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Badgermordakin

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Posts posted by Badgermordakin

  1. Cerridwen’s Guardians

    fQc0iWBr7F0iYPjt4geE6Zz788-0Wrh-TNozmYoPtVVYKvlnu6UyvGVwgdPytzxjDuyZyk21FvxIxmrcE5MaqzZ4_JsTXvIzuPCG6Z-N4yZ8OjbPgTNd66ckxoucYwDtyIAgV_IeoQD-VZdrP4ChlHI

    Origin

    Ancient myth surrounds the fae realm of the three Aspects. Each inhabits their own land, dominated by the stars of their way. Together, as one, they grant the gifts of the Aspects to the druids of the material realm, allowing them to protect nature and the balance. Their duties are held with high importance and reverence, for the Aspects do not grant their gifts to everyone. As it has been since time immortal, the Aspects have granted these gifts. But as of late, the master druids have begun to specialize, seeking out further gifts with the guidance of their chosen patron Aspects. The deepening of their skill corresponds with their choice of Aspect from which they choose to rebond with, connecting once more so that they are granted gifts anew. These gifts manifest themselves as a mist, generating out of the druid’s body akin to a Blight Healer, from which the druid may draw upon and use their powers.

     

    Cerridwen, the patron of Dayward Lands of the Fae Realm. Her duty is done with joy, her demeanor magnanimous. When those lucky few druids who chose to expand their gifts with her chose her, she chose to grant gifts that reflected herself. A patron for gardeners, growers, guardians. The gifts she grants are those to protect the growths within nature against that which would destroy them. Her tenets serve as guardians of the nature she so carefully nurtures. For the balance is served best when joyful duty is fulfilled.

     

    Magic Explanation

    Cerridwen’s gifts are only granted to master druids, those who have honed their gifts already granted to the finest degree. Primarily used by hunters during the hunt, the gifts are for maintaining the balance through combat through the use of the druid’s mists. 

    Redlines:

    • Cernunnos’s Rangers requires a valid [MA] to use

    • Cerridwen’s Guardians takes up [1] Magic Slot

    • Cerridwen’s Guardians requires one to be a T5 Druid before learning

    • Cerridwen’s Guardians is mutually exclusive with the Cernunnos’s Rangers [MA]

    • Cerridwen’s Guardians is taught through a teacher that must hold a valid [TA]

    • A valid [TA] can be achieved once one is T5 in the magic

     

    Mental & Physical Effects

    As with more basic druidism, the gifts of the Aspects do not come free. The mind and body find themselves warped from the greater amounts of power gained from the Aspect the druid dedicates themself to. Common effects that might occur are:

     

    Spoiler

    Mental Effects:

    • Constant states of joy

    • Proclivity toward kindness

    • Affinity towards the sun

    • Becoming overly trusting


     

    Physical Effects:

    • Tiredness

    • Insomnia

    • Headaches

    • Stiffness

     

    Abilities

    IUdh_FWgz01MHyo4XAGgxVGD0vFtUJvfyMja__vtGr_bndYBQYpRuHXv0nqZrbkK58SuiRFYPRr9zvlGWgj4ebyC0b2RQV05UGHQw7t--l2dMVvDAAkXfpmKyZkf0SVgJhGSJ4_Xo1jK9SBKYSqIZUA

    Petal Shield [T1] [C]

    The agents of those who would harm nature often attack at unexpected times, leaving guardians unprepared for a fight at hand. Luckily, Cerridwen has granted them the ability to rapidly grow and harden the petal of a flower into a shield of which they might defend themselves from those who would harm them in dire times.

    Spoiler

    Mechanics

    Over the course of [2] emotes ([1] Connection, [1] Growing and Hardening Petal) a guardian can rapidly grow and harden a flower petal into a shield with the strength of iron.

     

    Redlines:

    • The petal shield, once grown, is the strength of iron

    • The petal shield can be grown into any shield shape up to the size of a tower shield

    • The petal can be ungrown by the guardian at will

    • Growing the petal shield requires a petal already at hand

     

    Lily Stride [T1] [C]

    Sometimes, the best way to protect oneself from danger is to flee. Sometimes, to flee is impossible with terrain. But the whims of nature are mere distractions to the followers of Cerridwen. To allow for swift movement wherever is needed, Cerridwen has taught her followers of the gift of the Lily Stride, allowing guardians to rapidly expand a water lily to stand upon and quickly make their way across water.

    Spoiler

    Mechanics

    Over the course of [3] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Growing Lilies) a guardian may rapidly grow and multiply water lilies to produce [3] lilies each time casting that can sustain their weight on the water.

