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marsloll

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    should i pick you up?
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  1. [By Credo Quia Absurdum] ༺𓆩⚔︎𓆪༻ ɪᴛ'ꜱ ᴏɴʟʏ ʟᴏᴠᴇ, ɪᴛ'ꜱ ᴏɴʟʏ ᴘᴀɪɴ. ༺𓆩⚔︎𓆪༻ The letters were almost pulled apart in white-knuckled fists - the grip of the spectral seer strong enough to begin to rip the paper just by her terrible shaking. White tresses fell over her face and shoulders - a physical shield to hide her features away from such a cruel world. Surrounded by her companions alive and dead, there were quiet whines of worry that fell upon deaf ears. I wasn’t there. Again. How many times do I have to go through the same lesson and never learn? How many times will I torture myself to realize that everything I touch becomes withered? Would I have even made a difference if I had been there? - Plip. Plip. Plip - The trembling letter began to stain with tears that fell upon the paper before the woman began to frantically seek out her necklace - a small mirror lay within the locket. Cradling the papers and locket in both hands, she sought out her grandmother - a fervent whisper, that maybe that death truly was never the end as the woman prayed was true. It’d never come however, no matter how hard she tried. Tears began to fall upon the necklace itself, distorting the mirror within the o'Rourke's hands. I didn’t even say goodbye. I can’t do anything. Seanmháthair. Seanathair. Where did you go? Where did you go that even I can’t reach you? ༺𓆩⚔︎𓆪༻ ɪᴛ'ꜱ ᴏɴʟʏ ꜰᴇᴀʀ ᴛʜᴀᴛ ʀᴜɴꜱ ᴛʜʀᴏᴜɢʜ ᴍʏ ᴠᴇɪɴꜱ. ༺𓆩⚔︎𓆪༻
  2. [By Credo Quia Absurdum] ༺𓆩⚔︎𓆪༻ ɪ ᴋɴᴏᴡ ɪᴛ'ꜱ ᴏᴠᴇʀ, ꜱᴛɪʟʟ ɪ ᴄʟɪɴɢ. ༺𓆩⚔︎𓆪༻ Wandering is what Eislyn did best. Sleepwalking was all too common, as a woman with her kind of … affliction. Unconsciously or consciously running away, as willed by her mind or another spirit who thought that it would be fun to be back in a living body. Never one to sit in one place, for she found only misery awaiting her when she overstayed her welcome. It happened in Numenost, then in Solgaard, then in Karoslund - heartache and grief knew the o’Rourke all too well, and she to them. It was typically caused by her own hand, and yet becomes another tally on a sprawling wall of mistakes that never seemed to end. Lost in the northern mountains with nothing but her wolven companion, the white-haired woman practically blended into the harsh snowscape with her pallid features and white garb. The inky-black fur of the wolf was all that distinguished the pair from the soft snow that surrounded them - trudging their own path underneath the night sky. With a vision hazed and crowded by other wandering souls like herself, Eislyn found herself a place to sit - staring up at the universe that seemed to scowl down upon her so often. Stargazing had become a habit of hers, a place to escape even the dead from her sights - where it was just herself, and nobody else. With warm fur surrounding and supporting her form, the o’Rourke leaned back and let out a puff of warm air that floated up to the heavens - weary eyes drawn upon to the various twinkling stars that blinked in and out of existence like a warm welcome from arms that she would never know. Scanning the expansive sea of night, her eyes lingered on a bright pair that seemed to glow unrivaled by those around them - burning with a new light as if just christened. Those two there … Were they always so beautiful? ༺𓆩⚔︎𓆪༻ ɪ ᴅᴏɴ'ᴛ ᴋɴᴏᴡ ᴡʜᴇʀᴇ ᴇʟꜱᴇ ɪ ᴄᴀɴ ɢᴏ - ᴏᴠᴇʀ ᴀɴᴅ ᴏᴠᴇʀ. ༺𓆩⚔︎𓆪༻
  3. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By Anato Finnstark] ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— The fourth installment of the Worldly Whimsical Wonders series - expanding further on the vast expanses of the Fae Realm, and those that travel between worlds with ease through the Fae Rings. Animals and flora, large and small, utilize the portals between their realms out of curiosity, exploration or the simple need to spread. They may be called invasive, parasitic, or any other foul-mouthed words but in truth, they are closer to the Aspects than anyone else. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By adamworks] A Chorus Viper, preparing to rattle its plates together to ward off potential predators. CHORUS VIPER The Dayward Domain is typically classified and associated with the loving touch of the Mother - the association with her typically elicits a softer image of the Green Lady. However, just because she represents the birth of the cycle does not mean that her creations do not have to fight to survive even from the start of their lives. Competition, territory, and resources are important aspects all living beings have to consider in order to live, and thus adapt to better suit their needs in that way. Covered in thick scale-like plates, a thick snake-like creature crawls its way in the undergrowth with the help of its two front legs. Ranging from [8-10] feet in length, the Chorus Viper scares off the creatures nearby with the rattling cacophony of its body. These creatures bear a sharp bird-like beak and two thick tusks that protrude out of its mouth - a large fan of scales that protrude from the top of its head in two ridges, akin to a crown. Its scales range from green to yellow to red, with the juvenile Vipers being mainly a dark-red hue - the green gradient fading in as they shed their young skin and replace it with the tougher viridian scales that blended better in the vibrant forest of the Dayward. The thickness of their plate combined with their serpentine body allows for a Chorus Viper to rattle their scales together harshly to create a loud sound to be heard all around - making one feel as if an earthquake was about to happen. In order to hide from perceived threats, its powerful forearms and hard beak are perfect for shovelling away dirt and breaking through stone to burrow underneath the ground where it typically makes its den. Tunnels span over kilometres of land that make up the Chorus Viper’s underground system, as they only surface to eat, where they are the most vulnerable. Despite its tougher appearance, Chorus Vipers are primarily omnivores, with a preference for vegetation and are not particularly aggressive - their extremities primarily used for defense rather than offense. This does not mean that these Vipers will not defend itself and its territory - more so that they will not attack or interact unless they are approached first. [By Cosme Lucero] An Uwila in flight, with its eye-like pattern on its underwings on display. UWILA The Twilight marks the setting of the sun and the rising of the moon - the colours of red, orange, pink and purple blossom across the sky as a signifier that the day is about to end. It is when many creatures hide amongst themselves and sleep the night away, and when the nocturnal creatures begin to wake up and take over the world with the swath of night. Within the Fae Realm, a large shadow sweeps through the dense forests of the Father’s domain - taking over the darkest blotches of the sky with its midnight-hued feathers. Prey are effortlessly cut through with blade-like talons like paper, painting the autumn floor with splashes of bright red. While the Twilight Court of Imps are considered the apex predators on the ground, a feathered terror has claimed the skies. Ranging from [6-8] feet in height, Uwila resemble horned owls with long tuffs of feathers protruding from the top of its head akin to rabbit ears with a small mask of white feathers surrounding its bloodshot eyes - its feathers were like an oil slick, fading from dark blues to rich purples to cool greens depending on how the light hit them. Hardened claws protrude from its wings along the edge of its wings, sharpened along the edge like a sword. Its dark coat of feathers allows it to perch high up in the trees of the Twilight Realm and blend into the shadows despite its large size, making it harder for it to be spotted. Uwila are primarily diving predators, and are incredibly patient - stalking prey before launching itself downwards. Seeking to pin its target underneath its foot, the large fae will spread its wings in a beautifully horrifying display - on the underside of its wings were two large bloodshot ‘eyes’. Moving its feathers in a slow lull, those who are caught in the stare of an Uwila’s wings will find themselves bewitched by those false eyes - leaving oneself open for an easy and unimpeded kill. As solitary creatures, they are nomadic - following and stalking their prey from tree to tree. If not hunting, Uwila are prideful creatures - preening their wings and making sure that each wing is in order and proper, unstained from the blood of its meals. [By adamworks] A Broodmother and her many, many children attached to her abdomen via her silk. BROODMOTHER As is her name, Grandmother Spider’s kin bear a likeness to the titular arachnid - whether in kinship or in appearance. Her need for evolution and change has given birth to many of her creatures taking on strange and eerie air to them - beasts that haunt the ever-present darkness of her Domain. Chittering filled the air of the Nightfall with a low crawl, the sound of dragging can be heard through the midnight forest followed by many, many legs. Enshrouded in their own swathes and masses of silk, a large spined arachnid dubbed the Broodmother slowly wanders the Nightfall in search of food to feed her, and the many young that cling to her back - swaddled up against her abdomen in the silk that covered its body like a cloak. A Broodmother’s clutch of young consist a range of [3-5] children - noticeable only by their bright yellow colour against their mother’s nearly-black chitin. Standing at about [8] feet, Its large body is covered in curved spikes, and is capable of producing large amounts of silk - vomiting from its mandibles and tossing its head around to aim where to throw the silk, whether on its body and towards something else. Within its fangs lies a powerful paralytic that when injected into the system, will cause the body to stop moving entirely as if they were frozen - ideal for the slow-moving arachnid and its smaller children. While one might expect a mother to be more protective of her children, the Broodmother’s young often aid its parent in fights and hunts. The small younglings will detach themselves from the abdomen and tuck themselves into a hardened ball of chitin, able to roll forward without having to scuttle around - its larger spikes not having grown in yet, allowing them to careen about. The babies are not as strong as their mother but their carapace is thick enough to protect itself adequately. Once the babies are too large to stick onto the Broodmother’s body, they will simply go off to learn how to fend for themselves - becoming independent creatures. Both male and female Broodmothers may produce offspring and have no need for secondary partners, as their young are genetically the same as the adult. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— PEARLGAZER In the Dayward Domain, the sheer variety and diversity in the forest is staggering - flowers and plants that seem impossible are in fact possible, and sprout up along the ground like common weeds. While they may all look pretty, there is still a danger within their beauty - it would still be best to tread wisely. Glimmering with an iridescent sheen, one might spot lily-like flowers sprouting from the rich earth. They do not sway or bend, but rather shake rigidly - whistling with a bell-like echo, like a sword cutting through the air. Metallic sounds echo in the field, as these pale flowers knock against each other in the breeze. Known as a Pearlgazer, the lily-like creations had been hardened - near-impossible to bend and looked more akin to an artificial creation due to its metal-like composition. Its blood-red stamen seemed to be the only part of the flower that was not that sheeny-white colour, with a similar nectar of the same hue. Its curled petals twisted up into sharp-edged coils, in uneven bends and craggly lines - despite being metallic and not appearing natural, these flowers still require the very basic necessities for survival like water, and light. Cervatoi and Satyroi collect Pearlgazers for their unique resonance, a prized quality for their instruments and music - whether it’s for picks for their sitars or for new strings. Even without refinement, Cervatoi and Satyroi would use Pearlgazers as instruments on their own - shaking them like bells, and making the stamen hit the inner petals to create sound. [by Autumn Bird] Stalks of Pearlgazers in full bloom, knit together. [Genshin Impact, Cai Haoyu, 2020] A flowering Flammebell, radiating exorbitant amounts of heat. FLAMMEBELL The light of the Father’s Domain ebbs and flows as it is stuck in a permanent state of inbetween - some parts of the sky are still blue, tinged with hints of orange and gold while other parts are painted in streaks of magenta and blue. The forest ground in turn can be light and dark, forever painted in orange and brown colours. Splotches of light can be seen, hidden in the wavering flora - burning crisped leaves that fall into the cusp of its stamen, reduced to nothing but ash that get funneled deeper into the pyre of a flower. Flammebells are plants that produce their own light, and heat - similar to a campfire. A quite large flower, its petals are streaked with blues and yellows akin to seeing a heat signature. The ‘fire’ from a Flammebell comes from the thick stamen in the middle of the flower - any attempt to touch it with bare hands would be like trying to hold molten metal. Despite its larger appearance, the stamen is quite fragile and can be easily knocked off with a rock or otherwise. It will remain hot for a few moments when removed, usually burning whatever it falls on top of if not its own petals but fizzling out. So long as the small cup at its base remains intact, the Flammebell will simply grow another stamen. The Flammebell’s outer petals are thick, more akin to some kind of leather or skin than a regular flower petal - likely attributed to the reason why they don’t immediately catch on fire with their proximity to the stamen. Creatures of the Fae Realm will often linger around the Flammebell as a source of warmth, and will build their group around it - a good example of this would be their uses in the Imp Court of the Twilight Realm, as many Flammebells light their grounds and burn their enemies. [by Autumn Bird] A cluster of Sundowners, emitting a pale red glow from its head. SUNDOWNER The Nightfall forest is permanently enshrouded in darkness, and the creatures have adapted to the night - either learning to see in the dark, or learning to produce their own light. Even the most simple of plants and creatures evolved to withstand the suppressive midnight sky. Even in the darkness, they develop their own defenses all the same to combat against predators. Growing in clusters, a soft red glow can be spotted in the undergrowth of the Spider’s domain - nearly indiscernible with its weak light. Bearing hair-like fibers that sprout from its head, these thistle-like flowers are dubbed Sundowners - as their pale light resembles the fleeting light of the sun before the darkness of night consumes it whole during dusk. No bigger than your average wildflower, small thorns protrude from its stem between toothed spiky leaves - often bigger than the plant itself. While they look rather harmless, Sundowners have potent side-effects if administered correctly or incorrectly. The glowing hair-like fibers that stick out of its top bulb may be harvested, but they are tough and spine-like - capable of pricking and getting stuck in the flesh if not handled carefully. Should fibers get stuck in one’s flesh, they would suddenly fall unconscious after [2] emotes - only awakening after a narrative day after the spines had been removed from the body, extremely groggy and with sore joints. Once collected, the Sundowner fibers may be crushed into a pale-red dust that may be inhaled to numb and slow the body’s functions - causing the target to feel woozy and mentally confused. An additional inhale can cause the target to fall into a sedated state, and they will simply wake up about a narrative day later, with an intense headache and lingering muscle spasms. Any other additional intakes may result in the target falling into a coma, full-body paralysis, or death. The leaves and thorned stem of a Sundowner may be steeped in tea for a more subtle effect on the body, better at simply calming a racing heart and mind. Due to these properties, Sundowners are often seen cultivated near Hagskin and their huts within the Nightfall Domain - ideal ingredients for their potions and whatever else they wish to concoct. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— P U R P O S E This ‘series’ has sort of become a side-project of mine, perhaps long term depending on what I see and interact with as it goes on. I enjoy enriching the server with creatures and plants, not just for the sake of having more fun things to utilize in roleplay or events but also for the sake of just filling out the blanks and further expanding upon previously-established lore. As previously stated, the Fae Realm lore is sorely empty - mostly due to its age, but for something that is supposed to be the pinnacle of nature, it still remains very lacklustre. I will simply enrich it, one compendium at a time. C R E D I T S Writer: @marsloll R E F E R E N C E S The Fae Realm
  4. [By Vitali Skvorkin] ⋆⁺‧₊☽◯☾₊‧⁺⋆ ᴛᴇʟʟ ᴍᴇ ʏᴏᴜ ᴋɴᴇᴡ ꜰʀᴏᴍ ᴛʜᴇ ꜱᴛᴀʀᴛ ᴛʜɪꜱ ɪꜱ ʜᴏᴡ ɪᴛ ᴡᴏᴜʟᴅ ʙᴇ. ⋆⁺‧₊☽◯☾₊‧⁺⋆ Claws held on tight to the frantic Vayan, willing her to stay where she was as all bore witness to the murder of the Elder Fox. Bright red blood burst from her stomach, painting her soft green dress and pelt with its contrasting hue - the woman to her left set into a crying frenzy. All the while, the creature did not blink from behind their soulless mask. Not even once - unphased by the violence or unable to express anything in the face of tragedy. ⋆⁺‧₊☽◯☾₊‧⁺⋆ As the Princess Bear’s tormented roars echoed over the dying swamp, the betrayers scurried away into the trees and murky waters - fleeing from the scene of the crime underneath the warped camouflage that hid them from prying eyes. In the escape, they did not even let out a single breath - all of the wind in the world, trapped in their lungs as if deemed unsafe to even breathe in the presence of such destruction. ⋆⁺‧₊☽◯☾₊‧⁺⋆ Guilt bore too burdensome of a weight for many - even if it were simply heavy stones placed by another hand, orchestrated through their many webs. A confession would not bring the Sparrow’s mother back, no - it certainly would not even begin to turn back the damage that all played a hand within. Yet even through the pragmatism in unblinking eyes, there was a twang of … sympathy. A rare thing - a dangerous thing. All it could do was watch the ginger scamper away into the small cavern and it was left there to reflect upon the day’s events. Too casually it did so, as if none of it even mattered anymore - the emptiness finding solace within their vessel once more. Their thoughts lingered upon the Fox’s final words to the Vulnrith - even in the heat of the moment did the druidess find her daughter’s sorrow too much to bear. One wonders what she would’ve said to the woman instead, if they spoke for a final time before her body was torn asunder. Goodbye, my sweet thing. I never knew you. ⋆⁺‧₊☽◯☾₊‧⁺⋆ ᴡʜʏ'ᴅ ʏᴏᴜ ʟᴇᴀᴠᴇ ᴍᴇ ᴛᴏ ʙʟᴇᴇᴅ? ⋆⁺‧₊☽◯☾₊‧⁺⋆
  5. "I hope to see you in due time as well." "I'll see you soon." -=☾⋆。°✩=- How wrong he was, to wish something so kind onto someone so awful. It was always in his nature to be trusting, and loving - tender hands nurtured the weakest of plants, ignorant to it's faults and to his own. A blind trust, placed in the most foul of hearts. What else could you expect from a father? What else could you expect from a bastard of a daughter?
