ability. In particular, should an invigorating Druid be within a certain range of the ‘active’ Druid casting, the ‘active’ Druid can receive this energy as a means of staving off their spell exhaustion. This is dependent, however, on the Tier and experience of the invigorating Druid; [Tier 3] Druid may provide one (1) additional minor spell [Tier 4] Druid may grant two (2) minor additional spells, as well as an additional five (5) block/meter radius to any ability [Tier 5] Druid may grant either three (3) minor additional spells or one (1) major, as well as an additional five (5) block/meter radius to any ability. Out of combat, Druids might use Invigoration as a method of soothing a fellow Druid under distress. That said, the receiving Druid may choose to not accept this comfort. Druids cannot induce emotions or feelings in those unwilling to receive. Invigoration is one of the most taxing abilities in Druidism. It requires an individual to practice tapping into their pool of energies and learn how to manipulate it into a stream to be shared. First, a Druid must connect to their gifts, concentrate, and focus on conjuring their energies within. As soon as the Druid has established this concentration, they can invoke their Druidic energies. Afterward, the Druid collects and pools their energies within, as if held up behind a dam. The pooled energies can then spill outward toward the intended individuals who wish to receive the shared essence. Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies (3) Allow the energies to swell and shift within (4) Attempt at guiding energy toward target Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies and allow to shift within (3) Attempt at guiding toward target Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target T3 Required to be taught T3 [Active] Resurgence [Non-Combat][Enchantment][Minor] With life comes inevitable death. Sometimes, however, Druids may have to interfere with the natural order of things and use their Druidic energies to revitalize flora. A wilted flower, burnt grass, a charred stick or a fallen tree limb may be healed back to previously lively health. Should an individual wish to create sentience with a natural item like a stave, or a woven necklace, they must continue incorporating their Druidic essence into the object. Through this process, a Druid is able to infuse their well of energies into breathing colorful, vibrant life back to once dead or dying flora. Mastering the sentience portion of Resurgence comes with being a Tier 5 Druid, through time and practice. Mechanics Resurgence requires Druidic energy to be fed into flora. This flora is typically dead, or dying, and during these stages of life, the affected plant will be able to continue its natural life cycle as normal, without any magical properties. Visually, a wilted flower will regain its vivid color and stalky stem. Charred, flaking bark regrows healthy on a branch, and where a circlet of twine and leaves once appeared dry could be lively and green again. Should a Druid continue coursing their essence into the plant, they may be able to cultivate sentience within the revitalized flora. Sentience appears in various ways: a stave may find itself idly rooting to the ground, swatting at unwanted hands, or clumsily waddling of its own accord. Likewise, a woven leaf cloak can embrace its wearer for warmth, or a bark circlet will speak puns and other jokes to the Druid. Over time the personalities of these sentient beings, initially rough or simplistic, are developed more fully. Some adopt personalities similar to their handler, while others develop unique characteristics of their own. It is rare that a sentient object is able to share memories or thoughts of its own, though very old staves with centuries of knowledge and experience may be sentient enough to do so under exceptional circumstances. Should a dying or dead object be Resurged back to life, if it is not grounded or rooted in its natural habitat with proper nutrients, the object has an IRL week until it dies again. If an individual wishes to maintain the sentience of a stave, they must Druidically Infuse the item. Resurgence begins as a Druid connects and focuses on their gifts, specifically, conjuring their Druidic essence that wells within. Firstly, a Druid must concentrate and focus, tuning into the particular floral object they wish to influence. The Druid starts invoking the natural energies they have at their core, manifesting an ethereal aura around their being. With this misty aura, they may attempt at guiding the energy outward and toward their designated object(s). Once the mist meets the dead or dying flora, the Druidic energy starts to penetrate the object(s) and revitalization begins. At this point, a wilted flower has strength to stand tall on its own again, or a charred branch sheds its burnt bark and blooms a healthy, thicker skin. [Epiphyte Healing] Tier 3 - Range: 5 meter/block radius | 25x25 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies (3) Attempt at guiding energy outward (4) Druidic energies reach target flora Tier 4 - Range: 10 meter/block radius | 30x30 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies and attempt at guiding outward (3) Druidic energies reach target flora Only when an individual reaches Tier 5, are they able to instill sentience into a resurged flora item(s). Tier 5 - Range: 15 meter/block radius | 40x40 area Emote: (1) Connect, Concentrate and Focus (2) Invoked mists move and target the flora T3 Required to be taught T3 [Active] Fertilizing [Non-Combat][Enchantment][Minor] As a Druid practices their use of Resurgence, they become more comfortable with using their Druidic abilities to heal. With practice, this emergent ability can be applied to larger issues. In time, even expanses of barren wastelands with soils stripped of nutrients may be fertilized and see life restored.. Similar to Resurgence, the Druid must manifest their natural healing energies to infuse the earth. As with so much of Druidic practice, there is a balance to be found when using this ability. Too little energy will not be enough to restore fertility to the land. On the other hand, too much energy causes harm to existing plants in the area. Mechanics The most barren or arid lands may be fertilized so that flora and fauna can grow healthily again. This ability allows the restoration of soil with restoring, fertilizing nutrients. Much like Resurgence, a Druid must be in a state where they can connect to their gifts, concentrate on the particular area they seek to influence, and focus on the task at hand. Once they are prepared to continue, the Druid must conjure their natural healing essence from within. This Druidic energy fully manifests in an ethereal, misty glow to whichever aesthetic one chooses. As the energy swarms around the Druid, they can attempt to send it toward a selected area that requires fertilization. These energies will affect the soil in a radius around the Druid, determined by their Tier and experience. One might see an immediate change in the ground (e.g. it budding seeds) but Fertilization does not always produce obvious effects, even if successful. Tier 3 - Range: 5 meter/block radius | 25x25 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies (3) Attempt at guiding energy outward (4) Druidic energies reach target area and resows fertility Tier 4 - Range: 10 meter/block radius | 30x30 area Emote(s): (1) Connect, Concentrate and Focus (2) Invoke healing Druidic energies and attempt at guiding outward (3) Druidic energies reach target target area and resows fertility Tier 5 - Range: 15 meter/block radius | 40x40 area Emote: (1) Connect, Concentrate and Focus (2) Invoke mists toward targeted target area and resows fertility Art of Zara Alfonso T4 Required to be taught T4 [Passive] Druidic Limbs [Permitted in Combat][Enchantment][Trivial] As servants of the Aspects, many Druids expose themselves to countless circumstances where their physical, mortal bodies are put in harm's way. These interactions may lead to scarring, broken bones, and sometimes injuries as extreme as amputation. In order to continue in their duties, it may prove useful for a Druid to obtain a Druidic Limb. Mechanics [Creation] Druidic Limbs are crafted from natural wood only. The wooden, carved limb itself is totally mundane when unattached; therefore, anyone may craft the physical limb, though it can be molded by Guidance with a more natural aesthetic from the tree itself. Attaching the limb requires the use of Growth. They must grow the wooden limb into the flesh and anchor it into a central bone in the area of the lost appendage. The limb can only perform when fitted and Infused properly. A Tier 4 Druid requires three emotes