     

    Redlines:

    • Water lilies grow to be a circle with a radius of 1 block, allowing for only one person to stand on them at a time

    • Each cast produces 3 lilies

    • Water lilies float on water on their own and can sustain the weight of any descendent

    • Things that weigh more than an orc would cause the lilies to sink e.g. Ologs, Golems, Pale Knights etc.

     

    Rooting [T2] [C]

    All that grows must root into the ground. Cerridwen’s followers know this rooting better than anybody. In their gardening of the world, they have learned to adapt such a skill to themselves, rooting them to the earth for a temporary time through the use of their mists.

    Spoiler

    Mechanics

    Over the course of [4] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Growing Roots, [1] Securing in Place) a guardian may rapidly grow roots around their feet, preventing them from being knocked over at all, at the cost of being unable to move for the duration of the spell.

     

    Redlines:

    • A guardian cannot be knocked over while this spell is active

    • The roots can be broken with [2] solid strikes to it with a cutting tool e.g. an axe

    • A guardian cannot move while this spell is active on them

    • This does not require nearby trees as the growth is produced entirely from mists

    • This spell cannot be cast on anyone except the person casting it

     

    Timber Barrier [T3] [C]

    Cerridwen’s followers must defend themselves and the growth of their gardens. In this protection they have learned from Cerridwen the gift of the Timber Barrier, rapidly growing an arboreal barrier in front of themselves and their gardens to shield them from foes.

    Spoiler

    Mechanics

    Over the course of [4] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Growing Roots, [1] Wall Securing Itself) a guardian may create a 4 meter (block) wide and 3 meter (block) tall wall of timber to protect themselves.

     

    Redlines:

    • The barrier can be broken with [3] solid strikes to it with a cutting tool e.g. an axe

    • This barrier will retract its growth after 10 emotes if not otherwise broken

    • This does not require nearby trees as the growth is produced entirely from mists

    • The guardian does not need to maintain concentration on the barrier to maintain it

     

    Obscuring Swarm [T3] [C]

    Cerridwen knows the importance of focus for a gardener with tending his plants. Simultaneously, the loss of focus can prove fatal to that which must be tended. Cerridwen’s guardians thus have learned to call upon the swarms of the land to protect themselves and their growth by breaking the focus of others who wish to harm them.

    Spoiler

    Mechanics:

    Over the course of [4] emotes ([1] Connection, [1] Gathering Mists, [1] Using Mists to Call Swarm, [1] Swarm Gathers) a guardian may call upon a horde of small critters of the land they are in to surround them with a radius of 2 meters (blocks) and obscure them from the sight of foes for a brief time. This swarm

     

    Redlines:

    • The swarm must consist of small critters that would be native to the area

    • The swarm would do no damage to anyone, merely obscure sightlines and/or break focus

    • The swarm would move with the casting guardian if they were to move somewhere

    • The swarm lasts for a duration of [5] emotes

     

    Cerridwen’s Sense [T4] [C]

    The astute guardian is familiar with his own limitations. He knows the eye of the hawk, the nose of the hound, the ear of the bat, to be far superior to his own. Rather than ignore this, Cerridwen has granted her guardians the ability to use the senses of the creations of nature.

    Spoiler

    Mechanics:

    Over the course of [3] emotes ([1] Connection, [1] Communing with Beasts, [1] Taking on Senses) a guardian may inhabit a SINGLE sense (Sight, Smell, Hearing, Touch, Taste) of a nearby beast. This would become all that they can perceive, leaving their body inert while inhabiting the sense of the nearby beast.

     

    Redlines:

    • This spell can only be cast on creatures within the balance, meaning no descendents, darkspawn, voidal creatures etc. If you have to ask, the answer is probably no

    • A guardian can only use ONE sense at a time

    • A guardian cannot control the beast they inhabit, they may only gain use of their sense

    • A guardian is rendered inert while casting this spell

    • This spell cannot be used to metagame any information

    • The spell can only be cast on animals within range of #s

    • This spell can only last for a duration of 10 emotes before needing to be cast again unless stopped earlier

     

    Arboreal Dome [T4] [C]

    In the protection of their kin and nature, Cerridwen’s Guardians have learned from Cerridwen the gift of the Arboreal Dome, a more complex version of the Timber Barrier, that enables a rapid growth of an arboreal dome surrounding the guardian.

    Spoiler

    Mechanics

    Over the course of [5] emotes ([1] Connection, [1] Drawing Upon Mists, [2] Growing Roots, [1] Dome Securing Itself) a guardian may rapidly grow wood around themselves in a difficult to penetrate dome to protect themselves.