  6. [By H. W. Carpenter] ⭒₊ ⊹ ⏾ ₊ ⊹⭒ ᴛᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ ꜰᴀᴋᴇ ᴏᴜʀ ᴏᴡɴ ᴅᴇᴀᴛʜꜱ ʜᴇʀᴇ. ⭒₊ ⊹ ⏾ ₊ ⊹⭒ The ache was no stranger. That mourning drone, the tolling bell - It was even a comfort to feel in the void of nothingness - a break from the boring mundane. They knew not who passed, or who disappeared from the mortal realm this time. Being so surrounded by death made it an inevitability, that it almost came as an embrace. That stabbing of the knife to remind her that she was still alive. Days had passed. Weeks, even. These periods of quiet were ordinary, as the pair seemed to enjoy their peace together or apart. Given the dire circumstances in the past years, however, these periods of quiet came from a foreboding tone. The masks, the games, the lies, the secrecy - all of it was done for the sake of their safety. Their peace. Even with nothing, they would be something together, so long as they had each other. Looking back upon memories through the centuries, dark purple talons combed through black locks - a moonlit glow locked in a tender gaze with ichorous hues. Nedai. My blood-soaked luna. Mi querido. Where would I be without you? I would be nothing without you. Nothing. =+= It was the dead of night as they traversed up the side of the mountain. Harsh winds whistled past snowcapped peaks, shrouding soft footsteps that ascended up past rocky cliffs. One foot in front of the other - quicker and quicker. A walk, turned into a jog, turned into a run - desperation seeped through the very marrow of the nocturnal creature. The silence could not be heavier. A boulder, a mountain, dropped down onto their chest - the whole world, disintegrating and crumbling into the void beneath their feet. The lone tree that stood before them - silent. Nothingness came from it, still as could be. For the first time in decades, the creature experienced true, unadulterated, fear. This isn’t happening. This couldn’t be happening. He promised. He promised me. She was right. She said this would happen, and she was right. Was this her doing? How could he have done this to ME? How could he leave me here TO ROT ALONE? The agony clawed and twisted at their organs like wild beasts seeking to eat them from the inside out. The grief was an unbearable feeling, something that felt like it was wringing their body out like a wet rag. Crumpling onto the snow-covered dirt, hands grasped at the side of their head as if a migraine threatened to cleave their head wide open. All those years, the bottled-up emotions that were packed away after so long - everything felt like it was going to burst wide open. The earth began to seep a terrible red hue as the creature writhed in front of that silent tree, stained with an inhuman amount of blood that pooled outwards - overflowing over the cliffsides in a reddened flood. The blades of grass seemed to wither and die underneath the flow of blood, flowers turned brown and curled in on themselves, and roots turned brittle and grey. Muffled whimpers grew to sniffles, grew to sobs, before growing into a singular, blood-curdling wail - filled with the pent-up rage and anguish of the past century. Nature answered this despair in turn - that red mist exploded outwards, staining the mountain with bloodied ruin. The landscape was marred in devastation - desolation crashed against the cliff like a meteor from the skies. No living creature was left in sight, and not even a blade of grass stirred awake. Trees were left barren - weak husks of their formal selves. In the middle of the destruction, there the creature lay - limp and weak, curled up in the bloodstained dirt. The silver glow from their unblinking eyes hid their true bloodshot, teary nature as they seemed to stare off into the ether - at that tree that stood so still in front of her. I am nothing without you. Nothing. ⋆⭒˚。⋆☾⋆⭒˚。⋆ ᴊᴜꜱᴛ ᴡᴀɴᴛ ʙᴇ ᴀʟᴏɴᴇ ᴀɴᴅ ᴡᴀᴛᴄʜ ᴀꜱ ʏᴏᴜ ᴀʟʟ ᴊᴜꜱᴛ ᴅɪꜱᴀᴘᴘᴇᴀʀ. ⋆⭒˚。⋆☾⋆⭒˚。⋆
  7. In terms of creating Cursed Children, you again have to realize that it is an inherent soul AND physical issue. People who are turned into Cursed Children cannot be changed back and are damned to Hell regardless of their creation - if you want to have a feat / creature that solely focuses on aesthetics, I highly recommend that you try to write your own! I'm not going to argue that CAs are extremely limiting (and honestly, Cursed Children should be a CA at this point given how they work) but I'm not going to budge on the fact that I think magics or feats shouldn't be allowed to masquerade as creatures, even temporarily as it seems like a cheap cop-out for people who do play creatures and those who don't want to (understandably so). ================= However to this next point, I did want to at least extend the range to be fair to other sort of 'demi-fae' situations (Epiphyte in particular) so the legs thing has been added in. Tails are a weird grey area, I will admit, but physically speaking, they are protrusions. If tails are an exception, then everything else can be made an exception and the everything else, is the more extreme things. Nobody is saying you can't have a tail in any way, shape, or form - I purposefully made the casting tells extremely freeform so long as it relates to the Fae Realm or the character's particular patron. If you have some sort of fae-cat as your patron, you're free to give yourself an ethereal tail, or multiple! I don't really care honestly, so long as it follows the loose guidelines I've given. I know several players have aesthetics of similar manners who don't even play druids - like a shaman with nine fox tails when they cast.
  8. This sort of aesthetic change comes from a lot of places! I will go over the main sections in my own personal reasoning of limiting the aesthetics as whole. FEAT vs MAGIC vs CREATURE: One of my biggest gripes with the current write of Transcendence is that the magic in itself is simply a feat - a mostly-knowledge based feat. Being slightly more connected to the Fae Realm (in which arguably, all druids are already connection to the Fae Realm) seems like a very weak excuse to go so wild with bodily changes. Giant wings, and big tails and other larger animal traits (in which you can still have animal traits, albeit it smaller ones and not as obstructed) have always mostly been staples of creatures. Zevn and Zar'ei are the first to come to mind when it comes to bigger larger aesthetics given that they are creatures raised from the Hells, etc. - their very souls have been corrupted and altered due to their make. Transcendence in comparison, is connecting your soul to a place that is already connected to. To me, at the very least, does not make any sense. You may offer me the argument of other creature-like feats such as Cursed Children, or Corcitura. To those, I will note that Cursed Children are physical byproducts of another dark magic as a repercussion to their practitioners and Corcitura are currently considered to be a lesser version to an actual creature - Moroi. Magics that allow for minor transformations, like Naztherak and their revealed form, are more in line with what I wanted to incorporate for people who still wished to keep their aesthetics as I would be remiss to not realize that a lot of people took on Transcendence for the aesthetics. Both are deal-based magics, and have their own forms reflected based off of their patron and fuel for their magics. ================= MECHANICS: Another issue that I have seen this magic have is due to how the aesthetics physically function. I have seen too many questions, queries and confusion based on how these limbs and aesthetics form - whether in or outside of combat. Outside of combat, they may be considered physical to some extent, but the moment combat begins, they suddenly disappear into mist and or phase out of existence. This is not as much of an issue to small protrusions and more so an issue with larger limbs that take up much of an individual's silhouette. It is wildly inconsistent within RP, and a headache for most to deal with when physical tells are much easier to deal with and understand for all parties, outside of druid players. To have physical tells is to have physical repercussions, which I believe make things a lot easier than "Hur dur, I'm gonna stab this guy's wings! Wait - it goes through? So I basically did nothing!". ================= I don't personally believe I've removed all avenues, in fact I generally think I've been generous enough to give similar aesthetic options that Epiphytes have, which is the plant CA I assume you're referring to. Having played both a Transcendence Druid, and an Epiphyte, I will say that I have been historically more frustrated with my horns just disappearing off my body than I have been over the limited aesthetic options I get as a plant, and quite frankly, limited everything else that comes with playing an Epiphyte. Please do let me know if you have any other questions or concerns and I'll try to answer them the best I can! :3
  9. = T R E E L O R D S = A S C E N S I O N T O F A E D O M ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ [By Even Amundsen] The connection between the mortal realm and the Fae Realm is one that is difficult to understand, and even more difficult to explain. It is something so intrinsically different to what one knows that they can only hope to grasp the full extent of what it is to know Fae and what it is to be Fae. The Fae Realm in itself is a place of wonder, oddity and danger lurking around every corner. Its beauty is almost haunting - its bright colours and eternal peace act like a lure, drawing people in. Within it, wonderful creatures reside within - infused with the pure natural energy that flows in abundance within the realm. Fae, Mani and departed druids all alike reside eternally, inhabiting the Fae Realm as their final destination, their home free from the shackles of logic and reason that constrain mortal life. Our story begins with the full moon, high in the pitch-black darkness that was the night. Its soft silvery light cast down upon an elder oak in the heart of its forest, with its branches stretched out towards the stars above. Unmarred by descendant influence and destruction in a place of sanctuary, the grass around its roots began to shimmer and glow with the same moonlit glow. The thinning of the veil between worlds was imminent, as small mushrooms and flora began to sporadically emerge from the earth around the oak in the shape of a ring. The Fae Ring blossomed around the tree, encircling its trunk with different flowers and fungi with a gentle hum echoing through the song. It beckoned on both sides of the Veil - both to mortals and to denizens of the Fae Realm, catching the attention of a long-passed druid within the Forest. Their mind was old, so terribly old, that their time in the mortal realm was but a fleeting memory. Entranced by the tune of the Fae Ring and the curiosity to what lay beyond now after all these years, the druid descended down into the mortal world - the sheer abundance of Fae energy following after them, so woven deep into their soul. Little did they know that other curious fae took notice of the new portal, following suit. As the druid crossed back into the mortal realm, the oak in the centre of that ring began to creak and shake. Finding no safe space for their soul to be housed, the druid took refuge within the tall tree’s thick bark - finding it an agreeable place to rest from the journey. Unbeknownst to the sleeping druid, the other curious fae slumbered on the oak’s roots, resting from the long journey just like them. The sheer amount of energy brought into the tree by the druid’s essence was almost too much for the oak to handle, causing it to shift and warp - the Fae Ring around it glowing in response to their presence as the small creatures were absorbed into the tree as well. A moment passes - silence. The oak did not stir, nor did its passenger who slept in a deep slumber within its very core - resting until the moment to wake arrived. The day rose and fell - the sun rose over the woods and basked the leaves with its warm light and set with an orange glow. As the moon began to rise on the horizon to bring forth the darkness, the oak began to stir once more. A rustle in its leaves, a tremble in its boughs. Before long, a sharp crack and snap was heard from within the trunk of the tree - bark fracturing outwards as if something or someone were writhing from the inside. Pushing and pulsing from within, there was a final push before the trunk burst open - birthing a large glob of wood chips, sap and leaves onto the woodland floor. Trembling like a newborn fawn, a figure was curled up in the mess - a body of bark and flesh, with a strange glow emitting from their chest. What was once intangible held a body wholly on their own - something to touch, to feel, to sense, to taste. All old sensations born anew. A Tree Lord, lost in the realm they had abandoned in death and with a soul not entirely their own - trapped in mortality, forever bid to serve their duties until the ends of the earth. G L O S S A R Y ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ This will serve as a chart of terms to be referenced throughout the lore, for the sake of clarity and not needing to explain what can be viewed as ‘common knowledge’ in reference to the CA as a whole. —˖✧°.❀.— Tree Lord - The general name of the CA and its aspects, typically referring to the character but can be interchanged with Husk depending on context. Husk - The Tree Lord’s body, which has replaced the Tree Lord’s previous flesh body. It lacks much of its predecessor’s, but has gained much in return. Wealdsheart - The glyph-like sigil ‘scar’ present on the Tree Lord’s chest from their creation, emitting a passive soft glow associated with whatever Domain the Tree Lord aligned themselves with - either a shade of green, orange, or purple respectively. It may take on different shapes, scarring, etc. so long as it is an obvious mark on the Husk. This is essentially the ‘core’ or ‘heart’ of the Husk which powers the rest of the body. Remnant - An all-encompassing umbrella term that covers various parts of Fae, such as their organs, or prominent features (i.e horns, fangs, etc). These hold a significant amount of Fae energy and power in general, so they may be used to fuel certain rituals - namely the creation of a Tree Lord. Soul Tree - Where the Tree Lord’s soul resides and acts like a phylactery of the soul while in the mortal plane, keeping it there and preventing it from passing onto the Eternal Forest. Blight - The condition inflicted upon nature and natural beings that causes them to become sickly, altering their physical and mental states - making them blighted. This is typically caused by various magics or materials that are meant to, and/or can harm nature, such as Voidal Magic, Necromancy, Azhl, etc. —˖✧°.❀.