to successfully Infuse a Druidic Limb. Only after connecting to their gifts, concentrating on the task at hand, and marshaling their energies may the Druid imbue the limb with their natural essence to create an enchanted Limb suitable for a Tier 4 Druid. The energy of the creation process may manifest as appropriate aesthetic-only effects around the Druid. [Functionality] The physical ability of moving joints, flexing digits, and all motor and functional skills revolving around a prosthetic limb requires the infusion of the Druidic Limb. A Druid can passively feed their Druidic energies into the wooden limb, and must do so in order to maintain its function. Fluidity of the Druidic Limb's movements becomes natural the moment the limb is imbued and attached. Of course, it will take a Druid some time to adjust when the limb is first adhered. Yet should a Druid ever stop their passive connection to their prosthetic limb, it will fall dormant, incapable of movement. [Disadvantages] While Druidic Limbs can replace much of the function of a natural appendage, they have a number of disadvantages. Lacking nerves, the limb is incapable of mundane methods of feeling, though it does have reflexivity through its own means. Wood and bark also have different mechanical properties than flesh. Bludgeoning- Three (3) emotes of successful attack with a blunt weapon, and after six (6) emotes of successful attack with edged weapons. Mundane & Magical Fire - Five (5) emotes of consistently spread fire burning upon the Druidic Limb for it to be painfully destroyed entirely. Voidal Flame and Azdrazi fire require three (3) emotes of consistently spread fire burning upon the Druidic Limb for it too, to be destroyed. Blight - Three (3) emotes of consistent exposure to blight or taint for a Druidic Limb to begin rotting and become a source of blight itself. Only the ability Purging & Cleansing can cleanse the taint and save the prosthetic. Should an individual with a blighted Druidic Limb go without properly healing the limb, the prosthetic will continue rotting until it is destroyed. A Druid has five (5) IRL days to receive proper treatment. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies (3) Attempt at guiding toward target Tier 5 - Range: 10 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target T4 Required to be taught T4 [Active] Restoration [Non-Combat][Enchantment][Major] When any form of the Aspects’ creations are blighted by unnatural means, a Druid is able to purge the taint and return nature to its healthy state. Any area, natural flora, or fauna that may have been tainted, caught in a pool of pollution or field of necrotic blight, can be infused with the natural healing energies from a Druid, which repels the evil influence and allows the afflicted plant or creature to return to health. Mechanics Restoration may be cast against a single plant or animal, or an area, and can cure both natural and unnatural diseases: blight, heith-hedran rifts, sewage, alchemical debris, the effects of voidal exposure, etc. However, animals broken bones cannot be mended. A Druid must connect with their gifts, developing an active connection from their latent or passive communion. As they conjure their healing energies, aesthetic “tells” develop around the casting Druid. These energies are then sent outward toward the affected target, penetrating into the ground or plant. As the Druidic healing energies weave and combine with the area, the energy will spread in a larger radius from where they stand in a water-ripple effect. Those around would be able to see nature being restored to its previous state: flowers once wilted, turning upright or a desolate, blighted area now green and full of life. Should an individual cleanse water, any debris would be consumed by those Druidic energies, and its previous shimmering surface would reappear. [Epiphyte Healing] [Soul Tree Healing] Tier 3 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic healing energies (3) Attempt at guiding toward target (4) Natural healing energies penetrate into target and restores to natural state Tier 4 - Range: 10 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic healing energies (3) Attempt at guiding toward target (4) Natural healing energies penetrate into target and restores to natural state Tier 5 - Range: 15 meter/block radius Emote: (1) Connect, Concentrate, Focus (2) Invoke Druidic energies and guide toward target (3) Natural healing energies penetrate into target and restores T4 Required to be taught T4 [Active & Passive] Singing [Combat][Enchantment][Trivial] As time goes on, Druids establish a bond and trust with nature that surrounds them, and in doing so, they may emulate their emotions through nature, or influence the way nature's song fluctuates and sounds. Druids have their duty to preserve the natural balance and order in nature. A good deal of the balance is visible to even those who are not Druids. Mechanics What descendants cannot see or hear are the times where there is discordance in nature’s song. Druids, on the other hand, are quick to feel and sense these emotions and the chaos of the voices. From there, they are able to manipulate and coax the song into one more balanced, or even cause chaos themselves. The balance of nature’s song may go awry for a multitude of reasons. Should a dark mage cast in a vicinity where there is life, those specific songs will react with disdain, with sadness, or discomfort in response to the unnatural magicks. Nature's voices will also scream in sorrow should fauna or flora directly be affected by something destructive, like a forest fire or blight. On the opposing end, a Druid may experience a very joyful area, usually in places with an abundance of natural energies like groves or grottos. While nature’s song can shift and change in accordance to its surroundings, Druids also have the ability to balance the voices. Perhaps a tree was corrupted, and the area surrounding it caused sensations of despair, a Druid would be able to attempt to calm and soothe the songs back into their lulled state. This will be the most probable case of singing and affecting the songs of nature. Yet, there are also the off-chances when a Druid’s own emotions can influence nature’s song. Druids are so in tune with the natural songs that they too, can become a piece of that sudden discordance or booming of joy. When a Druid influences the natural songs, sometimes, they may visibly see change in nature itself. A Druid’s angering song affects plants and animals like an aura surrounding them. Birds may repel from the uncomfortable song, or flowers and grass will wilt. Similarly, Druids can cheer up or soothe the natural songs to cause those trees around them to perk and sway, akin to wind wiggling their branches. For a Tier 4 Druid to coax nature’s song into a state of order or disorder, they must firstly connect to their gifts and concentrate on that ethereal hum in the back of their minds. Following this, as the Druidic energies swell and shift and their connection to that hum grows stronger, they can begin manipulating the emotions and songs with one of their own. The progression of this influence spreads outward, and may affect a larger radius around the casting Druid. With practice, a Tier 5 Druid may passively affect the songs of nature in one emote, spreading a particular emotion or sensation amongst the voices. Tier 4 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Invoke Druidic energies to shift and swell (3) Spread influence over nature's song Tier 5 - Range: 20 meter/block radius Emote: (1) Druid passively influences the surrounding song into one of their desired emotions/sensations T4 Required to be taught T4 [Active] Greensight [Combat][Trivial] One may obtain the ability to override their senses to observe nature in a different spectrum. Whilst blinded, a Druid is able to convert nature's songs into its visibly energetic form. This unique ability allows a blindfolded or sightless Druid to navigate the realm by manipulating the natural songs around them into something they can see. Mechanics Druids are able to advance their ability to navigate areas with their innate use of communion, by constructing those natural songs into an image within their minds. Perception of these natural songs is dependent on what nature is present around a Druid. [Perception] Should a Druid attempt this ability within a jungle, they would find themselves surrounded by an abundance of images; trees, vines, grass and ferns. On the contrary, Druid’s in desolate locations where areas are devoid of life, experience a dreadful pit of what would appear to be the void - darkness. Anything that does not possess natural life will also be perceived as ‘hollow.’ The more life that is present, the more complete the image is for a Druid. Druids may recognize the shape of nature’s songs in either a silhouette portrayal, or something corporeal and ethereal. A hazy, viridian mist will make up what piece of nature is before or around a Druid. Some Druids may find that Greensight is a helpful way to shift into a meditative state, and connect deeper to nature and its songs. In order for a Druid to engage and explore with Greensight, they must firstly connect to their gifts and focus on the natural songs around them. Once they establish this, the Druid may manifest those songs into visible energy forms. This energy, taking a corporeal silhouette form, will soon after develop into a cognitive map of their natural surroundings. Here, Druids are able to see hazy green energy that represents the natural life before them, when blindfolded. Tier 4 - Range: 15 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest songs into visible energy forms (3) Develop energy forms into a cognitive image of natural surroundings Tier 5 - Range: 20 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest songs into visible energy forms which turn into natural surroundings T4 required to be taught - TA required - Invigoration required to be taught T4 [Passive][Attunement] [Non-Combat][Connection][Major] The first to ever experience the judgment under the watchful gaze of the Wild Animal Spirits and first Elder Tree, Riitill’eliuii, underwent a series of trials through a vision given by these powerful beings. It was then that the first Druid emerged, and was welcomed into the Aspects' fold, granted the gifts so that they may protect and serve for the balance. From there, Druids were able to replicate the first attunement with trials of their own, and a last test being the host of an attunement vision. As a Druid grows more in tune, connected and comfortable with their Druidic gifts, they may learn the ability to join others in hand with the Aspects. The art of attunement follows a series of trials that a student must undergo. These trials are known as a dedicancy. A dedicancy is a test for commitment and preparation for a student's future connection to the aengulic abilities. It is up to a Druid to guide a student through these trials and tasks, these lessons, before they receive judgment through an attunement vision. The attunement vision itself happens over a prolonged period of time, where the individual's soul is being altered and tethered to the Aspects and their realm. The absence of a proper vision and preparation will leave the soul tampered with, and assailed by Aspectual power. Mechanics [Learning Ritual] For one to learn how to attune another, they must receive a lesson from another Druid who has the experience and knowledge of vision granting. A Druid might guide another in learning this ability by having the Druid aid in an ongoing attunement vision, from start to finish. The only ways to learn how to attune, is by learning through the process of aiding in an attunement with the sharing of ones’ Druidic energies, or having a Druid guide you through the process whilst attuning a Druid. For the latter, the experienced Druid will share their essence with the learning Druid to aid in the events. [Connection Ritual] Attunement visions, while traditionally occurring within an ‘attunement pool,’ or some body of water within a grotto or grove, may be performed outside of water. The student is instructed to relax and fall into a meditative state as their Druidic guide connects deeply with the nature around them. The energies stir, ebb and flow, and the Druid hosting the vision may influence a radius around them with shimmering light or rustling grass as if wind is gusting. By then, the dedicant is brought into an altered state of consciousness. While the student falls into a trance, all the experiences that come during the vision appear and feel vivid and surreal. These visions guide the dedicant through their biggest fears, their greatest hopes and may meet or see beings like the Aspects themselves. Through this process, and should the attunement be successful, a link is forged between the newly attuned Druid and the Aspects. Additionally, a weaker bond is formed between that new-standing Druid and the Druid who had attuned them. By the end of the vision, and once the Druid awakens, they traditionally announce what totem was granted to them by the Aspects. A totem is something natural, a namesake that can be interpreted as what the individual represents within nature itself or what they may grow or develop into. A Druid performing an attunement must connect with their gifts, and focus on their relationship and bond with the songs and natural energies around them. As they proceed, they must conjure their own essence within and allow for it to shift and swell. The individual’s Druidic energies are then sent outward to mingle with the natural, surrounding energies that their dedicant lays before. This empowering force then aids the dedicant in their meditative state, casting them into an unconscious cycle where they may experience the vision. From there, it is up to the guiding Druid to host a vivid, surreal vision that puts the Druid through various tests and trials in order to earn and receive their connection to the Gods and nature's gifts. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell (3) Druidic energies are directed toward the student to mingle with the natural energies around them, causing the student to experience a foreign force and be drawn into an unconscious state Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell (3) Druidic energies are directed toward the student to mingle with the natural energies around them, causing the student to experience a foreign force and be drawn into an unconscious state T4 required to be taught - TA required - Attunement required to be taught T4 [Active] Unattunement [Feat][Disconnection][Chaos Clause][Major] The Druidic gifts have their intents and purposes of restoring and keeping order in the natural balance. The direct connection to the Aspects, their realm and abilities is one highly valued by those who worship and perform the duties to keep the natural cycle going. Druids are also able to learn how to painfully and rigorously sever this tether to the Aspects should a Druid abuse their gifts. On the other hand, some Druids may feel they have served their purpose as a Druid or no longer wish to carry the weight of the gifts and duties that is expected of a Druid. This gift, or what some may refer to as a burden, may purge and remove the connection one bears to the Aspects and their realm. The responsibility of severing the tie a Druid has with their gifts is a painful experience to not only the target Druid, but also to that who is unattuning. It is a sorrowful experience, filled with distress and unease for all involved. The impact of Unattunement is far too much for a single Druid to perform alone, therefore, it takes the extra help of two Druids who know Attunement to aid in the process. Mechanics [Learning Ritual] A Druid must learn how to Unattune from a Druid with the knowledge and ability of Unattunement. The Druid with Unattunement must either hold hands with, or have their hand on the Druid before connecting to their gifts. Then, the Druid must concentrate on their Druidic energies and begin conjuring them. After conjuring their energies, the Druid sends them forth into the fellow Druid with the intent of guiding the energies to their soul. Lastly, the Druid manages to Unattune the individual for just a brief moment where the learning Druid will have their eternal hum stripped from them, feeling ill, and weakened. Once the learning ritual for Unattunement is over, the Druid will be restored of their eternal hum, but will still feel the side effects for one (1) IRL week. [Disconnection Ritual] As the disconnection ritual begins, the Druids Unattuning must be within a five (5) meter/block vicinity of the Druid to-be-severed. The Druid doing the direct Unattunement must have their hand directly on the Druid who will be disconnected. All three Druids performing the ritual must conjure their Druidic energies, and focus on their connection with the natural world around them. The two assisting Druids may then invoke their essence and utilize the ability Invigoration, sharing it outward to the Druid doing the direct Unattunement. Throughout this process, nature grows uneasy and distant, painful for all those who are attuned in the area. The screams and discordance grow unruly, and unbearable, making the process itself difficult to carry through, though possible. As those energies shift and swell, the performing Druid disconnects the targeted Druid, relieving