     

    Redlines:

    • This dome can be broken with [4] solid strikes to it with a cutting tool e.g. an axe

    • This dome will retract its growth after 10 emotes if not otherwise broken

    • This does not require nearby trees as the growth is produced entirely from mists

    • The dome produced surrounds the casting guardian in a circle with a radius of 2 meters (blocks) and is 2 meters (blocks) tall

    • Other people can be protected beneath the dome

    • The guardian must actively focus on maintaining the dome for its duration

     

    Summon Dayward [T5] [C]

    Cerridwen lives within the Dayward lands, her domain within the fae realm. It is only right that her guardians be granted the power of the sun. The pinnacle of their craft allows them to bring some of the power of the Dayward Lands into their world.

    Spoiler

    Mechanics

    Over the course of [6] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Opening a rift in the material realm, [1] Causing the Sun to Spill Through, [2] Cementing the New Sun) a guardian may call upon the Dayward Lands to bring in small amounts of the fae world into the material world. When bound within, it would change the scape of nature surrounding them, causing an eternal sunlight in a maximum area of 20x20 meters (blocks). The world around them would warp over time to appear similar to the Dayward Lands of the fae world, even, in very rare cases, causing fae creatures to break through the strengthened link between worlds.

     

    Redlines:

    • Any creatures that need to be rp’d by ST can only be rp’d by an ST

    • Fae creatures coming through the tear are exceedingly rare

    • This spell must be mechanically represented with a sign once placed

    • Creatures and plants changed by this spell will not look exactly like they would in the fae realm, at best they would be cheap replicas 

    • A Dayward bound area can have its effects reversed by either being blighted or by a blight healer casting Decay on it

     

     

    Tier Progression

    Tier 1 - Novice

    The guardian is new to their gifts and still learning to use their skills. This lasts for 2 OOC weeks.

    Spoiler

    Spells:

    Petal Shield, Lily Stride

     

    Tier 2 - Apprentice

    The guardian is becoming more skilled with their gifts, though still very new to it. This lasts for 3 OOC weeks.

    Spoiler

    Spells:

    Rooting

     

    Tier 3 - Adept

    The guardian is starting to get a better hang of their gifts, adeptly wielding their mists.This lasts for 5 OOC weeks.

    Spoiler

    Spells:

    Timber Barrier, Obscuring Swarm

     

    Tier 4 - Expert

    The guardian is nearly perfecting their gifts, wielding their mists near the best of rangers. This lasts for 6 OOC weeks.

    Spoiler

    Spells:

    Cerridwen’s Sense, Arboreal Dome

     

    Tier 5 - Master

    The guardian has perfected their gits, wielding them to their maximum capacity.

    Spoiler

    Spells: Summon Dayward

     

    Purpose (OOC)

    Spoiler

    It’s no secret that Druidism is pretty bad in a crp situation. Ironically, I think that is a strength of the base magic. However, I do feel that there is a benefit to having the ability to flex some druidic powers in a modern crp situation. Not being able to has been a source of frustration for myself and other druids I know. Particularly so in blighted lands where we do our most important fighting but have little to nothing in the way of using druidism as everything’s blighted. Even being a blight healer myself, I see the limitations it places on druids who want to use their MA in cool situations but can’t until the blight healers roll through and heal everything, by which time, the whole encounter’s over.  I figured the best way to approach this problem would be to place it as its own new magic, specifically aimed toward crp for druidism so as not to indict base druidism with crp. Plus it works toward filling the amount of slots that a “master” druid has, which is only like 3 slots. I think there is a cool benefit to splitting it based on the different Aspects as it allows more specialization and customization of different druids to crop up with the Cernunnos piece being aimed more toward offensive abilities and the Cerridwen piece being aimed more toward defensive abilities. There is a case to be made for a matching Nemiisae piece, and I do have some rudimentary concepts for one. But I feel that a Nemiisae piece is starting to overlap a bit with Mori stuff, which is an understandably more touchy topic that I think requires a little more special attention than these writes are intended for.

     

    Citations

    https://www.lordofthecraft.net/forums/topic/229809-%E2%9C%97-magic-lore-druidic-communion-control/ 

    https://www.lordofthecraft.net/forums/topic/191505-aengudaemonica-cerridwen-the-green-lady/ 

    https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/

    https://www.lordofthecraft.net/forums/topic/227298-%E2%9C%93-magic-lore-druidic-blight-healing/ 

     

    Credits:

    Badgermordakin - Author

     

    Changelog:

    Spoiler

    formatting

     

  2. Cernunnos’s Rangers

    oosjbGwY30uR62q00Tq6Mp5amIWb2DRIVyGHBOTfzpVFpy-DzAA0fFiHQ6B_TfBQbzkXXeImiXBWPnBc5qbVXbSXCknfPpOdYTh0roKwHpUpKiuaAwpQ-k6kipgnhjIObLeaZMCkOszMGbj5X-hL6x4

    Origin

    Ancient myth surrounds the fae realm of the three Aspects. Each inhabits their own land, dominated by the stars of their way. Together, as one, they grant the gifts of the Aspects to the druids of the material realm, allowing them to protect nature and the balance. Their duties are held with high importance and reverence, for the Aspects do not grant their gifts to everyone. As it has been since time immortal, the Aspects have granted these gifts. But as of late, the master druids have begun to specialize, seeking out further gifts with the guidance of their chosen patron Aspects. The deepening of their skill corresponds with their choice of Aspect from which they choose to rebond with, connecting once more so that they are granted gifts anew. These gifts manifest themselves as a mist, generating out of the druid’s body akin to a Blight Healer, from which the druid may draw upon and use their powers.