— \ [By Elena Kononenko] C R E A T I O N A Tree Lord’s life is a solitary and lonely one, though the creation of another is one of true commitment, to their duties and their purpose in the mortal realm as the Aspects’ hand. It will come at the cost of the druid’s humanity - physically and mentally - and not without price. Should a druid wish to pursue this path nonetheless, they must go through the Rite of Cocooning. The druid must be of maximum tier in Communion, and possess at least one other druidic magic or feat. Another Tree Lord must be the one to facilitate and lead the ritual, with three other maximum tier druids to aid them. Several material components must be required to undergo the Rite of Cocooning. Firstly, a sapling of the druid’s choice - to be grown into a tree to house their soul for the rest of their immortal life. Secondly, Remnant - a part of a Fae, creatures that dwell from within the Fae Realm. The appendage itself may be of any discernment from the Eternal Forest, and must be of significance to the creature if the ritual is using but a piece rather than the entire body. This may be harvested in a myriad of ways, whether voluntarily given up by the Fae or fought over, taking a part of the Fae by force. After such an encounter, the Fae creature may perish after such a significant event - leading their soul to slowly return to the Fae Realm. During this period of reincarnation, their body still holds a remainder of their essence. It is this energy that is used to bind the druid to their tree, and the Fae to the druid - both souls entangled and forever entrapped in a cycle of reincarnation. Given the cycle of rebirth, it is only a matter of time for the dead Fae to reincarnate into its next form - making the harvested Remnant only viable for [5] OOC days before falling inert and losing its magical essence as the Fae has regained its form. In the case that a Fae Creature does not perish during such an encounter, the Remnant is only viable for [3] OOC day before falling inert. With the time constraints in mind, once the objects and people required have been gathered, they must all congregate together under the light of the full moon within a Fae Ring. The druid is to lie down in the centre of the ring, as the Tree Lord carves the flesh on their chest with an ancient druidic glyph in their own sap-like blood - allowing the druid’s blood to mix with the other’s. Similar symbols and runs are marked around the druid in a mix of their blood and the Tree Lord’s. The Fae Remnant is then rested on the druid’s centre, and the sapling on top of the stone following suite - marked with the same runes that encircled the area. It is at this point that the assisting druids begin to powershare with the Tree Lord, empowering them before they begin to grow the sapling. Glowing with moonlight, the tree begins to sprout forth - absorbing the Remnant into its core. Nature’s song grew louder, as the moon shone brighter as a witness to the ritual Roots rapidly expanded outwards, burrowing into flesh and bone with a violent crunch and spurt - blood spreading rapidly as the sapling continued to grow and grow. The pain is inevitable, to feel as one’s body is ripped apart into shreds - staining the ground in ichor as the druid’s form was no longer visible, simply consumed by the tree as further nutrients in its growth. With a final creak, the sapling, now tree, stills, rooted in the centre of that bloodied Fae Ring with ichor staining its roots and branches as silence befalls the area. A faint moonlit glow is seen from the centre of its trunk, before disappearing - slumbering once more until it was time to awaken. R I T E O F C O C O O N I N G ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ The Rite of Cocooning is the creation ritual of a Tree Lord. It requires the following: [1] Tree Lord, [1] target druid, [3] T5 druids, and Remnant. The target druid must be T5 in order for the Rite to work, if not, they will simply die during the process if attempted. All parties must at least OOC consent to participating in the Rite - IC consent is not required from the target druid. Should the rite be interrupted in any way, it will result in the PK death of the target druid. The rite itself cannot be done in an enclosed space and must be done in the open as the sapling must have proper space to grow and needs full exposure to the moon during the rite in order to fuel its growth - if attempted indoors or in an enclosed space, the tree will simply not grow and it will result in the PK death of the target druid. —˖✧°.❀.— P R O C E S S {1} The Rite must be conducted during a full moon, having the target druid lie down in the centre and be physically branded over the chest with a druidic symbol in the Tree Lord’s blood. {2} Additional druidic symbols are to be drawn around the target druid in a mix of their blood and the Tree Lord’s. {3} The Remnant is placed over the carving, then the sapling is marked with the Tree Lord’s blood - to be placed on top of the flesh. {4} The other druids start to power share with the Tree Lord, who will begin to grow the sapling into a tree into the target druid. The target druid must die in some manner for the soul to escape the fleshen body and be housed within the tree. Aesthetic features may occur during this time, like the symbols glowing and or moon glowing stronger in response, nature’s song reacting to the rite, etc. {5} As the druid’s body is ripped apart by the tree, the body is absorbed by it - causing the trunk to glow with light in the same placement as the carving on the druid’s body as the body completely disappears underneath and in the tree. The participating druids may now begin to notice and or feel a faint fae-like energy emanating from the tree. After the ritual has finished, the new Tree Lord must wait roughly [12] OOC hours after the initial acceptance of their app before the Husk is formed out of the tree. —˖✧°.❀.— —˖✧°.❀.— T H E H U S K T H E B O D Y ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ [By Harteus] P H Y S I C A L I T Y Once ready, the Tree Lord frees itself from the confines of the Soul Tree - a strong body for the druid’s soul to pilot from afar, a fresh new slate. No longer flesh and bone, the new Husk has taken on the appearance of the Soul Tree itself, adopting small colourations or traits of the tree.With their soul further bonded with the Fae Realm, the energy from the Eternal Forest leaks through the Soul Tree and the Husk itself - reflected in their appearance. Depending on the domain in which the Remnant originated from, their body may appear differently than the rest of their arboreal kin. These traits may include, but are not limited to the following. T R E E L O R D T R A I T S ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✧ Moss, ivy and other climbing plants growing over portions of the body. ✦ Leaves/foliage entangled in or replacing hair. ✧ Pointier/rougher extremities like fingers turning into pseudo-branches, ears getting sharper. ✦ Pupils and eyes becoming different colours and shapes. ✧ Bark-like texture along the skin. D A Y W A R D ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ Herbivore-like traits growing from one’s body (antlers, hooves, etc.) ✧ Flowers growing in one’s hair or portions of one’s ‘skin’. ✦ Kuila crystals sprouting from and along one’s body. ✧ Any trait(s) that revolve around their Remnant, like certain hair colour, etc. T W I L I G H T ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ Carnivore-like traits growing from one’s body (feathers, scales, etc.) ✧ Fungi growing around and over portions of one’s ‘skin’. ✦ The Husk appearing permanently autumnal (hair is a permanent orange-red, browned foliage growing on or over the body, etc.) ✧ Any trait(s) that revolve around their Remnant, like certain hair colour, etc. N I G H T F A L L ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ Arachnid/insect-like features (multiple eyes, antennae, etc.). ✧ Bioluminscent and glow-in-the-dark features. ✦ Portions of the limbs are cast in a faux ‘shadow’, or appear blackened/darker towards the hands and feet. ✧ Any trait(s) that revolve around their Remnant, like certain hair colour, etc. P H Y S I O L O G Y ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ The Husk lacks any of its previous organs despite still being able to register the world through their senses via touch, taste, sight, etc. While their senses have returned to them in this body, they do not require what a normal descendant might - no longer needing to sleep, or eat to sustain themselves or their body. With their lack of lungs additionally, the Husk is no longer affected by mundane or alchemical air pollutants and obstructions for they have no need to breathe anymore either. Due to such, they are able to stay underwater for longer periods of time, however will be forced to float back upwards to the surface - much like regular wood. Their ‘skin’ is no longer just that, it has strengthened to reflect the Tree Lord’s new form - becoming more akin to bark than anything, being tougher than what once was. Lost limbs and body parts have miraculously ‘grown’ back in their place, providing the Tree Lord with a fully intact body once more. Flowing within their ‘veins’ was a new sap-like liquid, being the equivalent of blood when they were simply a descendant. Tree Lords are perfectly capable of experiencing pain, and are able to experience blood loss and the effects that come with that. Because they lack bones and muscle in the traditional sense, they cannot be felled with tricks of cutting ‘tendons’ and similar strategies alone. From their initial formation, all alchemical changes that they might’ve had, such as hair and eye colour change, have reverted back to how the druid looked naturally. Due to the magical nature of their being, they are no longer affected by alchemical remedies or changes to their person either - the Tree Lord’s natural body rejecting any foreign changes. On the chest of the Husk, lay the Wealdsheart - the centre of the Tree Lord and what effectively powers the Husk. It is the one thing that cannot be removed or changed on the body, no matter the ability or how hard the Tree Lord may try. It is what is considered the sole weak spot on the Husk, as piercing or breaking it would be the equivalent of stabbing a descendant through the heart. Should this happen, or should the Husk be felled in any other way, the body would quickly break apart and disintegrate into a pile of dirt and mulch - returning to the earth below. —˖✧°.❀.— H E A L I N G Due to their primarily-natural composition, a Tree Lord may only be aided by the magics of Druidism. Other healing magics and or alchemy that may exist will not work on a Tree Lord due to such. Blight Healing and Herblore can be used to aid a Tree Lord, particularly Cleansing, Regeneration, and Healing Moss. Blight Healing cannot revive any ‘dead’ Tree Lords as their bodies would have already disintegrated into dirt and mulch. In terms of healing, and what can and cannot be done, please consult the following chart. WOUND CHART: Minor Injuries: Cuts, Scrapes, and Bruises Moderate Injuries: Lacerations (<5 inches), Punctures, and 1st-2nd Degree Burns Major Injuries: Lacerations (>5 inches), Impalements, Mutilation, Limb Loss, and 3rd Degree Burns —˖✧°.❀.— M E N T A L I TY In a new body that was not once their own, the Tree Lord may find it extremely difficult to adapt to the world around them as they once knew it and how they perceive it now. The change itself in one’s body is reflected in the mind, as it attempts to grapple with its new reality - often manifesting in different ways in influence of the natural realm. Such mental side effects may include the following: ✦ Body dysmorphia/dysphoria ✧ Internalized ostracism ✦ Yearning to return to the Fae Realm ✧ A distaste for non-druids/non-fae creatures, people and creations ✦ Heightened/unstable emotions ✧ Severe lack of emotions ✦ Apathy towards issues unconcerning of nature ✧ Disillusionment with reality ✦ Maladaptive daydreaming ✧ Shortened attention span / difficulty concentrating ✦ Susceptibility to boredom / loss of interest ✧ Impulsive tendencies ✦ Lack of patience ✧ Increased irritability/instability when lacking natural light ✦ Bouts of memory loss/memory lapses ✧ Increased possessive and/or protective behaviour ✦ Increased pursuits of danger/risk at their own peril to ‘feel’ again ✧ Manic/depressive tendencies ✦ Development of split or multiple personalities —˖✧°.❀.— —˖✧°.❀.— [By Even Amundsen] T HE T R I A D ‘ S B O U N T Y Being creatures bound in their eternal servitude, Tree Lords have many abilities at their disposal. Even still, their soul has been undeniably changed - a mix of both descendant and Fae. The other part of them too has its own boons, as a part of the Tree Lord’s very body. These alterations are specific to the particular domain that the Tree Lord’s other half hailed from, and thus only enables those connected to that particular realm of the Eternal Forest to access them. The Tree Lords act as specific embodiments of their respective Aspects’ will and purpose in the constant cycle of life and death - allowing them to further carry on their purpose in the mortal plane. MOTHER’S LULLABY [P, N/C] Made in the Mother’s image, a Tree Lord with an affinity towards the Dayward will find themselves a conduit for the radiant song of nature that seemed to exude off of them. It mixed in with their own naturally-occurring song - truly becoming one with nature in harmony. Due to this, plants seem to lean in close to the Tree Lord, and animals appear to be more willing to interact or even flock to the druid in response. Birds may willingly perch upon the Tree Lord’s shoulder, otherwise-timid creatures like rabbits would approach the Tree Lord freely and blades of grass may wrap around one’s ankles like giving the druid a hug. Condensing the song from around them in their creation and nature around them, a Tree Lord may channel this song from within themselves outwardly [5] block radius with the soothing song over the course of [2] emotes - causing the Wealdsheart in their chest to become aglow, leaking through regardless of covering. This song replicates the soothing effect of a Faerie Ring, however weak enough that it would not affect any non-druids with the cacophony they cannot understand. Those who can understand it however would find themselves relaxed and calmed while in this radius, soothing their anxieties or anger if they feel it. Similarly, it can be used to substitute a typical Faerie Ring’s Powersharing effect - allowing them to be a temporary conduit for the druidic arts. FATHER’S GAZE [P, N/C, C] Blessed by the Horned Lord himself, Tree Lords with an affinity of the Twilight Domain see in both darkness and light - they live on the cusp of both, embracing both the day and the night where all hunters prowl. To take advantage of the slumber of beasts, these particular Tree Lords are able to see in the darkness without the aid of external light much like other nocturnal predators up to a [20] block radius in all directions. Being the embodiment of the Hunt, these Tree Lords are acutely aware of where they are, who they are with, and what might be around them. Equipped with an apex predator’s arsenal, their sense of smell, taste, and hearing is amplified compared to their mortal selves. With an adept understanding of their surroundings, they are able to discern if something is approaching them or someone is behind them - this effect can be negated by hiding from the druid behind cover in which they cannot be discerned. This sense of theirs extends outwards up to a [20] block radius in all directions, being blocked by common-sense obstacles such as walls, doors, etc. GRANDMOTHER’S ASCENT [P, N/C, C] Gifted in the way of the Nightfall, a Tree Lord bears many similarities to the Grandmother Spider herself, not just in looks but also in prowess. Their bodies are often lithe and fluid, allowing them to easily readjust themselves and move just as easily like a spider in the wind. Like their fellow arachnid, these Tree Lords is granted the ability to climb vertical or otherwise inaccessible surfaces without the need for footholds or grips. By channeling their energy into their hands and feet over the course of [2] emotes, their Wealdsheart will glow with the druid’s aura that permeates any covering and enwreathes their body with a similar aura. This additional grip may also be used in tandem with weaponry - making it more difficult for the druid to become disarmed or to lose whatever it is they are holding. —˖✧°.❀.— [By Jo Cordisco] A B I L I T I E S With a new body and deeper connection to nature, the Tree Lord is able to draw upon their natural state and wield a myriad of boons that they did not previously have. Whether it's the aesthetic manipulation of one’s form or drawing power from the Domains of the Aspects, the Husk has a well-equipped arsenal to serve in their eternal duty. CHANGING SEASONS [N/C] While merged with their Soul Tree, a Tree Lord may modify their appearance at a surface level. They may cycle their appearance throughout any point in their lifecycle from adulthood until the point they became a Tree Lord, allowing them to appear to be any age they had once been while mortal. Beyond the fundamentals of cycling through their own lifespan, they may also make more prominent alterations, such as changing their facial features, changing their skin tone, and modifying their height up or down by 1’0” from prior. They may also completely hide their fae-like nature to appear like a completely regular descendant - ‘masking’ their true selves. This feeling can become quite strange at times, as a Tree Lord will always feel the most comfortable in their plant-esque state - an expression as true to themselves as possible. Small aesthetic changes may happen sporadically as a response to emotions or outward forces, akin to how nature’s song may change and react to a druid’s feelings. In order to change their Husk’s appearance, they must go back to the location of their Soul Tree, merging with it and spending [1] OOC hour within the tree as they rearrange and change the look of their body. This may also be used to heal any lingering injuries, missing body parts or disabled limbs via magic, material or otherwise. COAGULATION [N/C, C] Sap and resin are thick liquids that run through the trees like blood. Husks too, possess their own version of it that runs through their own body in order to sustain itself. Should a Tree Lord get injured via a cut or a burn, the exposed ‘heartwood’ would release a brief flow of resin over the wound and harden over it to seal it in amber over the course of [2] emotes. The sap may also be used to treat another by smearing their own ‘blood’ over someone else’s wounds to encase it over the course of [2] emotes. They may also do it to other creatures, animals, and surfaces due to their blood simply being sticky sap, bonding to whatever surface they find. This does not suddenly mend the wound but can protect it to some degree in the middle of combat. Due to its quick reaction, the seal may be broken if hit by a weapon by [1] emote or if the individual breaks into a sprint. The sap may be used to deal with minor to moderate wounds. ROOTING [N/C, C] Should a Tree Lord lose a limb, whether in combat or otherwise, they may attempt to retrieve it and reattach it to their body. Branch-like tendrils burst out of the wound, covered in sap and resin, and reach out towards the limb. Bringing the limb closer to the injury will cause the tendrils to surge forth and ‘grab’ onto the body part, effectively ‘stitching’ itself back together by rerooting the limb to the body. To reattach a missing body part, it may be done over the course of [2] emotes when outside of combat. While within combat, it must be done over the course of [3] emotes, and the reattached limb or body part is significantly weaker than it would’ve been before - an arm may hang limp, or a leg will drag with movement. Whatever may be affected would not be usable for the remaining duration of the encounter. BOUGH’S SCOURGE [C] A Husk is primarily made out of sap and wood, and its natural composition falls under the dominion of the Aspects - a druid’s gifts include the ability to shape and mold floral material like clay. Applying this to their own bodies and over the course of [2] emotes, a Tree Lord may concentrate within themselves - causing the Wealdsheart to begin pulsing or beating with a visible light resembling their aura that leaked past any covering. Their aura then flows from the heart to the desired limb, consuming it in light before reshaping their arm in a quick ‘burst’ - this causes the bark to rupture and prickle outwards in sharp splinters as their limb rapidly loses its humanoid shape and becomes to a long, flexible ‘branch’. This new appendage, or ‘bough’ of the Tree Lord, functions semi-fluidly akin to a whip - growing in length to reach up to [2] blocks in terms of reach. The bough itself had hardened, bearing the striking strength of steel - however, due to its new form, the appendage was unable to hold, or grab onto anything. Covered in broken bark, the splinters from lashes could easily permeate any level of Light Armour, and damage Medium Armour - lodging its sharp fragments within the armour and flesh or otherwise underneath that are difficult to pull out. Should it be used to puncture a target, the limb was able to bypass even Medium Armour, and dent or damage Heavy Armour. Should one find themselves impaled by the limb, removal was extremely gruesome - requiring [1] dedicated emote of ripping the bough out of the body, almost always ending up with the rending of flesh from the grasp of the shattered splinters that covered the surface of the bough. NATURE’S KEEPER [R, C] Truly the embodiment of the wilds and their vicious nature, a Tree Lord may attempt to bolster their own form into their Wealdsheart to take upon a new, terrifying form with a new mantle that aims to protect their kin with a new brutish strength. Over the course of [4] emotes, the Tree Lord will draw upon nature and its energy around it - causing the surrounding area to react to the swelling of energy, with plants trembling in its wake, wind suddenly whistling and thrashing around, etc. They would then use the energy to forcibly ‘grow’ themselves a new body out of the Husk, before a new, hulking form ‘bursts’ out of the previous body like a bird hatching from an egg. This may be triggered in combat over the course of [5] emotes instead. This new body has lost most if not all of its ‘humanoid’-esque features, standing about a foot taller than before - their face and skin are forcibly turned into rough, tough bark equating to that of Heavy Armour. Twisted branches sprout from the head like antlers, while hands would grow sharp claws, and teeth would elongate into beastly fangs. These claws would be comparable to iron blades, though they are about only 6” in length while the Tree Lord’s voice may be altered to be deeper, as it reverberates through thicker bark. Their strength would become that of an Orc’s, and their unwieldy claws render weaponry unreliable and unusable, while any previously-donned armour will have found itself ripped off due to the violent nature of the transformation. There was a constant glowing light from the Wealdsheart that bled through any covering in the Treelord’s aura, staying alight for the duration of the Keeper’s form. While in this state, their mind has been rendered into something more ‘simple’ - while still able to recognize people, understand commands, speak with words, their intelligence is more akin to that of an aware animal. When the form is no longer needed or the Tree Lord is forced out of it, the Husk will shrink back down to whatever they appeared like before. —˖✧°.❀.— T H E T R E E T H E S O U L ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ [By Jocelin Carmes] S T R U C T U R E Standing tall and proud, a Soul Tree is a magical tree that essentially acts as a gravestone, tomb and birthplace for the Tree Lord and its Husks. They may be any species of tree, barring those which are stronger than regular trees, magical in some way, or otherwise. Natural energy seemed to concentrate itself within the tree as it housed the very essence of the Tree Lord. Due to this influx of energy, the trees are impervious to mundane tools, weaponry and fire. With the influence of the Fae Realm so strong within the soul of the Tree Lord, the Soul Tree’s fae energy bleeds out into the surrounding area - druids may be able to pick up on the strong energy from within the Soul Tree, while to other non-druids, it just seems like a normal tree. Small flora or mushrooms may begin to sprout around the roots in an unfinished Fae Ring, with the appearance of such reflecting the domain that the Tree Lord has aligned themselves with. Stepping into the immediate vicinity of the Soul Tree and under its canopy grants other Tree Lords, druids, and other fae creatures a sense of quiet peace, like a miniature version of the Fae Ring’s own influence. L O C A T I O N ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ Given the Soul Tree’s vast amount of energy, it requires much more light than a regular tree. The Soul Tree must have ample access to the sky and its surroundings like any other tree to sustain itself. It cannot be placed in a closed, confined area for it needs enough space to grow properly - whether it is a cave of some kind, or even a greenhouse. Should it be placed in such an environment anyways, the Soul tree will grow weakened and sickly, reflected in the Husk’s appearance as well. Should there be any outside influence such as someone building something around the tree, it would follow under typical interaction rules - as the tree would not sit idly by as someone puts a roof over it. —˖✧°.❀.— —˖✧°.❀.— [By Servane Altermatt] A B I L I T I E S In order to protect the soul encased within its wood, the Soul Tree is able to channel its energy into various abilities to both aid the Husk and itself in times of danger and otherwise - ensuring that the Tree Lord is able to conduct their duty towards nature evermore. EMERGENCE [N/C] When a Husk perishes, death does not come for the Tree Lord - not true death by any means. The control is relinquished back to the Soul Tree to create the body anew, forcing the Tree Lord to continue living despite its previous death. Once the Husk has disintegrated and the consciousness is transported back to the Soul Tree, a new body is incubated within the tree for [12] OOC hours before it is ready and is subsequently let back out into the world. Once birthed, the Soul Tree will be unable to produce another husk for [3] OOC days - should a Tree Lord die during this period, their form would be left in stasis as the Soul Tree regenerates a new Husk, then they must wait out the incubation process. When a Husk reemerges from death of any kind, it takes about [3] emotes for the Husk to exit out of the tree - prying themselves from the bark to be born anew. The pain of the death experience lingers physically as some kind of phantom pain - aching like a poorly-healed injury over the areas that were most afflicted that caused their death. GUARDIANSHIP [N/C, C] The Soul Tree in itself bears much control over its branches and roots, as it is sentient. This bodily control may be used to interact with others in a passive manner like patting someone’s head with a branch, or in an offensive manner like a root entangling an attacker. Should the Soul Tree be interacted with in some mundane way, like communion, the Tree Lord’s Husk would find themselves distracted - balancing the senses of their current body and their Tree all at once. Should the Soul Tree be under some sort of attack, the Husk would feel as if something was wrong, like a paranoia before the immediate need to go defend it. While the Soul Tree may be defending itself, the Husk would feel lost and fatigued due to the focus and required energies of the Soul Tree - the Tree Lord’s priorities having shifted from piloting the Husk to trying to survive. The Soul Tree itself is limited to what it has around it - being able to use its branches and roots as limbs. These limbs may be used to grab, throw, smack and or wrap around any targets it so pleases within reason - any means are necessary when it comes down to survival. SIRING [N/C] Much like a regular tree, a Soul Tree bears the ability of reproduction - solely for the proliferation of its life. With the aid of a druid with the knowledge of Gleaning and the corresponding Tree Lord, the druid may be able to coax a Sapling from the tree. It is a strenuous process for both Soul Tree and Husk alike, causing the Tree Lord to be unable to use any of its combative abilities after the sapling had been ‘sired’ from the Soul Tree. The Soul Tree then will go on [1] OOC week cooldown, where a sapling cannot be gleaned from it thereafter as to recover. This also applies to when the Soul Tree is freshly replanted as well, requiring time and energy to grow once more. A sapling is a smaller, miniature version of the Soul Tree, which may act as a continuation of the original. This is used to either preserve an existing Tree Lord and their soul, and or act as a back-up Soul Tree should the active one be destroyed in some way. Due to its magical presence, it requires constant natural energy - supplied by either a druid of [T3] or higher, or the unfiltered energy of the Fae Realm No more than [1] Sapling may be active at a time, should there be [2] that currently exist, the older / previous Sapling will go defunct. Should the active tree go defunct, or be destroyed, the active and viable sapling must be replanted in no less than [3] OOC days, or the Tree Lord will die permanently. PRESERVATION [N/C] Should the location of the Soul Tree become unsafe, or it simply is in need of moving, the Soul Tree itself can be shrunken down to a small sapling to be transported elsewhere with the aid of druids and its corresponding Tree Lord. [2] druids with the knowledge of Ungrowing, one of which must be T5, may seek to shrink the tree down with the help of the Tree Lord, who can calm and control the Soul Tree during the process. Despite this, ungrowing will put a strain upon the Tree Lord as the very notion feels like their very essence is being squeezed and choked out, fatiguing them greatly. While the main Sapling is ungrown, the very constraint of unnatural size reflects on the Tree Lord itself, causing them to be unable to access any of their combative abilities. The Soul Tree was never meant to remain such a constrictive size, and therefore will require to be planted anew within [3] OOC days lest it die and the TL alongside it - resulting in a PK. Any attempt to do this during combat, or if combat begins while in the middle of ungrowing, the druids’ concentration is considered broken and the Soul Tree will return to its normal size - requiring the druids to restart. —˖✧°.❀.— T H E B A N E S T H E W E A K N E S S E S ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ [By Tyler Jacobson] B L I G H T Due to the natural composition of a Tree Lord’s Husk, they can become blighted like the rest of nature - resulting in a sickly appearance and altered erratic mindset due to the pain that comes with being corrupted. Should the Husk become blighted, the Tree Lord would become more animalistic as it is now their very essence becoming corrupted as well - acting based on primal instincts like a threatened animal. In order to reach the state of total corruption, a Tree Lord must be struck [5] times cumulatively with any corruptive spell, magic, material or otherwise with an injury that equates to a moderate injury or more - unless specified otherwise. The Tree Lord’s mental and physical disposition slowly deteriorates with each hit as they succumb to the blight - eventually losing all rationale at the culmination of those emotes. Their mind becomes addled and clouded by pain and anger, as their body slowly loses control over the magic it possesses. After [5] emotes have passed after the Husk’s corruption, the Husk will be unable to handle it - slowly eventually melting away into mulch. In order to corrupt a Soul Tree, it must be struck [3] times cumulatively with any corruptive spell, magic, material or otherwise unless specified otherwise. Should the Soul Tree become blighted, the Tree Lord has [3] emotes of nausea, sickness and general malaise before they inevitably become blighted as well - reverting to their animalistic instincts. Should a Soul Tree remain corrupted for over [3] OOC days, the tree will perish - the Husk alongside it. In order to heal a Soul Tree or Husk from blight, [1] Blight Healer with knowledge of Cleansing may purify the Husk while [3] Blight Healer are needed for the Soul Tree. Should the Husk be purified but the Soul Tree is still blighted, they have [5] emotes of reprieve before becoming blighted once more. F L A M M A B I L I T Y The husk of a Tree Lord is effectively made out of wood, thus they have the capability of being set on or catching fire much easier than a regular descendant. On the contrary, the Soul Tree is impervious to mundane and alchemical flame due to its fortified magical strength - acting essentially fireproof. Various magical fires however, have the capability of affecting the Soul Tree as well as the Husk. M A L F L A M E ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ The Husk itself is impervious to Malflame, since it does not house a Soul. ✧ When used on the Soul Tree, it requires direct exposure to a [T4+] spell for a continuous [3] emotes to be destroyed. D R A G O N S F L A M E ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ The Husk will immediately catch fire should it be exposed to any level of Dragonsflame. ✧ The Wealdsheart can be broken if exposed to any direct dragonsflame spell for a continuous [2] emotes. ✦ When used on the Soul Tree, it requires direct exposure to any dragonsflame spell for a continuous [4] emotes to be destroyed. V O I D A L F I R E ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ ✦ The Husk will become blighted if exposed to Voidal Fire, specifically those of [T3+] spells. ✧ The Wealdsheart can be broken if exposed to any direct exposure to a [T3+] Fire Evocation spell for [2] emotes. ✦ When used on the Soul Tree, it requires direct exposure to a [T4+] Fire Evocation spell for a continuous [5] emotes to be destroyed. V O I D A L M A G I C Being the antithesis of creation, anything related to the Void has the chance to blight the Tree Lord’s Husk and Soul Tree. Any general casting of the Void near the Husk will not blight them, however will make the Tree Lord increasingly uncomfortable and distrustful in its presence and perhaps even extended to the mage themself. Due to their general and innate distaste for the Void, Tree Lords are also unable to possess, use, and or trigger any level of Voidal Magic enchantment - combative or non-combative. Standing within the effective range of a Mana Obelisk will cause the Tree Lord to experience nausea and discomfort. Should the Obelisk be out of sight, the feeling of nausea will persist but should not be metagamed as being caused by Voidal magic. Standing within the radius of a Voidal Hollow, Heath and Tear will begin to blight the Husk over the course of [3] emotes should they remain in the affected area for more than [2] emotes without some level of protection. N E C R O M A N C Y Necromancy, being the opposite of Druidism in the fact that they dabble with death and undeath in comparison to the life of nature, may be used against both the Husk and Soul Tree. Draining can be used on both the Tree Lord and Soul Tree - the Tree Lord will provide the equivalent amount of Liquid Lifeforce as a regular descendant, and will follow the same rules as such. Soul Trees themselves may provide a total of [3] counts of Liquid Lifeforce per ritual, and doing so entirely will kill the Soul Tree and subsequently the Husk as well. Sapping may also affect the Tree Lord in a similar manner that it may affect a regular person - each 'stage' considered a count towards their cumulative blight sum. Necrotic plagues and their symptoms may affect the Tree Lord the same way as a descendant, barring those that would affect certain