their soul of the bond and link with the Aspects. The overwhelming experience comes to a close once the ritual is completed successfully, without any interruptions. All those present, the three standing Druids and the now disconnected individual, are strained, exhausted and weakened by the events. The unattuned Druid encounters a surreal and perhaps at first uncomfortable feeling when that familiar eternal hum dissipates. Nature’s voices within the back of their mind fall silent. For elder Druids, this experience is exceptionally difficult to overcome as many find comfort in the eternal hum. [Reattunement Ritual] While the process of Unattuning is strenuous and burdensome, there is a chance for redemption. Under a multitude of circumstances, an unattuned individual may find themselves seeking the gifts once more. Should this individual undergo a dedicancy, and renew their trials through a Druidic guide, they may be re-attuned. Attunement is harmful to the soul, and repetitive severances from Deific connections make it difficult to get reconnected. Re-Attunement strictly requires three Druids who know both rituals of Attunement and Unattunement. As for re-Attunement, the process is similar to that of Attunement, however, it requires three Druids to perform the ritual. These three Druids must have the knowledge and ability to both Attune and Unattune. Tier 4 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell whilst physically making contact with target (3) Druidic energies are sent toward the target’s soul (4) Druidic energies flow and encase the soul, beginning to release the tether (5) The tether and bond of the soul is broken, formally releasing the soul from its bond Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and allow to swell whilst physically making contact with target (3) Druidic energies are sent toward the target’s soul (4) Druidic energies flow and encase the soul, beginning to release the tether (5) The tether and bond of the soul is broken, formally releasing the soul from its bond Art by Howard Lyon T5 Required to be taught T5 [Active] Entling Creation [Non-Combat][Independent Combative Summon][Enchantment][Major] A Druid has the advantage of working alongside their fellow Druid-kin when preserving the balance or fighting against foes. These events, however, may become strenuous or overbearing for the descendent strength a Druid has. Druids may summon assistance in the form of a towering, arboreal creature known as an Entling. These woodland guardians are much smaller than their Ent counterparts, and are far less intelligent. They create bonds with their Druid, and become dutiful companions. Mechanics [Statistics] These creatures may assist in either everyday tasks or act as vigilant bodyguards and warriors. Entlings have adopted the strength of that of a brutish Orc, as well as their capable growing heights of 2.3 meters. While these woodland companions may not stand as tall as an average tree, their abilities lend much aid to a Druid in combat. These spriggan-like constructs, made of pure wood and bark, can also help in heavy-lifting, being able to lift up to 272kg. While an Entling possesses the ability to lift or pack a punch, they in turn are very sluggish and slow in their gait. Furthermore, independent thought and speech is beyond what these creatures are capable of, rendering them solely as dutiful, mute woodland helpers. [Purpose] Entlings must be given direction and a direct purpose upon creation, but during combat they may go unsupervised. Only the Druid who creates the Entling may instruct it in its duties, due to the bond that is forged upon creation. Should the Entling be destroyed, or should the Entling fulfill its intended purposes, the creature will then mulch or wander into the woods to root and become a tree amongst many. Being able to summon an Entling begins with a Druid communing with a tree they wish to form and mold the creature from. As the connection and their Druidic essences manifest, they are then sent outward toward the select tree. The ritual progresses as the tree is fully encased by this spiraling Druidic energy, where the Druid must share a cognitive purpose for the soon-to-be Entling to adopt. From the tree’s trunk, the Druid has the ability to sculpt like stiff clay, the limbs of the Entling. From there, the main torso or ‘body’ of the Entling will rise, adding height to the creature. As the Druid proceeds, they may add a head, and peripherals as arms and digits. All the while, the tree and the Entling will crack, creak and groan, leaving the host tree unharmed and undamaged. Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence and send outward toward target (3) Essence encases the tree and a purpose is shared (4) Molding process begins and limbs stretch out of the trunk of the tree, then a ‘body’ or ‘torso’ forms (5) Other additional features [optional] T5 Required to be taught - Invigoration required to be taught T5 [Active] Druidic Infusion [Non-Combat][Enchanting][Major] Druids of yore speak tales where artifacts aided in their duties as a Druid. Some of the greatest relics were blessed by the Aspects themselves, such as the Aspect Stones, or Blight Stones retrieved from the Eternal Forest. The ability to create and infuse these curios became more common as Druids learned the art of Druidic Infusion. This creative art allows an individual to generate more eccentric oddities compared to what Druids usually handle in their everyday duties. Infusion is passed down from Druid to Druid, each with their own traditional, ritualistic ways of adding essence into an object. The sacred gift requires a complex ability to manipulate and mold a Druid’s energies. A Druid must be comfortable and confident enough in their other gifts in order to infuse an object with the enchanting energies of said abilities. Mechanics Druids with T5 Invigoration may use this ability to infuse minor forms of Druidic gifts into objects as an enchantment. To Druidically infuse an object, one must collect either a rock, piece of wood, bone, hide, or perhaps a precious metal or crystal like Kuila – all depending on the particular infusion. Should an individual wish to sculpt an object or mend a piece of jewelry, that must be done before the infusion occurs. Any sort of tampering afterwards will destroy the enchantment and deem it inoperable. Some infusions are created with passive intent, others require a Druid to activate the enchantment. For each unique enchantment, it must be one or the other, not both. Should a Druid create an enchanted object that is passive in its use, the ability would expel gradually without need of activating. On the other hand, active infusions require three (3) emotes, an activation prayer phrase, the expelling of the imbuement, and the third of the enchantment taking effect. [Infusion Ritual] The item must be nestled in a bed of crushed Kuila dust - a natural Druidic energy conductor - where lines and shapes of dust can be drawn aesthetically around it depending on the Druid’s preference. Perhaps one Druid sprinkles the dust around their object to resemble that of the sun, or another to sprout like a tree with branches. The Druid must then conjure their energies much like they would with Invigoration, and allow for them to shift and swell. This pool of essence is a source that the Druid pulls from to cast downward into the Kuila dust. The Druidic infusing essences will encompass the item sat in the bed of dust. In this process, the Druid must have the gift they wish to infuse the object with in mind, allowing for it to penetrate into the item. The process happens slowly, with the help of the conducting dust, where the Druid expels their energies gradually. The help of the Kuila dust conductor allows for the Druid to control, and not over-expend their energies into the chosen artifact. Over the course of four emotes, the Druid may connect to their gifts, and focus on the natural energies within. As they maintain their concentration and connection, the Druid must allow for the essence to ebb and flow, shift and swell within, creating a pool to be pulled from. Afterwards, they are able to render their enchantment, expelling their energies into the lines of Kuila dust. The Druidic essence travels along the dust and toward the object, where it will fully encapsulate and penetrate the target item. This process continues over the duration of the fourth emote, where the item may have a visible, misty, aesthetic shimmer as it is charged with the enchantment to completion, as well as its granted activation phrase, should it require. [Recharge] Active enchanted items have the ability to expel the enchantments over the course of three (3) emotes. Once one successfully uses this enchantment to its full completion, uninterrupted, a Druid must recharge the item. Passive enchantments, on the other hand, must be recharged after each use, and/or after one (1) IRL week of possessing the enchantment if it has not been used. Recharging occurs over the course of three (3) emotes, where the Druid may connect to their gifts and focus on conjuring their own energies. These energies then swell within, and finally, the Druid is able to send them outward toward the item without the need of a Kuila ritual circle. Tier 5 - Range: 5 meter/block radius Emote(s): (1) Connect, Concentrate and Focus (2) Manifest Druidic essence to shift and swell and render and articulates the gift to be infused into Kuila dust (3) The Druidic essence travels and absorbs the Kuila dust and the target object (4) The enchantment is infused into the target object. Current known infusions include the following; Invigoration, Singing, Resurgence, Fertilizing, Restoration, and Entling Creation. T5 Required to be taught T5 [Passive] Luonto [Non-Combat][Trivial] As a Druid enhances their connection and establishes their trust amongst nature, they are granted the ability to summon a corporeal, misty creature whose being is made of the excess, unusable Druidic energies that come from a Druid. This ethereal animal or insect will follow the Druid around similar to that of an animal companion. A Luonto is a piece of the Druid themselves, aiding in their focus to be able to use their gifts more accurately. These familiars may be drawn upon in stressful situations where there may be a lot of distractions or pressure upon the Druid. Mechanics [Summon Ritual] Once a Druid reaches Tier 5 in their practices and duties, the Aspects grant them the ability to unlock and unleash their Luonto. In order to summon their familiar for the first time, the Druid will perform three (3) emotes of conjuring their excess energies into a condensed area before them. Secondly, the Druid must manipulate and articulate these energies similar to how one would with Greensight, and lastly form the Druidic energies into a companion - an extension of their being. Upon summoning their familiar, the corporeal creature may take up a personality to whatever the Druid chooses. Druids may call for their Luonto in one (1) emote once they have already summoned and met them for the first time. This emote requires that the Druid describes the visual effects and how they are able to concentrate further with its presence. [Aesthetic] How a Luonto comes to be is largely up to the Druid calling for their existence. Familiars may look like any sort of animal, creature, insect, that is natural. They may don a misty, fur coat, or perhaps are visually made of spectral foliage. Perhaps a Luonto appears to be made of water, or on the other hand, fire. Should a Druid have a deep connection to the sky, their familiar could be made of a misty starry night. Tier 5 - Range: Within the vicinity of the Druid Emote(s): (1) Description of what the familiar appears as and their ability to aid in the Druid’s focus T5 Druidic Infusion required to be taught T5 [Active] Barkskin [Combat][Enchantment][Major] As a Druid grows more in tune with nature, their ability to utilize their natural surroundings becomes advantageous compared to their lower tiered Druid-kin. Druids face a variety of threats when performing their duties – sometimes unexpected attacks. Barkskin allows a Tier 5 Druid to meld and conjure bark from an infused tree onto their skin to act as natural armor. Mechanics [Creation Ritual] A ritual is performed as a means to teach and demonstrate how to create this infusion. Two Druids with the knowledge of this gift must aid the Druid who is learning in the process. While the two Druids lead the ritual, the learning Druid must use Invigoration to aid indirectly. The two leaders must lay bark from a tree across the Druid student's body. Over the course of five emotes, the two Druids are required to connect to their gifts. A second emote is needed to conjure their respective Druidic energies, a third for this manifestation of energies, the fourth having the two Druids guide their infusing energies into the bark, and a fifth of the bark itself melding into the flesh of the Druid. [Aesthetic] Upon donning the Barkskin armour, the appearance itself is aesthetically up to what the Druid would prefer. A Druid may create a bond with a northern birch tree, whose bark is white and marked with gray stripes. This smooth textured bark may grow along the skin of a Druid, with additional, decorative jade-hued lichen in various patches. The Barkskin cannot grow any sort of object-like protrusions, and must be largely flush to the body. Furthermore, an individual cannot grow their Barkskin armour into any sort of weaponry or things that may function as a weapon. [Functionality] Druids catch themselves in very precarious situations where it would be advantageous to have their steel set of armour. The Barkskin armour, while not steel or made of ferrous metals, is the same strength as that of an oak tree. This layer of bark-like texturing covers only the surface of an individual's skin. A Druid who attempts to wear armour over their Barkskin gear would find that the Barkskin would dissipate into mulch, rendering its additional effects obsolete. This armour ability allows an individual to move much the same as they would wearing normal, metal gear, though it weighs significantly less than that of ferrum. [Disadvantages] There are various means that the Barkskin gear can get destroyed or corrupted. Similarly to Druidic Limbs, Barkskin gear is affected by mundane weapons, fire, and any sort of voidal, necrotic, or dark magic blight. Bludgeoning - Three (3) emotes for a mundane weapon, consistently attacking the Druid’s Barkskin to render the area affected damaged. At first, the bark may splint, and chip into parts. Then, would the Barkskin crack at the point of impact, and lastly, cleave off of the form. On the other hand, for swords and adjacent weaponry, six (6) emotes are required for there to be a chance for the affected area to be deemed inoperable. Mundane & Magical Fire - Four (4) emotes of consistent, spreading fire that burns upon the Barkskin armour to make the entirety of the gear painfully destroyed. Voidal Flame and Azdrazi fire require three (3) emotes of consistently spread fire burning upon the Barkskin for it too, to be painfully destroyed. Blight - Three (3) emotes of consistent exposure to blight or taint for the Barkskin armour to begin rotting and become a source of blight itself. Only the ability Purging & Cleansing can zap the taint and save the Barkskin. Should an individual with blighted Barkskin shed it from their body, the bark itself would mulch and fall to the ground as a possible source to spread. [Reparations] After damage has been dealt to any area of the Barkskin, the armour cannot be regrown or repaired for the duration of that ongoing event. Additionally, should the entire set of Barkskin gear mulch off of the individual, they cannot resummon it again during the ongoing conflict. Once the conflict is deemed over, they may then re-summon or repair their Barkskin gear through the two-emote count conjuration. It takes two emotes for a Druid to manifest their Barkskin. A Druid must connect to their gifts and then concentrate on the conjuration of their Barkskin. Afterward, the Druid, and others around, would visibly see a bark-like texture spiraling and growing rapidly along the length of their skin until it fully encased. Ritual | Tier 5 Range: 1 block/radius of tree | 4 emotes Emote: (1) Connect, Concentrate and Focus (2) Manifest Druidic energies (3) Direct Druidic energies toward tree (4) Bark begins to grow across skin Conjuring | Tier 5 - Range: 2 emotes Emote: (1) Connect, Concentrate and Focus (2) Conjure bark to grow upon skin and bark encases exposed skin T2 Growth & Ungrowth required to be taught | T5 Druidic Infusion required to be taught T5 [Active] Bloomblade [Combat][Enchantment][Major] Druids have the ability to establish a bond with a singular seed of their choosing, be it an acorn, sunflower seed, etc. This bond and infusion particularly develops into an enchantment which can summon a weapon made of wooden plant matter. This weapon has the ability, upon contact, to stun and capture the targeted body part with a combination of roots and vines. Mechanics [Creation Ritual] In order to obtain such a unique, Druidic weapon, an individual must choose a singular seed they will infuse. With this seed, the Druid must conjure a tactile part of Cernunnos through a ritual. The Druid will articulate which kind of mundane blade weapon, be it a sword, polearm or axe to form into their seed-weapon. A