organs that the Tree Lord does not possess. Effects like vomitting, hemoptysis, etc. would not be able to affect a Tree Lord given that they do not have lungs or a stomach, however they may still suffer from things such as hair loss, darkbite and or cold chills. These may simply be cured through Blight Healing. Doing the Draining ritual on the Soul Tree still follows the same cooldown as it would on a descendant - Soul Trees themselves may provide a total of [3] counts of Liquid Lifeforce per ritual, and doing so entirely will kill the Soul Tree and subsequently the Husk as well. Sapping may also affect the Soul Tree with each 'stage' of lost strength contributing itself to the loss of usage in it's limbs - that is to say, after the Tree has reached 'Voidstalker Strength', it will be unable control any of it's [4] limbs. Each stage also counts towards the Soul Tree's cumulative blight sum. M E T A L S Azhl Steel and its blight spreads much quicker through a Tree Lord’s body - once the illness takes hold, the limb itself grows weak - akin to an arcane mage’s Voidal Poisoning. If it were to strike the Wealdsheart, the Husk would quickly become blighted - becoming corrupted over the course of [3] emotes. When used on the Soul Tree, it can be used to effectively ‘bypass’ the Tree’s strength and enable someone to chop it down like a regular tree. In addition to such, it may blight the Soul Tree if cut into it, starting from when the bark has been breached - once fully corrupted, the tree would find that its only able to control [2] limbs at a time, instead of the standard [4]. The first attack of Azhl will promptly stun the Tree for [1] emote, preventing it from accessing its abilities for a brief moment before it recovers. Due to its blighting nature, the very sight of the metal - raw or refined - creates a dread within a Tree Lord’s mind. Thanhic steel, when used against the Husk, will slowly disable the affected limb over the course of [3] emotes when breaching the skin once, causing the limb or body part to become inert, as if suddenly falling asleep. Should the head or face be struck, the Tree Lord would slowly find themselves becoming blind and deaf. The Tree Lord may not trigger any abilities or cast any magic through this disabled limb, and must return to the tree to return their bodily functions via Changing Seasons. If the Wealdsheart is struck by Thanhic Steel, it would immediately begin to shut down the Husk over the course of [3] emotes before eventually causing the Husk to die, turning to mulch. When used on the Soul Tree, it too can be used against the tree to chop it down regularly. The first attack of Thanhic Steel will promptly stun the Tree for [1] emote, preventing it from accessing its abilities for a brief moment before it recovers. In addition to such, after [4] consistent strikes, all of the Soul Tree’s abilities will be unusable if strict by Thanhium in any way, disabling its magic. Due to this loss of connection, the Husk would slowly lose its shape and die wherever it may be. Inherently magically-corruptive metals otherwise, such as Morion and Rokodra, cannot be aptly wielded by Tree Lords. The inherent saturation of the Abyss’ Lifeforce in Morion directly comes into conflict with a Tree Lord’s connection to the pure life of the Fae Realm while Rokodra’s infernal nature and hellish origin deeply unsettles the Tree Lord - causing a great aversion and hatred to both metals. These mental afflictions apply to both the raw and refined versions of the material at the mere sight of it. —˖✧°.❀.— [By Asya Yordanova] U N A T T U N E M E N T Being a creature so intrinsically infused with druidic energy, any attempt to sever a Tree Lord from their magics would not only be physically painful but affect their very essence. It is the one of the only ways to release a Tree Lord from the mortal realm, and the only way to revert them from being a Tree Lord. P R O C E S S ⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆ In order to unattune Tree Lords, [3] druids are required - with all of them requiring a TA and the knowledge of Attunement. Only [1] of involved druids requires the knowledge of Unattunement. Unlike other druids that can be reattuned after being disconnected once, Unattunement results in the permanent death of the Tree Lord. Unattunement cannot be done on just the Husk - it must be done at the site of the Soul, the Tree Lord’s Soul Tree. If attempted on the Husk alone, all involving druids will be exhausted as if completing a successful Unattunement while the Husk itself dies and turns into mulch. It will reform at the Soul Tree after [24] OOC hours, remembering the pain as something indescribably and viscerally painful - both mentally and physically. The pain of Unattunement on a Tree Lord is a deep-rooted anguish, as it is the attempt to separate the Soul from what is currently keeping it alive. Much like if the Soul Tree was being attacked regularly, the Tree Lord will feel a deep sense of dread and urgency, following the specifications of Guardianship (refer back to Soul Tree abilities). Should the Soul Tree be successfully Unattuned, the Husk - wherever it may be - will suddenly begin to wilt and disintegrate painfully over the course of [4] emotes. The Soul Tree itself will also begin to wilt and die as its power wanes before both it and the Husk go inert, wilting away and effectively dying - leaving a pile of mulch where the Husk once was and a hollow tree. The soul itself is sent into the Soul Stream as if it had no connection at all, sent to wherever they would’ve gone without divine intervention - Ebrietas, or otherwise. The Fae half of their soul, untethered and now freed from its entrapment, returns to its own cycle of reincarnation in the Fae Realm to be reborn once more. —˖✧°.❀.— {1} The druids involved must encircle the Soul Tree - should the Husk be present, it is to be bound next to the Soul Tree, both as a preventative measure from lashing out and for the druids’ own safeties. {2} The leading druid, the one possessing the knowledge of Unattunement, will begin their incantation, while the other [2] druids begin to Powershare with the leader. Aesthetic effects may also begin at this time, like nature reacts violently to the act, or animals attempting to retreat and hide as if sensing danger. {3} At the peak of this process, the leading Druid will then ‘sever’ the connection. This can be up to the player emoting, but it must have something to do with the tree - whether it is striking it with their staff, or simply placing a hand on the trunk. {4} The immediate follow-up to the Unattunement would entail aesthetic effects after the process had been completed, whether its nature falling entirely silent, or flora stilling as if frozen in reaction to the effective death of the Soul Tree. —˖✧°.❀.— —˖✧°.❀.— [By Randy Vargas] P U R P O S E Tree Lords is a very, very old piece that has fostered a community that has grown to resent the CA for what it is, and/or what it isn’t. A lot of testimonies call the current CA boring, and lacklustre for something that is considered the ‘pinnacle’ of druidism, or something equivalent to such. Others have cited other issues with dated information, unclear lore and issues with the CA spells / abilities. This write was aimed to mostly refresh, and revamp the CA less with a new coat of paint, but with a proper demolition and rebuilding from the base. At this current moment, the current CA is not considered fae, but this write has changed that for several reasons. The reason for this is that there is little reasoning against the fact that the CA is not already fae. As cited in Sylvian Alchemy, Tree Lords possess the reagent Fae Ichor, similar to that of Sprites and Epiphytes. In Transcendence, the infusion Fairy Fire does not work on Transcendent druids, Tree Lords, Sprites and other fae creatures - should a Tree Lord not be a Transcendent druid and considered simply an altered soul, they should technically be affected by the infusion yet they are not. The explanation that makes the most sense thereafter would be because they are some level of fae. The idea of forcibly binding a Fae creature to the Soul Tree as fuel gave more credence to a Tree Lord’s nature, as well as upping the stakes in its creation - hopefully providing a more interesting narrative for those who wish to defy the cycle and become what is essentially plant undead. All in all, this served as both a place to vent out frustrations about a lore I genuinely love interacting with and love seeing in the first place, and as a way to practice my writing in the current lore ‘climate’ of the server. It was a fun group project with friends, and that’s all that really matters anyways. As an addendum because I know how bad the optics look, this rewrite has been months in the making, from November of last year, and talks about it have extended even further back. I hold no ill will to anyone in the community at all, and simply aim to make a better roleplaying experience for EVERYONE, whether they are the good guys or the bad guys. There will be no need for venting frustrations about roleplay on this lore post as much as I understand it and sympathize with it but this is not a place for that - this is a place for specifically lore. I will not tolerate the likes of the back and forth seen in previous days and ask for the comments to be turned off - if you have a problem with me, any of the writers, any of my friends, you bring it up to them or me in an honest and upfront manner without hiding in group chats and throwing around accusations. I hope that we can all benefit together as a community, and tell good stories together because that is what matters at the end of the day. C R E D I T S Writer: @marsloll Consultation & Feedback: @RaiderBlue @Akrasia@glassyskies @Fleur___ Formatting: @Pengin Original Lore: @OhDeerLord R E F E R E N C E S Tree Lords Communion & Control Blight Healing Transcendence Fae Rings C H A N G E L O G
  10. = D R U I D I C T R A N S C E N D E N C E = A D R U I D ‘ S H O N O R ‎₊˚⊹ 𐦍༘⋆₊ ⊹ [By NaChosOMG] The Fae Realm, or Eternal Forest as the druids know it, is a strange and mysterious place. Creatures beyond mortal comprehension call the Realm their home, existing beyond human restraints and morals. Nature was at complete and utter peace, unfettered and unbothered by dangers that would disturb it. It is this place that departed druids spend their eternal afterlife, a welcome retirement from the toils of life into a place of tranquility. Those long-passed druids take their wisdom with them, only kept in the mortal realm through tomes and words passed unto students - to be eroded with memory and time. Words and experiences, locked away behind that ever-present veil between the Fae Realm and mortal realm. It is through this thirst and pursuit of this lost knowledge that sparked the fire underneath the druids of the living - to seek some way to further preserve their ways and seek out guidance from those who have passed. Though as simple mortals, they would have had no way to enter the Fae Realm beyond simple death. Seeking out those from the Fae Realm in the living world, they found that they still were unable to traverse the realm as they sought to. It was first the Owl Druid that unlocked the knowledge of projecting one’s form into the Forest via their connection, but with the sudden changes in the Cosmos - the death of Xan, the ascension of Azdromoth - the dangers that were once unheard of were coming true. Security must be prioritized, and under the wills of the Aspects and for the safety of those under their care, the access to the Fae Realm had shut out once more. Yet it did not stop the inherent curious nature of Fae to bypass those blocks to enter the mortal realm once more - whether it was to escape the Fae Realm they deemed unsafe, or simple fascination. In these droves, a weathered elder and his student stumbled across a Unicorn on their travels - the fae having been stranded outside of its home, without a way to return. Upon leading it back to a Fae Ring to return home, the Unicorn - ever grateful for the druids’ help - offered them both a boon, a debt to be repaid. It was then the Elder had an idea, perhaps in exchange for their help, the Unicorn may provide them with the energy and power to visit their new friend when they wished. Hesitant, but a creature of its word, the two made a deal - bonding the elder and the unicorn in an eternal conjoinment. He could feel it - something taking hold of him, as his hands tingled with markings beginning to blossom over the tips of his fingers. As the elder sought for a brief moment to look down at his hands, a bright flash of light erupted from the Fae Ring and the Unicorn was no more. The only evidence left behind were patterns around his nails that had now formed, and that strange discovery between Fae and mortal. Since then, more and more fae have slipped into the mortal world, and the pacts between both druid and Fae have flourished - born of mutual symbiosis, as nature would’ve intended. —·༻𐫱༺·— [By F3LC4T] O V E R V I E W Druidic Transcendence is a Druidic Feat and Magic that allows for a druid to harness the boons of the Fae Realm without being Fae - instead, getting their abilities from a preexisting Fae creature that they have formed a successful bond and or contract with, which as allowed the druid to share a part of its power. Every Fae creature may affect their champion differently, but the abilities they offer range from creating portals between the realms, speaking to those within the Fae Realm, and even venturing into the Fae Realm. These boons are not without risk, as the Eternal Forest is full of dangers to one’s being and soul. I N D E N T U R I N G ‎₊˚⊹ 𐦍༘⋆₊ ⊹ The beginning of a druid’s journey to discover and understand the Fae Realm must start with understanding their gifts to the fullest capacity that they can. Any less and their soul might not be deemed strong enough or worthy enough of contracting with. The next step is to search for any Fae curious enough to commune with through having an open summons within a Fae Ring, and win the favour of - through charm, wit, or even offering. There is only so much one can understand about the Fae Realm from an outsider’s perspective - innate knowledge from the Fae Realm can only be garnered from a native denizen. Should the Fae find the druid interesting enough, they will invite the druid to finalize their deal. In an act of indenturing and pacting the druid to the Fae, the direct energies from the Fae and the Eternal Forest latch onto the druid’s spirit that slowly begins to morph and change their body, mind and soul. —·༻𐫱༺·— P R O C E S S A druid and their teacher must create a totem of whatever Fae their student wished to contact. The teacher will paint the totem with a kuila pigment mixture before placing it in the Fae Ring. Summoning their energy, they infuse the totem - causing it, and the Fae Ring to glow. In this moment, any Fae of likeness to the totem may be summoned into the Ring in spirit form. It is then that the student may try to convince the Fae to contract with them. Should the fae be amicable to such, they will then form an indenture with the druid - some form of oath or promise beaten them. These promises often having to do with the animal’s species or species like them, fae in general, domain-specific promises, etc. - not harming animals of the same mundane species or fae in general, carrying and keeping parts of said species or the fae visible on them at all time, etc. Once this pact is solidified, the student and Fae will bind themselves together in this promise. The student’s hands will begin to glow, as druidic runes and etching appear on their fingers - a sign of their connection to the magic of the Fae and the Eternal Forest. Following this, the student may then put up their FA and mental / physical effects will begin after acceptance - allowing them access to specific cantrips known as Jinxs. —·༻𐫱༺·— N U R T U R I N G Once a druid has dedicated at least [1] OOC month to the learning of Transcendence, their ability to absorb and understand the Fae Realm can continue to grow with the aid of their patron. Summoning their Fae benefactor once more through the same process of when they were first connected, the druid may be required to trade something in return for further power - whether a promise, a task, an offering or otherwise. Once this is fulfilled, the Fae and student ‘renew’ their contract - causing the runes upon the druid’s body to grow further along their body as a visual signifier of their progression. Following this, the student is expected to put up a separate MA for Transcendence, and once it is accepted, mental and or physical effects will begin - allowing them access to further rituals and magic known as Sabbats. —·༻𐫱༺·— P R O G R E S S I O N There is no exact tier progression, as all feat-level spells may be taught immediately upon the acceptance of the FA. Once Nurtured, the druid may learn all of the new spells provided to them provided that they are taught in roleplay. All spells, rituals or otherwise must be taught in roleplay by someone with a valid TA, meaning that a Transcendent Druid is unable to perform certain spells they have not been made aware of and how to control their mana in order to perform. After [1] OOC month after the acceptance of a druid’s Transcendence MA, they are able to make a TA - provided that they have been taught everything. —·༻𐫱༺·— [By Quaresma] P H Y S I C A L I T Y & M E N T A L I T Y With their spirit now tethered to a Fae benefactor and the Eternal Forest, the druid’s body will begin to morph and change based off of this new connection. The Fae energy connected to their being will begin to manifest in various ways as the druid progresses in their knowledge and practice with learning how to manipulate their energy. At the beginning of the druid’s journey, the druidic marks on their flesh are confined to their lower arms, slowly creeping up from their fingertips to palms to forearms. The druid will begin to find their mind begin to morph, in small but noticeable changes in their behaviours, thought processes, and mindset when it comes to mundane things and when it comes to their natural duties - some of which may reflect the mentality. These include, but are not limited to: MENTAL EFFECTS ✿ Prone to mood swings ❀ Memory lapses ✿ Brain fog ❀ Heightened skepticism ✿ Prone to sleeping for longer / more frequently ❀ Hearing ‘voices’ in their mind ✿ Increased indecisiveness ❀ The want to eat more raw materials / rejecting cooked food ✿ Hoarding Once they have reached the cusp of their craft and have turned back to the patron to be Nurtured, the druid would find their runes slowly continue to blossom and grow over the stretches of their skin like ivy - encompassing the whole of their arms. Beyond the warping of their mind, their body will begin to slowly change as a result of the further plunge they have taken in the faerie arts. These include, but are not limited to: MENTAL EFFECTS ✿ Visually seeing glimpses into the Fae Realm for moments at a time ❀ Severe/strong reactions to disruptions to nature ✿ Face blindness with non-transcendent druids and non-fae ❀ Difficult remembering small / specific details ✿ Time blindness ❀ Delusions ✿ Repetitive behaviours ❀ Depersonalization / derealization ✿ Auditory and visual hallucinations PHYSICAL EFFECTS ✿ Animalistic traits (claws, fangs, etc.) ❀ Fae and Plant-like traits (flowers, kuila growths, etc.) ✿ Scales, feathers, and or fur along the arms and body ❀ Differently-shaped pupils ✿ Starlight, sunlight, moonlight, bioluminescence etc.features in/on the druid’s hair, skin, etc. —·༻𐫱༺·— [By F3LC4T] C A S T I N G A Transcendent’s aura may manifest differently due to the flow of Fae energy they had been gifted. Through this, their tells may have shifted into something more aligned with the Fae Realm, or Domain in which their benefactor hailed from. This may include small chunks of Kuila temporarily sprouting around where the druid stands as they cast, ethereal butterfly wings appearing on their back, giggles and laughter of the Fae Realm permeating around them, or embers of fairy fire will blink in and out of existence by their hands or head. In addition to these changes in tells, they may use these changes in other druidic tells as well, outside of Druidic Transcendence - extending their Fae’s influence over the rest of their magic. They may also extend this to the shape of their Luonto, allowing it to take the shape of their benefactor. —·༻𐫱༺·— [By Amy Sol] J I N X E S Upon the completion of the first pact with their patron, a Transcendent will find themselves with the knowledge to further manipulate the natural energy around them to emulate that of the Fae Realm with the aid of their contractor. Most of their initial knowledge will centre around that of simply expanding what they already know about their Druidic abilities as well as learning how to use their mana to simulate similar powers that one may access if they were truly Fae. METAMORPHOSIS [N/C] [Infusion] Due to the Fae bond in a Druid’s spirit, they may channel some of that power out into the mortal world. Siphoning some of the energy of the Eternal Forest, a Transcendent may spend [2] emotes channeling their energy and imbuing plant life, animal life and mundane objects with a charge of fae energy. This will cause their appearance to change into something more otherworldly and strange, like giving an animal horns when they shouldn’t have any, or covering a wooden instrument in flowering vines and Kuila. These effects will only last [1] OOC day before the fae energy fades and the object, animal or plant returns to normal. Additionally, a Transcendent may spend [3] emotes to properly infuse an object or animal with a stronger dose of Fae energy so that the fae-like changes are permanent. WILDSPIRIT CHIMES [N/C] [Infusion] Manipulating the remains of a small creature and channeling their energy into it, a Transcendent would be able to create a wind chime out of bones and kuila to either ward off or attract fae to the chime, depending on the corpse of the animal. Over the course of [3] emotes, a druid fashioned their chime before stepping into a Fae Ring under the light of the moon, and began to channel their energies. The Fae energies will then react to the presence of the Kuila and begin to siphon itself into the chime, bringing with it the deceased animal spirit back into the chimes as well. Should a druid wish to ward off fae with Warding Chimes, the bones must be made of a small predator animal, like a piranha or ferret. If they wished to create a chime that attracted fae instead, the druid would have to use a prey animal like a mouse or a bird to create Beguiling Chimes. FAERIE FIRE [N/C, C] [Infusion] Hidden deep in the Nightfall domain, enchanted motes of flame dance in the eternal darkness - illuminating paths and structures for its fae denizens. With its hypnotic colors, the fires were used to draw on prey like moths to a flame before the fae would strike while they were distracted. Transcendent druids bear the same ability to do the same, albeit to a lesser degree. Taking a Kuila crystal into the ring, the Transcendent will draw forth their energies as they proceed to crush the crystal up into fine dust - infusing the shards during the process over the course of [3] emotes. Now alight with the druid’s own aura and the inherent color of the Kuila, this dust may be lit into heartless flame - producing an eerie light. Should one look upon it for [2+] emotes, the person would start to feel drawn towards the location of the Faerie Fire and begin to wander off from there in a confused, trance-like state. Should another Faerie Fire be within sight of the first, the person would continue to follow it like a trail before snapping out of their state. [5] BLOCK RADIUS: Bowls, Torches, Lanterns, etc. [10] BLOCK RADIUS: Pyres, Braziers, Fire Pits, etc. Once the infused dust has been created, it may be cast on a weapon or item of choice to light the weapon on fire. This flame exhibits the same effect as a brazier of Faerie Fire, attracting the attention of any single target within a [10] block radius who looks at it for too long - causing them to ignore whatever it was they were doing before to focus on the wielder of the fiery blade. In order to enter this trance-like state, the target must maintain eye-contact with the object for [1] emote, falling into a haze the emote following.While in this state during combat, they will solely focus on the wielder and the blade for [3] emotes - ignoring any minor injury that may come from it (i.e cuts, scrapes, bruises, etc). Any larger injury will cause them to snap out of their trance due to the pain. VEX [N/C, C] It is in a Fae’s nature to be a trickster at heart, unbound by mortal concepts, laws, and morals. Curious and mischievous beings at heart, many seek new experiences through their hosts and how they may interact with the rest of the world. Over the course of [2] emotes, a Transcendent may warp nature around them or others, or another’s perception to harmlessly play tricks upon them - turning someone’s helmet into a pumpkin, causing a root to grow out to trip someone, etc. In combat, the druid may spend [2] emotes to stop or redirect mundane attacks by altering its properties with that same mischievous power. It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal, arrows turning to flowers as they're pushed off course, or the Vex appearing somewhat displaced as to throw off the aim of a potion. TWILIGHT’S CHAMPION [C] The dangers that the mortal realm poses to nature and to the Fae Realm as a whole does not go unnoticed by those who live within the Eternal Forest. Thankfully, the Fae have their indentured servant to continue to keep nature safe with their help. Channeling the strength of their patron, a Transcendent druid may manifest their energies to briefly enshroud themselves with the likeness of their fae benefactor over the course of [2] emotes - akin to a cowl of energies, or the manifestation of the fae looming over the druid’s shoulder. Empowered with the strength of their patron, a Transcendent may channel their power through their body - swiping or lashing at an opponent with the combined strength of the Wilds and the Fae Realm. A slash would be enough to slash though Medium Armour, while a punch or blunt strike would be enough to dent Heavy Armour. —·༻𐫱༺·— [By Jodi Muir] S A B B A T S Once the Transcendent Druid has taken the plunge into further dedicating themselves to the art of the Fae with their otherworldly guide, they are able to better understand and manipulate the very veil between the Fae Realm and the mortal realm. Now possessing the further power granted to them by their patron, the Nurtured Transcendent now bears the ability to further pass on their knowledge and further connect others to the Fae, should they so wish. These spells are restricted to those who have an accepted valid Transcendence MA and are considered Nurtured. WILDWEAVING [N/C, C] With their mind further expanded to the truth and machinations of the Eternal Forest, a druid may be able to utilize a Fae’s ability to hop through realms to a lesser, quicker extent. Over the course of [3] emotes, the Nurtured Transcendent may become one with the natural leylines to traverse distances. The druid attunes to the natural energy around them - focusing on where they stand and finding a weak spot between the mortal realm and the Fae Realm. They can highlight and or expose the weak spot of the Veil of where they stand before seamlessly slipping within, temporarily transporting themselves through the Fae Realm before weaving their way to their destination - the other weak spot, in which they suddenly appear in a flurry of particles like petals, leaves, fairy dust, or otherwise at the end of the emotes. The exposed spot of the Veil can be made into various aesthetic options, like a simple swirling rift of colours, a circle of druidic runes, a temporary ring of mushrooms, and so forth. CALL OF THE ETERNAL GUARDIANS [N/C] [Ritual] [Infusion] The Eternal Forest houses all of the druids that have passed over the centuries, taking with them their true knowledge and wisdom. Younger generations of druids, faced with challenges they may not know how to deal with or understand, may call upon their deceased Elders for advice to converse over a period of time. They may also use this to call upon any Fae creatures to converse with, especially if a student may be seeking a curious benefactor in need of a champion. Using a small item or totem that represents the dead druid in some way, or something that resembles the Fae creature in question, the Transcendent paints it with druidic runes with kuila dust mixed within. It is then placed within a Fae Ring where the Transcendent hones in on the object, causing it and the ring to begin to glow. The druid may then attempt to call forth the dead druid or fae, and if answered, they will appear in a spectral form in any form that they would wish. They may be communed with for up to [2] OOC hours. After that time, the dead druid will feel the call of the Fae Realm and vanish. With the trinket left within the ring, the departed druid’s essence may choose to linger within the object after they return to the Fae Realm - acting like a Singing Infusion of that druid’s particular song. RITE OF THE FAE RING [N/C] [Ritual] As both worlds of man and fae continue to meld together, portals between the realms appear in the dead of night while others disappear completely. In order to maintain connection and communication with those in the Eternal Forest, druids have discovered a way to create their own portals rather than waiting for one to appear naturally. The Rite of the Faerie Ring takes about [6-8] emotes in total, starting with a group of [3] druids finding a place untouched by descendants or darkness in the dead of night under the full moon. The Transcendent druid of the group will begin to carve druidic runes into the earth in the shape of a circle. The [2] druids will begin to infuse and channel their own energies into the markings while the Transcendent joins them in channeling and chanting. During this time, aesthetic effects may begin to occur ranging from, but not limited to, flora shifting around wildly, the moon appearing to glow brighter, fauna and fae being drawn to the accumulation of energies, etc. Mushrooms and flora will begin to flow and grow in place of the runes before a burst of moonlight overtakes the centre of the ring and fades, cementing the portal of the Fae Ring. Different aesthetic appearances may vary based on which Domain the particular Faerie ring is connected to. SUMMONS OF THE FAERIE [N/C, C, ET] [Ritual] The Eternal Forest is not just home to the departed druids, but many native denizens as well - different levels of fae creatures roam the Domains of the Aspects like Sprites, Cervitaur, Featherfolk and the list goes on. Utilizing their newfound knowledge of the tethers between the mortal realm and the Fae Realm, they may beckon forth a fae creature of their choosing from the Eternal forest, whether for commune or otherwise. In order to summon a Fae, they must utilize a Fae Ring, and the light of the full moon. When the moon is at its highest and the veil between worlds is the thinnest, a Transcendent Druid may focus their energy into the portal and allow it to draw in any curious fae, much like a fisherman and bait. With a singular druid, this may be used to summon Sycophants, Epiphyte Fae Plants and Sprites - the former only being able to communed with for [1] OOC hours without a host bonding to it before it returns to the Fae Realm. Should a larger, more significant Fae creature be required, [2] Transcendent druids are required - one of which is Nurtured. The process is the same, as both druids cast their energy into the Fae Ring to draw in any curious Fae. Additionally, the Transcendents may use offerings to attract a particular Fae - an idol carved in their likeness, food offerings, etc. The Fae that are summoned are considered corporeal and physical in the mortal realm, and therefore can be corrupted or killed during their stay - their hold upon the realm is mediocre at best, and will return back to the Fae Realm whenever able. WALK OF THE ASPECTS [N/C, ET] The Eternal Forest is a wondrous place, the epitome of peace in nature that all Druids should strive for - the perfect balance. Mastering their fae energy, a Transcendent druid may bring themselves and others on a journey to the fabled afterlife through their souls. However, by doing so, exposes their very essence to the dangers that too lurk behind the lush trees and foliage of the Fae Realm. The realm in itself may be an enemy, for the call of its song may be too great even for the eldest of druids. To traverse to the Fae Realm leads to a direct event led by Story / Event Team, with manager approval. Once the trip has been OOCly approved, a Transcendent with the knowledge of the Ritual of the Walk of the Aspects must step into a Fae Ring, able to bring with them up to two other druids. Concentrating on their well of fae energy, the Fae Ring will begin to react accordingly with various aesthetics - mushrooms glowing with moonlight, flora beginning to shake and quake, etc. The presiding ET may also emote the aesthetic effects while the ritual is under way. At the height of the ritual, the ET will then transport the group to the Fae Realm. Whatever happens during the trip is entirely up to the presiding ET. Upon entering the Fae Realm, the druid(s) appearances may change aesthetically to appear more fae-like or reflect their soul better. While in the Fae Realm, the druids will feel a calling to them from the afterlife - calling them to stay within. The various fae, denizens and artefacts of the Fae Realm will also be present, and can interact with the travelling druids and vice versa. This may include conversing, and also harming the souls of the druids which may lead to side effects and a PK. If a druid’s spirit is harmed and is injured up to [5] times, their soul is forever