Druid is limited to creating one weapon type and can only do the creation ritual once. [Aesthetic] The seed will appear like any ordinary seed to an individual. However, once a Druid conjures their weapon into existence from the seed, it will sprout and aesthetically grow into something gnarled and rooted made of wood. Some Druids' weapons may have flares like twigs, spores or flowering colorful buds. [Summoning] For a Druid to use their weapon in combat, they must summon it in two (2) emotes, uninterrupted. The Druid must hold a connection to their specific seed on their person (ST signed item is required to be in the inventory) and focus on conjuring it. Lastly, the weapon stored within the seed will erupt into the hand of that Druid in the same form as that they initially created. If at any point of the combative event the Druid loses their connection they must start over. [Functionality] If the Druid is able to successfully conjure their weapon using Bloomblade, and are in reasonable range to their opponent, if a strike holds true, roots and vines will erupt from the weapon, entangling around the connected area. Upon reeling their weapon back to their person, the roots and vines become a separate entity, stunning the affected target. Should the roots hit an arm, it will bind said arm to the torso. On the other hand, if the Bloomblade connects with a leg, it will bind one leg to the other. The area wrapped in roots and vines suffers the inability to move, akin to a snake constricting their prey. [Disadvantages] Bludgeoning - The affected opponent can attempt to hack away at the roots with two (2) emotes. However, if the individual attacked finds difficulty relieving themselves of the roots in a span of four (4) emotes, surrounding Druids using the ability Guidance may manipulate the roots to further constrict, penetrate into skin and muscle and/or move along the length of the affected area. Ritual | Tier 5 Range: 1 block/radius of seed | 4 emotes Emote: (1) Connect, Concentrate and Focus (2) Manifest Druidic energies (3) Direct Druidic energies toward the seed (4) Seed is granted specific weapon-type and is conjured Conjuring | Tier 5 - Range: Within Lore reason of mundane weapon in description Emote(s): (1) Connect, concentrate and focus on conjuring weapon from seed (2) Seed sprouts into the hand of the Druid turning into the weapon For as long as since the first Druid made their strides, culture and traditions were established, all to maintain the righteous duties and gifts bestowed by the Aspects. And thus, to prepare an individual for what it means to be a Druid, elders become guides and take on students to walk the path as they would. This journey is known as a Dedicancy. The teacher and student bond is one filled with challenges, and bonds, comfort and mentorship. It is the responsibility of the guide to grant tasks and trials that are reflective and preparatory of the duties of a Druid. These tasks and trials may look different from teacher to teacher, and how students react and learn will equally be diverse. Each and every Dedicancy is unique to that individual. These tasks, trials, and lessons should be a means to help the dedicant grow both as a servant of the Aspects, and a person. A Grand Task is given toward the end of the Dedicancy, and should be indicative of all of which the student has learned. It is a freeform task, but one the teacher should use as a final test or challenge before attuning. Should the dedicant successfully complete their Grand Task, their guide may induce an Attunement vision. This vision has a series of tests for the mind, heart and soul, and thus the Aspects may or may not deem the dedicant worthy of the gifts. Dedicancies should contain as minimum, six (6) tasks, trials or lessons through the duration of one (1) IRL month. This process should not be rushed. Similar to that of their unique Totem, Druid’s also have unique casting ‘tells’ that can be indicative of their personality, behavior, or preferences. These tells are all visual aesthetics and will be different from Druid to Druid. The most common tells are the ethereal glowing light that can whisks around one's eyes, stem from hair, nails, hands, etc. This light can be a single color, or a blend of hues to make, for example, a fiery hearth of red, orange and yellow. Druids who may be heavily influenced by the ocean can have tells erupt in the form of blue water waves of light. Others may offer a stream of mist that is representative of a starry night, or perhaps a flowery laurel that sits just over their head in an ethereal glow. These light tells can take loose shapes. Individuals may notice that Tier 5 Druids may passively hold these tells in casual settings when they are not casting. Light aside, Druids may also hum, chant, sway, flicker ears or idly clench fingers as a means of displaying their tell. So long as a Druid portrays their tell in some aesthetic way that is visible, the details are largely up to the player. Tells cannot, however, change at random or at a whim. These aesthetic changes will only occur after a large, impactful event occurs, much like the Lore on Luontos. Upon Attunement, Druids gain and develop the eternal hum, a connection that binds themselves to the voices and songs of nature. Much like nature itself, Druids adapt and are continuously growing and changing whether they are aware of this or not. Therefore, Druids immediately bond and gifts have the opportunity to grow. A Druid who does not adapt and challenge their use of their gifts will find themselves stagnant and inert. It is difficult to establish that trust with surrounding nature and the songs if a Druid is not practicing and making themselves known. Like a sapling who requires nurturement, a Druid does as well with lessons on their gifts. This progression occurs over a period of time. No sapling in nature can grow instantaneously on its own. Druids are the same in which they too require time, effort, meditation, great practice and lessons. Development can happen over the course of four (4) IRL months. This development, however, must follow the stringent path and course of lessons, time requirements, and practice in order to progress. An individual must learn each ability within their Tier in order to progress to the next. Some abilities, following the magic Lore, must be learnt first in order to learn another. Tier 1 | Upon Attunement The Druid is Tier 1 upon their opening connection, their successful Attunement. From here on out, the Druid has been granted the eternal hum that is Communion. They are only able to perceive nature songs and ‘voices’ within a five (5) meter/block radius to where they stand. This initial connection is still weak, young, and requires the Druid to meditate to begin getting used to that new ‘sense’ they have within the back of their minds. Beyond the range of what Druids can perceive, is an indecipherable wall of noise. For a Druid to progress to Tier 2, they must have learned the ability Tuning. Spells: Communion, Tuning Tier 2 | 1 IRL Week Since Attunement After one (1) IRL week of understanding and practicing their foundational abilities of Communion and Tuning as a Tier 1 Druid, the Druid may progress to Tier 2. Here, the Druids connection to nature increases in strength, allowing for them to Tune into the melodies of nature and therefore, they can attempt to foster conversations with fauna, and encourage plants to grow and ungrow. Once the Druid has been given lessons on all Tier 2 abilities, they may progress onto Tier 3. Spells: Growth & Ungrowth, Beastspeak Tier 3 | 4 IRL Weeks Since Attunement Druids who have successfully learnt and been practicing their Tier 1 and Tier 2 abilities, reach a stage where their connection grows and strengthens. This happens after four (4) IRL weeks of practice. Here, the Druid must learn all T3 abilities in order to move on to the next tier. Nourishing flora, and bonds with animals becomes more efficient and they are able to manipulate their own Druidic natural energies for the first time. Spells: Guidance, Invigoration, Resurgence, Fertilizing Tier 4 | 12 IRL Weeks Since Attunement A more formal bond and trust begins to form at Tier 4, after twelve (12) IRL weeks have passed with consistent lessons and practice. The Druid is able to articulate things almost as well as their teacher-counterpart and elders. They can more easily request nature to move at their guidance with less resistance and more fluidity. The pulsing songs and voices are influenced faster than their previous tiered stages. Druids must learn all Tier 4 abilities during this time, bar Attunement and Unattunement, in order to progress to their final tier. Spells: Druidic Limbs, Restoration, Singing, Greensight, Attunement, Unattunement