lost and trapped in the Fae Realm - resulting in a hard PK. Small scrapes and negligible injuries do not count and it is up to the presiding ET’s discretion to determine if an injury counts or not. Should the druid(s) soul(s) be killed within the Fae Realm, it will also result in a hard PK. A trip to the Fae Realm may only take up to [3] OOC hours - should the druids choose to remain past this mark, there will be [3] warnings made emote-wise over the course of [15] OOC minutes. Each warning is the song of the Fae Realm getting stronger and stronger as each druid will begin to feel the call to remain in the Eternal Forest. If they choose to remain after the warnings, then their souls will be forfeit to the Fae Realm - resulting in a hard PK. BOONS AND OBJECTS POSSIBLE TO OBTAIN ✿ Prophecies (visions, riddles, etc.) given by the Patrons (Aspect interaction is forbidden) ❀ Direct guided influence from the Patrons (Aspect interaction is forbidden) (requires management approval, with no obligation to do so) ✿ Blessings from Patrons (Aspect interaction is forbidden) ❀ Ancient relics / items In order to leave, the Transcendent druid that led the ritual in the first place may gather the group around them and focus inwards. Over the course of [3] emotes, the Fae Realm will react with various aesthetic effects like the wind picking up, motes of energy beginning to appear around the group, etc., and the group will be transported back to their bodies within the mortal realm. All druids, upon arrival back into the mortal realm, will have a temporary side effect that lasts up to [1] OOC day. These include, but are not limited to: TEMPORARY EFFECTS ✿ Nausea / Motion sickness ❀ Vertigo / dizziness ✿ Headaches / migraines ❀ Overstimulation ✿ Adrenaline rush ❀ Restlessness ✿ Hyperactivity ❀ Extreme fatigue ✿ Aching joints / bones PERMANENT EFFECTS ✿ Permanent Greensight ❀ Night terrors / nightmares related to the Fae Realm ✿ Hallucinations related to the Fae Realm ❀ Decaying / rotting flora near or at the site of the injury ✿ Cursed animal / fae / plant limb at the ET discretion ❀ Phantom pain / spasms in the area ✿ Inability to use the affected limb with permanent paralysis Should a druid have been injured in any way during the trip, the chosen effect, injury and an additional effect chosen by the ET are permanent. All of those who participated in the Walk of the Aspects will be unable to traverse to the Fae Realm for [2] OOC weeks following the event. Specific Fae, such as Sprites, will be subject to a [1] OOC week cooldown on participating on a Walk of the Aspects. —·༻𐫱༺·— [By Stephanie Kock] P U R P O S E I personally have a lot of issues when it comes to the current version of Transcendence. Most of the feedback I had gotten from Transcendent players and non-Transcendent players alike is that it, as a feat, did not have a lot to work with despite having the spells and abilities at one’s disposal. Many abilities simply go unused, and viewed as filler, or certain spells and abilities cause issues in regards to the set precedent and standard of the rest of the server (some of which have been removed because of that). Some things have been swapped around and changed entirely, and while the rest remains mostly the same, the very core of the piece has been altered - which in my mind, warranted a full rewrite rather than just a patch-note style amendment post. If a patch-note style amendment post is what ST / LT want regardless, then that’s fine by me too. A lot of the changes stem from the fact that Transcendence as a feat and in their current connection implies that simply going to the Fae Realm via spirit is enough to unlock all this esoteric knowledge. Logistically speaking, all druids are connected to the Fae Realm, so I’m unsure why this knowledge is barred behind going to the Fae Realm in the first place for this would mean any druid that has been to the Fae Realm via the Fae Ring in a Walk of the Aspects should be able to become a Transcendent druid. In addition, because of just learning how to astral project oneself into the Fae Realm, they are suddenly allowed to adopt traits that make them look borderline fae when they are not anywhere near fae either - not to mention the logistical nightmare that comes with giant tells fading in and out of existence. Having the ability to interact with fae in a more approachable and friendly manner should (ideally) help acquaint the community with interactions like this that have more depth and sense to them. At the moment, Transcendence is also a bit of a bland feat - many spells do not get used, and some get it for the sake of being a ‘completionist’ of Druidism, which I don’t think is a good mentality. People should pursue lore because it’s interesting and they like it, not because it’s some checklist. Hopefully, I’ve been able to make it interesting enough to actually be a useful and enjoyable piece of lore to have and interact with. C R E D I T S Writer: @marsloll Consultation: @Tav @RaiderBlue @glassyskies Formatting: @Pengin Original lore: @NightcastorKitty R E F E R E N C E S Base Druidism Transcendence Fae Rings The Fae Realm Mani Summoning / Boons & Banes C H A N G E L O G
  11. [By Amotti] ⋆⭒˚。⋆☾⋆⭒˚。⋆ ɪ'ᴠᴇ ʟᴏꜱᴛ ᴀʟʟ ᴀᴍʙɪᴛɪᴏɴ - ᴀʟʟ ᴡᴏʀʟᴅʟʏ ᴄʟᴀɪᴍ. ⋆⭒˚。⋆☾⋆⭒˚。⋆ It was almost impossible to pinpoint how and what she felt, even after all this time. Those lingering words seem to cling to that wretched creature’s mind, like a leech or a parasite absorbing and eating away at her thoughts that would otherwise occupy the space. Since the beginning, she fought against instincts that plagued her so - the innate destruction, desolation, and ruin that festered in the back of her mind. That restless jolt that almost gave away so much, that ticking clock that jerked with every movement. Kill her. She is hopeless. She will only lead to devastation. She is a parasite, a hindrance. Save her. She loved you, when nobody would. You loved her, when nobody would. What was she? What could she have been to warrant the fate that was so cruelly imposed upon her? Her life, all of her life, flashed before her eyes - what little the Lord had been a part of in comparison to her own long, long time on the Mortal Realm. How rare it was for that red-headed woman to not be a part of it. It was almost nostalgic to think about it, even though she won’t be around. If that thing could shed a tear, they would. Hatred. I’m sure that’s what she feels. Hate. I could never hate her. A sharp blade cut deep against night-toned flesh as strange sap bubbled to the surface. Staring against the wound with little wince, it reminisced. The world was a cruel place, one that both had been great witnesses to. This was a grace that was given to the Lord - a shield from herself, and from the reality that sought to claw her down to the depths. The darkness that seeped from every corner - it would not take more of Nenar than it already had. It would not let the abyss take her like it already did unto them. Tilting their palm, the sickly liquid poured onto the blackened dirt - spilling across the ground in a slow ooze. May that hate burn bright in the people who loved her. Let us see whose love burns the brightest. ⋆⭒˚。⋆☾⋆⭒˚。⋆ ɪ ᴊᴜꜱᴛ ᴡᴀɴᴛ ᴛᴏ ʙᴇ ᴛʜᴇ ᴏɴᴇ ʏᴏᴜ ʟᴏᴠᴇ. ⋆⭒˚。⋆☾⋆⭒˚。⋆
  12. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By bumskee] ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— The third installment within the Worldly Whimsical Wonders series - dictating more discoveries of animals and flora that have slipped from the Fae Realm into the mortal realm. The world is a mystery - the moment everything seems to be turned over and understood, there will always be more just out of reach. Spilling forth like a spout or a spring, there is more to discover every day. The whims of these creatures will never be truly understood by mortal minds, but with these writings, there is only but hope. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By Drew Soman] A depiction of a Wyrmcarrier, ‘standing up’. WYRMCARRIER The Mother cannot keep an eye on all of her children, especially in the expanse of the Fae Realm and the mortal realm. There are the Mani that are more akin to demi-gods of their respective species, yet her garden still requires some level of care. Long snake-like beings known as Wyrmcarriers often fill the role of gardener, tending to small creatures and plants as they roam slowly through the Dayward Domain - planting seeds, picking fruit, and listening to the woes of their fellow fae. About twelve feet in length, these worm-like creatures usually bear a bark-covered face, resembling a mask - they can stand up to seven feet in height, revealing an underbelly of hand-like appendages hiding underneath its leafy coat. Entirely passive creatures, they also lack any predators - there is plenty of foliage for herbivores to consume, and a Wyrmcarrier’s flesh is closer to wood than anything with sustenance. Ergo, these caretakers nomadically travel all over the Fae Realm - providing whatever benevolent help that they could. The translucent pale orbs that grew at the end of its tail were filled with bioluminescent fluid - acting like a small lantern in the darkness where it roamed. They were generous creatures - often allowing smaller fae to sit upon its back like transit as it roamed around, or offering creatures to seek solace underneath its coat. In the situation that a Wyrmcarrier may find itself in genuine danger, its ability to camouflage is second to known. Hunkering down underneath its leaves, it would tuck in its tail and arms - hiding the light from view. Slowly but surely, the coat would blend seamlessly into its environment as the Wyrmcarrier is able to slow its bodily functions down to ‘play dead’. Once it observed that the coast was clear, it would simply unfurl and continue about its business. Often enough, Wyrmcarriers are more common than one would expect in the mortal realm as well - their giving nature mixed with their inherent curiosity lends to them extending their care towards the plants outside of the Fae Realm as well. [By spearmintaii] A noble Lepidoptera, whose body is covered in shiny, scaled wings. LEPIDOPTERA Within the Twilight Domain, there are multiple ‘kingdoms’, so to speak - societies of fae that rival the modern mortal realm with complex social and hierarchical structure. There is the Imp-Court - filled with miniscule yet vicious hunters that dominated the Father’s realm. On the other hand - on the western side of the Twilight Domain, lay tall spiralling towers of rich autumnal covers - filled with various smaller fae. There lay droves of various butterflies and moths that seemed to coexist in this part of the forest. Those among them were no longer just simply insects but humanoid creatures - covered head to toe in lavishly coloured wings that perpetuated every inch of their slender bodies. Dubbed Lepidoptera, these fae could be considered superior cousins to the Sycophants of Boletius and Sprites - having evolved from simple spores to having bodies of their own, no longer needing to attract butterflies but rather embody them instead. Standing at about four foot in height, these winged creatures pride themselves in their looks and appearances - often holding extravagant parties where they compete over who was the fairest of them all. Lepidoptera who are deemed not worthy or less attractive are often shunned by the rest of their society, like an outcast. Their society was election-based, and often their leader was considered the most beautiful of them all - other fae who did not agree could easily challenge them for the position, which involved whose wings could catch the most light, or who was physically the strongest. Their wings are covered in scales that can be forcibly ejected to form a cloud of sparkling particles - the way that catches the light causes it to flash off of the scales in a blinding manner, stunning the opponent in a dazzling display. The Imps and Lepidoptera have some level of pact, and respect for one another - often engaging in matters of trade. The Imps may be contracted to bring back a cute descendant child for the beauty-obsessed butterflies in exchange for some of their scales to be used on hunts. They are not immune to their own curiosities either and not afraid of getting their hands dirty - slipping through the Fae Realm to capture any creature that strikes their fancy with their gossamer nets and spears, and putting them on display like a zoo. HAGSKIN Fairytales are rife with depictions of old crones in the middle of the woods, in some unsuspecting cottage that acts so sweet and gentle around children - only to turn around and try to eat them. Stories of elderly women wise beyond their years, bearing trinkets of untold magics and powers to trade for a singular, daunting price. These stories, while fantastical and farfetched, do have root in some genuine truth. Hagskin, or a singular Hag, is a frail humanoid-looking woman. They bear spindly, clawed arms resembling that of a spider, with an old disposition as a reflection of the Grandmother. Bug-like eyes protrude from their face as fangs barely hide behind thin, cracked lips. As the prime example of tricksters that the Fae Realm has to offer, a Hag is a distorted, elderly Fae - it’s uncertain to know how exactly they came to be. Whether it was a tormented Druid’s soul that got warped by the darkness of the Nightfall Domain or a lost descendant child from the Imp’s Court forced to adapt to the madness of the Fae Realm, they have spent their very long lives collecting valuable artefacts and knowledge - rivalling that, if to equal to, the Unicorns of the Twilight Realm. Even within the Fae Realm, many warn against seeking the advice from a Hag - for the price they require for this assistance is often too great in comparison. Still, those who are desperate for aid will venture into the darkness of the Nightfall Domain to seek one out. Oftentimes, it results in them returning with nothing, or they do not return at all. A Hag is a master at her craft - brewing potions, and casting curses on all those that dare cross her. At the same time, they are honest beings - a deal is a deal, and they themselves would not dare go back on such a thing. However, these deals often heavily favour the Hag’s side, and should a deal be broken, one might just find themselves the Fae’s next meal instead. [By Nathaniel Himawan] A Hag, after the consumption of a troublesome ‘customer’. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By Krzysztof Domaradzki] A pair of Faux Dryads, entangled with foliage that grew along its branches - resembling descendants. FAUX DRYADS In the dense foliage of the trees, one might see another person out in the woods - some vague humanoid shape that offered a sense of companionship in the loneliness. Approaching it, that warm feeling drops and churns as the figure was not a living, breathing creature but instead a strange amalgamation of twisting branches and leaves - taking on an unnerving version of someone or something. With a face and shoulders and arms, the thin boughs seemed to effortlessly intertwine with each other - almost akin to muscle structure. The ‘skull’ of these plants unravelled into thin, spindly branches that reached up to the sky like any other plant. Dubbed Faux Dryads due to their lack of sentient life despite having the shape of a living being, these plants seem to be a combination of phenomenon and species all in one. While they appear mostly mundane, their otherworldly quality only comes through the slightest shift along the bark - a consistent rainbow sheen shimmered over its leaves and tendrils, akin to an oilspill. Butterflies and other small fae were easily tricked into believing these plants could be hosts, and thus tend to fester around them - making it rather easy for the fae to jump into a genuine host should a descendant be curious enough to approach. Digging around the base of the Faux Dryads would reveal a corpse of a once-living creature - long since decomposed and turned into bones underneath the roots. Faux Dryads seem to grow into the same of whatever it uses for fertilizer - whether it’s a humanoid, an animal, or otherwise. While they are unable to move on their own, they are able to mimic the noises of their replicated shape due to the organic structure that the branches take - creating a creepy and empty mimicry. Due to the plant’s ability to morph and take the general appearance of different creatures, they are sought after by the societies of the Twilight Domain as living decorative hedgecraft, as well as deterring creatures not aware enough to realize that they were simply plants and not the real thing. [By Leonardo Wyrnist] An Engorger, priming and awaiting for its next meal. ENGORGER Those within the Twilight Realm are considered gifted by the Stag Lord’s own very essence, providing them with ample means of strength and ferocity. This extends outwards to not just the animals under his care, but also the plants that linger underneath the orange sunset glow of his domain. Every living creature has well beyond the means to maim and kill for survival. Should one be so careless within the Twilight Domain, they will surely find themselves in the belly of the beast. Hidden in the autumnal undergrowth and browning leaves, lay tendrils of brownish-green roots that snaked around in confusing loops and woven patterns. Should they be stepped upon, these tendrils will immediately snag whatever activated them - dragging them away into the underbrush. Yanking them along the floor, more and more triggered tendrils wrap themselves around their prey - further binding them and limiting their means of escape. These thick vines were covered in small hairs that keep them attached to their prey, similar to a spider. Soon, the victim comes face to face with rows of teeth with multiple vines armed with gnashing mouths. Known as the Engorger after its large gaping mouth in the stem, this plant takes advantage of unsuspecting and careless creatures to feed its ever-hungry maw. When capturing creatures too large for its main mouth, its smaller tentacles are able to shred and tear into the flesh to make it more digestible for the plant. Once food has been placed into its body, the insect-like legs fold and lock the mouth shut - allowing the material to slowly dissolve in the nectar within, like a simulated stomach acid. This acid was particularly powerful, able to melt through armounr in a matter of minutes. This mouth will not open once the food has been fully dissolved - however, that does not stop its smaller mouths from catching any other smaller prey. On the occasion that one of its smaller mouths is removed from the main body intact, it actually may remain alive for a period of time and seek to relocate - growing the rest of its body once rooted, akin to a starfish and is effectively a clone of the original. This ability to simply clone itself is likely how it got into the mortal realm, with a spare severed mouth slipping through a Fae Ring. Despite how rare they might be, it is not uncommon to find a patch of eerily-quiet forest or greenery to be particularly empty of creatures, due to how ravenous the Engorger tends to be. MORTALITAS The Nightfall Domain housed many esoteric and strange creatures, even for the Fae Realm’s standards - animals and plants that almost defied the ‘standard’ of the lush life within the Eternal Forest. Regardless of their appearance, the Nightfall’s denizens served an equally important part of the cycle - no matter how odd they appeared. The quiet fae underneath the Grandmother’s watchful eye are all too familiar with the concept of death - the ending. So fueled by it, it made up their very essence - presenting the idea physically in morbid ways. Mortalitas is considered a prized tree within the shadowed realm, not only for its eccentric looks of bioluminescent leaves and skeleton-like branch structure, but rather for the fruit it bore. Similar to grapes, Mortalitas created scarce bundles of skull-shaped fruit in bushels of [8], roughly the size of strawberries and bearing the colour of the night sky - a tree only producing harvestable fruit per [1] OOC week. These fruits may change their shape depending on what creatures have recently died near its roots - taking on the appearance of what sustained the current batch of crops. Upon consumption, a singular fruit would taste undeniably sweet like honey, almost overpoweringly so. After [5] narrative minutes, the consumer would fall into a deep death-like sleep that lasted up to [3] narrative hours - in which their mind would be flooded with strange and borderline prophetic dreams and hallucinations. If there was any truth or merit to these dreams, it was often up to interpretation. This spiritual insight was still heavily treasured by the Fae, especially the Hagskin who forced the coma-like state onto victims who dared trespass or to use the fruit in their strange potions and brews. The juice of the fruit can be further distilled for a more potent liquid - causing the imbiber to enter into the coma-like state for [5] narrative hours instead. [By Rudok's Tavern] A drawn depiction of a bundle of Mortalitas fruit, picked ripe from its branches. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— P U R P O S E More bestiary content! Bet that’s what you wanted from me - yessir. I hold no remorse for filling up mag with my silly critters and plants, distracting voters from the important lore pieces. This is only half a jest, because all lore pieces are important. My silly creatures are important. This is the light at the end of the tunnel, for now - this became a bigger project than I had intended, being more than just a singular ‘volume’ so to speak and certainly not in such a short amount of time, but it has been ridiculously fun and a good mental challenge to come up with so many things and make it coherent. I’m well aware that these bestiaries rarely get used, if at all, but I find the idea of filling in the empty gaps of the overall puzzle satisfying regardless. C R E D I T S Writer: @marslol R E F E R E N C E S The Fae Realm
  13. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By Su Jian] ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— Another chapter in the Worldly Whimsical Wonders Compendium; The world is constantly evolving and changing, thus is the very nature of living. Adaption is key to the survival of any living thing, and each creature morphs itself into an ideal version to fit the location in which it inhabits. This can be applied to any form of life, in this realm or not - however due to circumstances beyond one’s control, invasion from other species is more than possible. They, too, must adapt to their new home whether they like it or not. In these rare instances, these creatures are documented as new species all together - none the wiser to the otherworldly origins in which they hail. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— [By Varsam Kurnia] A band of Starseeds, spreading pollen in their wake. STARSEEDS Darting along the weeds, one might spot something akin to a dandelion moving around in the distance - bobbing up and down almost like a dance. In truth, it was no plant but instead a small clumsy creature, with a humanoid body and a star-shaped head! No bigger than two feet, gatherings of these beings typically are spotted in wooded areas of nature, however some smaller groups have been spotted within cities and towns - dancing around trees and in flower beds. Bearing no eyes or discernable features, these beings - called ‘Starseeds’ - travel in bands together in the mortal and Fae Realm. Similar to Sprites, they bear an interest towards fun and play - yet may be interpreted as much less malicious. Focused on the merriment and joy within themselves, Starseeds are often seen frolicking in the field amongst themselves. Their dancing serves more purpose than just for fun - their large head has its star shape due to the dust and pollen that it collects from wandering around the mortal and Fae Realm. Starseeds are considered important cross-pollinators akin to bees, as dancing around in fields shakes the pollen free from their forms and sprinkled around to other plants - continuing the cycle again. These creatures are edible - their bodies do not taste like much, but the star-shaped head is akin to a sugarcube in texture and taste. Originally, these beings were thought to be fallen stars - often captured as little pets that might grant one’s wish. In reality, they have no capability of doing so - and are actually quite difficult and fickle to care for. [By Tim Dowling] A small village of Kodama, living at the base of their Hometree. KODAMA When travelling in the forest, one might stumble across small nooks or even small building-like structures hidden in trees - whether up in the branches, or sandwiched in the dirt between roots. Hollow rattles accompany and mask themselves in the rustling of leaves and wind - hiding a presence, or multiple for that matter. Known as Kodama, these small one-foot tall creatures are a glowing white hue - having lopsided heads with small holes that seem to represent their mouth and eyes. Hailing from the Twilight Realm, they live on the opposite side to the Imp-folk - mostly to stay out of their way. Forming small hamlets and villages amongst each other, the Kodama was formed out of the excess energy of a given tree - which in turn is shaped and given sentience in the forms of the small white creatures. Despite their more peaceful ways, it does not prevent the Imp-folk from pillaging their homes for resources. In these events, they often flee into the mortal realm to escape the torment - setting up a new village at the base of a new Hometree, feeding off of its energy and nurturing it as they would’ve done in the Fae Realm. More akin to foragers and scavengers, the Kodama will venture around - searching for small animals or corpses to bring back to their tree to feed it and themselves. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— VISVIERA One of the stranger additions that the Mother is able to conjure but at the same time, one of the purer forms of the Mother’s ability to create life. A pure-white flower, known as the Visviera, is as tall as a tree with drooping blue-green leaves sprouting along its thick trunk-like stem. The bulb structure was similar to that of a chrysanthemum, with hundreds of thin petals folded into themselves. Over the course of fifty years, this tall flower will slowly begin to unfurl and blossom, letting its soft outside fall to the ground - revealing progressively redder and redder petals, as if they had been soaked in blood. Towards the end of this cycle, a majority of these petals will have turned an ichorous hue and fully opened up - revealing a humanoid shape within the centre of the mass, curled up in the fetal position. That humanoid shape is actually considered the Visviera’s seed, able to make a clone of itself without the need of pollination. Once the seed was large enough, the Visviera undergoes a process of ‘birthing’ the seed - wilting over and letting the sap-covered object fall onto the floor, covered in the red nectar. The seed of the fae flower unfurls and will march in any given location to find a new place to settle. Once it does, it will dig itself a hole in the ground and bury itself ‘alive’ so to speak, as small roots and shoots begin to break through its ‘skin’ like a regular seed. The Visviera only produces two seeds in its entire lifespan before eventually dying out itself - making it an extremely rare plant to find in either mortal or Fae realm. This visceral display is what makes it so revered in Fae Realm - the sap itself is extremely nutritious, packed with vitamins vital for survival. The seed itself was about as tall as an average descendent, about 5’5” in height, and bore a fleshy interior within the hard bark-like skin. While none dare to try and eat a Visviera seed, due to its rarity and its taboo allusion to cannibalism, one might surmise that it was extremely healthy to consume as well. [By Autumn Bird] A Visviera, in the process of ‘birth’. [By Anton Amstad] A sketch of a bundle of Scorpion’s Tails, with an up-close drawing of its kernels. SCORPION’S TAIL The Father’s realm is filled with many adept warriors, blessed by the Stag Lord’s vigilance and strength. The creatures under his name, like the Imps, excel at protecting and arming themselves for their hunts. The Scorpion’s Tail is one such example - a prime example of being blessed by the Father. Often found in bundles of two, these wheat-like plants twist upwards from the ground akin to reeds - found specifically by rivers or waterways. They were often found near other water-based plants, such as cattails, rushes and other reeds while being similar in height - differentiated distinctly by their bright red hue. Named after its sharp point resembling a scorpion’s stinger, each kernel of the Scorpion’s tail is akin to a hooked barb - sharp and coated in a thin layer of secreted irritants. Should it breach skin, the irritants have an inflammatory response to the body and cause the flesh to swell. This in turn lodged the kernel into the flesh even harder as removal became even more difficult. All the while, the irritant continued to be in the body - eventually triggering a fever-like effect of the target. If left within the body after [5] emotes, the limb will go numb akin to falling asleep - remaining that way until the kernel was forcibly removed. Doing such is no easy task, as they are sharp, and can cut skin if handled improperly - removing it would often leave a larger wound than when it came in, and thus needed to be treated swiftly. This irritant however, is prized amongst Imps to use in their blowdarts for their hunts, as to how strong the irritant was. [By Nez] Cinclair fungi that has taken over a dead descendent host, piloting it to its whims. CINCLAIR Undead creatures often take on different appearances within stories and reality - ghouls and darkstalkers are imbued corpses with the blackened mist of necromancers. Half-rotted bodies made to rise again with the aid of dark magic are more common than not. However, fungi are prone to controlling corpses as well - small bugs are known to have been taken over by parasitic mushrooms. Fungi within the Fae Realm are not exempt from this taboo practice, in fact it’s quite useful when it comes to spreading its spores. A particular species of Fae mushroom called Cinclair morphs its hosts into a particularly gruesome sight. A particular species of Fae mushroom called Cinclair morphs its hosts into a particularly gruesome sight. Finding its way into a potential host whether through contaminated food or otherwise, its spores remain dormant as it begins to sap nutrients from its host like a tapeworm. This rapidly grows the fungus and causes lesions to grow over the skin where more mushrooms begin to breach outwards from the flesh. Eventually, the host perishes and allows the Cinclair to run rampant - eating away organs and skin to feed its growth. As the body further decomposes due to the mushroom’s presence, the brain remains intact for the Cinclair to effectively take control of the body to find another host to attach itself to - looking for another being with equal or more meat for sustenance. Each host that the colony of Cinclair collected seemed to share a single ‘mind’ so to speak, able to move all in tandem and showcased a faux level of teamwork. Curiously enough, different colonies will fight each other for the bodies they control - effectively engaging in some level of ‘turf war’. Different colonies may take on different shapes, however Cinclair mushrooms are most distinguishable by their pale colour with crater-like spots on its caps that glow faintly in the dark - resembling the moon.This behaviour is less common within the Fae Realm, as Zhuanths often come to euthanize both Cinclair and host together when close to death. In the unfortunate event that a corpse piloted by the fungi has bitten or breached a living creature’s skin, there is a high chance of attempted infection. While this does not mean that the creature becomes zombie-like like the rest of the colony, they would suddenly be overcome with the feeling of fatigue as their mind is flooded with the various voices of the rest of the mushrooms - making it incredibly disorientating and hard to focus. The site of infection will turn a stark white, as the flesh around it begins to cave in as if decaying. Should the individual survive their encounter, they would be able to fight off the infection over the course of [3] OOC days. ———. ݁₊ ⊹ . ݁˖ . ݁𓂃 ࣪˖ ཐིཋྀ ࣪˖ ݁𓂃. ݁₊ ⊹ . ݁˖ . ݁——— P U R P O S E Got hit with the writing bug, and inspiration is annoying in the way that I can only put it towards whatever I’m inspired about. It just so happened to be wanting me to continue expanding my bestiary project so here is a second volume of open Fae creatures for people to roleplay with, should they so please. The last one did serve me well - getting me some pretty good marks on my papers so praying that writing another one can do the same. C R E D I T S Writer: @marslol R E F E R E N C E S The Fae Realm
  14. She had long put the past behind her, after all of those years. The reminder - emblazoned 'pon greying skin - was enough for her mind to take without the requirement of dwelling on what could've, should've, would've been done. Yet still that radiant light pierced that Wyrmstalker's mind and vessel like a clean arrow - true and pure. Words fell upon a mind that had since buried too much underneath the rubbles of time. At the end of it all, teeth grit and lips parted into a grimace - gloved hands balled up into tight fists that made leather squeak. Heavens calling upon their ants of subjects can only means desperation. There will be no fool made out of me. There will only be but one. As much as time would like to heal all wounds, scars too great permeate the flesh in eternity. The light does not hide those scars, and casts warmth upon broken skin - a reminder of survival and judgement.
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