At T4, one is able to learn subtypes such as but not limited to Feat Transcendence, Feat Mani Summoning, Feat Singing Trees, Shapeshifting M.A, & Soul Tree C.A Tier 5 | 15 IRL Weeks Since Attunement At Tier 5, and after fifteen (15) IRL weeks of practice, meditation, and lessons, a Druid becomes fully attuned and nearly one with nature. They are able to refine their abilities to what is unique and convenient for them as it becomes more natural for the Druid to manipulate and utilize their gifts. Animals will almost always comply with Druids’ requests, and flora will happily trust and shift with the guidance of the Druids hand. Their openness to nature is reflected with their continuous practice. They are able to receive more intricate abilities from the Aspects that offer boons in their fights against foes of the balance, or aid in injuries with the touch of medicinal healing. In some cases, flocks of animals may trail after a Druid or grass with sway with each step they take. Spells: Druidic Infusion, Luonto, Barkskin, Bloomblade, Mending [General Redlines] Druids must maintain a connection with their gifts in order to successfully complete an action and/or ability. Connection and concentration can be easily broken with a punch or rock thrown at one's head. Communion cannot be broken as it is an innate part of the Druid post Attunement. Druids cannot cast two or more abilities at once. Druids cannot attack others while casting. They can, however, move at normal speed. Casting implements such as, but not limited to, staves and enchantments, can be used to influence casting. They must follow their respective Lore and Redlines. When casting, a Druid must visibly display a ‘tell’ to indicate their magic. Common tells are glowing eyes, foot-tapping, wiggling ears, humming, etc. Tell aesthetics can be found under the appropriate section. Druidic tells are not always indicative of their personality or behavior, and thus cannot be used to metagame information on the Druid. An attempt to utilize any Druidic ability to successfully RPly enter, climb, move into a wall or building must have PRO permission. Druids cannot learn Voidal Magic, Dark Magics with the exception of Blood Magic, or other Deific Magics with the exception of Seer & Malchediael's Templars, while attuned. They must be unattuned first should they desire these magics. Druidism occupies three magic slots. Individuals require an accepted and valid Druidism Magic Application in order to roleplay the magic. Individuals require an accepted and valid Druidism Teacher Application in order to teach the magic to another. Individuals may write and submit a Teacher Application after reaching Tier 4 in Druidism, and after having a total of eight (8) abilities learned in roleplay by another TA holder. Druid must have Attunement marked on their MA once the ability is learned through roleplay PURPOSE CITATIONS Original Communion & Control Magic https://www.lordofthecraft.net/forums/topic/186715-✓-magic-lore-druidic-communion/ Original Blight Healing Magic https://www.lordofthecraft.net/forums/topic/186716-✓-magic-lore-druidic-blight-healing/ Original ‘Leaf-Mending’ Ability https://www.lordofthecraft.net/forums/topic/203118-✗-darasvira-disciples-of-the-aspects-hand/ Reference to Origins of Druidism https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/ CREDITS [Original Lore] @Delmodan @Kalehart (Leaf Mending Ability) @Luciloo [Author] WestCarolina [Co-Authors] @de_no (Mending) @Mewliet (Magic Explanation) @classybells (Entling Summoning Enchantment) [Editors / Revisors] @Hyperdron @pixelatedvolume [Consultation] @Winterblessing @ClassyBells @de_no @Your Favorite Impure @ThumperJack @frankdh @mewliet @Royal Peasant @SoulReapingWolf @delmodan @TwilightWolf @Drusus @kalehart @AndrewTech @DragonofTaters Change Log from Original Lore Change Log: 4/14/23 - Added Entling Summoning Infusion information (didn't make the copy-paste) - Removed Redline of three enchantments per combat as it was removed from original lore in recent amendments - Relocated Magic App # redlines under Magic Explanation from General Redlines - Clarified that Shapeshifting, Transcendence, Singing Trees, Soul Trees and other Druidic Feats are still able to be learnt in Tier Progression - Included Spells to be learnt under Tier Progression - Clarifications to Guidance clause on additional block movement made in Redlines as well as number of combative strikes specified per emote round - Clarification of Deific & Dark Magic compatibility in General Redlines - Clarification of Voidal Magic effect in Communion - Line of Sight clause added to Growth & Ungrowth, and Guidance abilities. 6/25/23 - Reformatted, removed spoilers - Heavily consolidated/removed 'fluff' and examples to be added later in future guide for abilities: Growth/Ungrowth, Beastspeak, Guidance, Invigoration, Druidic Limb, Restoration, Greensight, Attunement, Unattunement, Entling Creation, Luonto, Barkskin - Removed T5 ability 'Mending' given recent Herblore Magic has passed and a similar spell was added in that piece
  13. In the woodland glade of Nevaehlen, a Bruin fixed a particular green shawl to her hair after receiving Rosalind's letter. "Aspects bless, the war only continues."
  14. Miven still wonders where Elias may be roaming...
  15. Kind of a minor thing but something I always thought could help is to get rid of the potato spam & add the old food expiration so there is a reason to hire jobs for farming and tavern work.
  16. Art by Tyvar Kell Hitching, The Tree Climbing Game Run, run, run. Climb, climb, climb. So went the Mani of Squirrels, Saen’Dei, up the tree with a scampering and a chittering. Dash, dash, dash. Scratch, scratch, scratch. So went the Mani of Panthers, Norra, up the tree with a scrambling and a growling. One and two, so they flew across the bark to reach the top. Three and four, Norra hit the floor. Five and six, Saen’Dei made it up alive. The game of Hitching is a competitive, Wood Elven climbing game originating from Nevaehlen. Kinsmen would challenge one another in their climbing skills, scaling the length of a tree with various branches, to retrieve the prized bundle of colored feathers at the tree's peak. Only the quickest of climbers, those said to have the spirit of Saen’Dei or Norra, prove successful in this game. Mechanics: In order to play, one must have at least two players. Each individual goes in turn order. There are 12 points to gain with the rolling system, symbolizing how high the player climbs. Player 1 rolls out of 100, (3) times. For each roll that they get above a 50, they get to advance that many places, and thus gain that many respective points. Once player 1 makes their moves and rolls, player 2, and so on, may take their turns at rolling and advancing. Should an individual roll below a 50, that roll does not add to their advancement. For instance, should a player roll above a 50 twice, but not a three times, they will acquire (2) points and thus (2) movements higher. However, if an individual rolls below a 50 for all (3), they do not advance at all. Once a player has acquired (12) points total, they are deemed the winner, and are able to reach and snag the bundle of colored feathers. ** If a player rolls a 100/100, they get to move an additional spot ** ** If a player rolls a 1/100, they must descend an a spot **
  17. Art by Gabriel Bulik Origin During the ages of Irrin Sirame and the first Wood Elven Seeds, elders would call for an Omentahu under the towering canopies. Omentahu, formerly known as an oment’fiher, or a feast gathering, is a culturally significant tradition for the gathering of kinsmen here and there. These meetings were called under various circumstances, some serious to confront and solve disputes amongst tribes, or others more peaceful and celebratory. Elders would sometimes tell folk tales and share stories of yore, or others would take advantage of a meeting to put on theatrical plays or share the arts of the woodlands. Through the days of Irrinor, Siramenor, and now Nevaehlen, the Omentahu has adapted and changed, keeping to its original tradition, yet becoming an important time to test and challenge the actions of Wood Elves. Omentahu’s usually are opened by the Matriarch, Eldarch, or other elders within the community, to present issues that need to be addressed, or general news. They are also held during times of Green Priesthood lessons and meetings, or other cultural guilds within the Vale. Purpose Wood Elves are adaptable yet tradition bound folk, who work best as one. Omentahu’s are pivotal for the communication between Seeds and individuals. It is a means of gathering as a community, for the preservation of their culture, the Wild Faith, and Malin’s teachings.
  18. Two Elves who wish to come together and join as one, undergo the ceremonial Rite of Marriage. This event is hosted by either a Green Priest, Marked Priest, or High Priest of the Wild Faith. For those coming together who are in respective Seeds, the Seed Chieftain or elder of that tribe plays a role in this binding ritual. Should the Chieftain or an elder be absent during the time of the ritual, another can come and represent those individuals for the ceremony to continue. Pre-Rite The rite begins weeks prior to the actual ceremony, where the pair wishing to marry approach a Priest with the wish to be bound. From there, the Priest brings the partners toward a sacred part of the village, either an altar, totem, or grounds of praying. It is the role of the Priest to instruct the pair to braid two pieces of cord, rope, or whatever significant piece of material with beads and/or charms. The Priest must also task the couple to find an egg amongst the wilds that they would use during the ritual. The description and explanation for the purpose of this egg is left largely unknown until the rite actually occurs. Lastly, the pair are taught about Life Gifts. Each individual is to present their other, during the time of the actual ritual, with a gift they either crafted, possessed, or found, resembling their promises toward their partner. Ritual On the day of the ceremony, an Omentahu is called where Seed members and friends are called to gather and support the pair who are to be spiritually bound. Traditionally, this rite occurs in a culturally significant location, either by an Elder tree, or totem. Each partner typically dawns garbs of various colors, yet their features are unmarked without any adorning paints or inks. The ritual starts with the Priest present, as well as those Chieftains or elders of the respective Seeds. These individuals are to give their verbal blessing of the union between both Seeds and peoples. Following this, the Priest will guide the entirety of the gathering and the pair to be married, into a prayer to both the Mother and Father. The Priest explains that this is an act to summon their gaze, and so that they can judge and bless the ritual during the proceedings. From here, the Priest will ask each individual to make their verbal vow, and present their Life Gift to their other. The partner will explain the significance behind the gift, and what their other means to them. Once both of the Elves have made their exchange before the Priest, and their kin, the ritual continues with the drinking from a ceremonial bowl. This bowl contains the water from an attunement pool, as well as the egg the couple had found together. Here, the egg represents fertility, and growth - either symbolizing new amongst the pair, or the growth of their relationship. After the pair drink from the waters, their right hands are presented to the Priest, where a ceremonial blade is used to cut and cause blood to pool within their palms. Each individual, then, with the blood from their hand, must paint a marking important to them amongst the others forehead. Their bleeding hands are instructed to come together afterward, clasped and wrapped with the braided rope. The blood symbolizes longevity and life, where dirt is spread over the rope to represent humbleness and honesty. The ritual comes to an end as the Priest chants up toward the skies, “O’ Mother, O’ Father, feel the bond of two beating hearts before your creation. Bless these with the warmth of your embrace, and ferocity of your boons.” It is then that the ritual comes to an end, where the pair are officially unionized, and bound under the gaze of the Aspects, and their loved ones.
  19. Art by Fujiawei Those Elves who have lived a life of servitude and devotion to the Aspects, and passed on to the peaceful creations beyond, are granted a rite of passing. A Green Priest, Marked Priest, or High Priest may proctor and guide those to send off their loved ones in a ritual. There are three traditions, and separate ways of helping a loved one pass on. Followers of the Wild Faith understand that with life, comes inevitable death. Preparations are made to the body, in one of the three following ways. Land Wood Elves have a strong, natural connection to the land and nature around them. It is a core belief amongst the Green Priesthood and Drui, that the body is to return to nature through natural means. That is, for this preparation and ritual, the Priest will guide the body, wrapped in the person's pelts and garbs, either against the trunk of a tree, or in the ground. As the body is positioned or lowered, the Priest will welcome those to share memories of their loved one, as well as present a Gift of Passing - something for the individual to take on with them and their spirit. The Priest proceeds with a prayer, 'Last Rites', where all are welcomed to join in and chant it together. The ritual comes to an end, and with time, animals and flora will feed and decompose the body, allowing for the natural cycle to continue. *** River & Sea While Wood Elves notoriously bond with the trees and fauna on land, many spend their days on the sea worshiping Cerridwen’s aquatic life and creatures. Be it a death out at sea, or an individual with this bond to the waters, some may choose to send their loved ones off with a ritual of the river & sea. The body is prepared and settled upon a raft that Seed members and friends craft. Atop this raft and the body lay various Gifts of Passing, items that the individual takes on with them and their spirit. A Priest may then proceed with the prayer, 'Last Rites', where all are welcomed to chant whilst pushing the raft off into sea, or down a river. The ritual comes to an end, and with time, avian creatures or the waves of the ocean take to the body and allow for it to slowly return to nature. *** Hearth Some Elves are more in tune with the elemental side of nature, and that of the hearth. Fire, being an equally symbolic representation of life and death, is one means of allowing those who passed on to return to the lands around them. For this ritual, Seed members and friends may create a bed of twigs, logs, and sticks of which the body is rested upon. As the Priest guides those into prayer, 'Last Rites', a torch bearer, usually one of the Seed from the Wood Elf who has passed, will set the bed aflame, allowing for the fires to blanket over the deceased individual. It is then believed that these ashes will provide nutrients for new life to grow, and thus aiding in the natural cycle. Last Rites Spoken over a dying Elf, or shortly after their passing, to bring peace to the departing Spirit and guide them on. “O' Mother, look upon me now. See here that your gift of life has ended, That his/her heart is still and his/her Spirit weary. May you bring him/her to peace and slumber eternal. O' Father, look upon me now. See here that your gift of the hunt has ended, That his/her voice is silent and his/her blood grows cold. May you bring him/her to honour and strength undying. You have held this Spirit until the end, And he/she now passes into the Balance. Flesh to soil, blood to water, bone to dust. Blessed be. To all that lay their eyes upon them”
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