     

    Cernunnos, the patron of Twilight Bound of the Fae Realm. His duty is done solemnly, his demeanor stern. When those lucky few druids who chose to expand their gifts with him chose him, he chose to grant gifts that reflected himself. A patron for hunters, trackers, rangers. The gifts he grants are those to silently stalk prey, track them down, and eliminate them. For the balance is served best when solemn duty is fulfilled.

     

    Magic Explanation

    Cernunnos’s gifts are only granted to master druids, those who have honed their gifts already granted to the finest degree. Primarily used by hunters during the hunt, the gifts are for maintaining the balance through combat through the use of the druid’s mists. 

     

    Redlines:

    • Cernunnos’s Rangers requires a valid [MA] to use

    • Cernunnos’s Rangers takes up [1] Magic Slot

    • Cernunnos’s Rangers requires one to be a T5 Druid before learning

    • Cernunnos’s Rangers is mutually exclusive with the Cerridwen’s Guardians [MA]

    • Cernunnos’s Rangers is taught through a teacher that must hold a valid [TA]

    • A valid [TA] can be achieved once one is T5 in the magic

     

    Mental & Physical Effects

    As with more basic druidism, the gifts of the Aspects do not come free. The mind and body find themselves warped from the greater amounts of power gained from the Aspect the druid dedicates themself to. Common effects that might occur are:

     

    Spoiler

    Mental Effects:

    • Bouts of constant solemness

    • Obsession with the hunt

    • Tendency toward quiet brooding

    • Affinity for Twilight

     

    Physical Effects:

    • Tiredness

    • Insomnia

    • Headaches

    • Stiffness

     

    Abilities

    ZfYmc_Fgh30rhhwRpMNrzWWzAGMSoVn4k83SaawfN3XVh8sTN-bFegkXK6buk-Rrl2oW9JH9YwNlBERxCBk4dMgtEqgbyI8WgEd0Le4Y94Ri3cQjT_9FTVADOfzmLkQRDSPSMp4ygTF9njtbpdd2ZPo

    Stalking Shot [T1] [C]

    Cerrnunos is said to be the one who taught the elves the art of archery. Naturally, it makes sense that his chosen rangers would have perfected this art. Calling upon their mists to change its direction mid-flight, Rangers of Cernunnos may lead their arrow to track their target, ensuring that it hits its target wherever it may be.

    Spoiler

    Mechanics:

    By adding [2] additional emotes to their shooting ([1] Connection, [1] Drawing Upon Mists) a ranger may use their mists to guide their arrows as they shoot to ensure their shot hits the intended target with pinpoint precision..

     

    Redlines:

    • Stalking Shot may only be used with standard bows and Woadbows (NO crossbows, arbalests. etc.)

    • Stalking Shot can be used with arrows treated with other magics e.g. alchemically treated arrows

    • Stalking shot is 2 ADDITIONAL emotes, meaning 5 emotes for a standard bow shot, 6 for a woadbow minor channel shot, 7 for a woadbow major channel shot

    • Once connection is established, it is not needed to be reestablished again for further shots unless broken

    • Stalking Shot requires line of sight

     

     

    Cernnunos’s Mark [T1] [C]

    The hunter is only as good as his tracking ability. The rangers of Cernunnos have perfected this craft, learning the ability to use their mists to track their prey with superhuman ability, never losing them.

    Spoiler

    Mechanics:

    Over the course of [2] emotes ([1] Connect, [1] Attach Mists to Prey) a ranger may attach a part of their mists to a chosen enemy. When marked, a ranger will know where a prey is at all times for the duration of the combat encounter.

     

    Redlines:

    • Cernnunos’s Mark only lasts for the duration of a combat encounter, no using it to metagame secret lairs or whatnot. This can be circumvented with permission granted by affected players or ST in events

    • Cennunos’s Mark may only be active on one prey. If casted onto another prey it would lose all effects on the previous prey

    • If a prey turns invisible or makes themselves otherwise more difficult to see, the mark persists, allowing the ranger to still know where they are, but not able to see them

    • The initial casting of this spell requires line of sight for both emotes, but line of sight is not needed once the spell is cast

     

     

    Camouflage [T2] [C]

    As they lie in wait for the hunt, the adept ranger is able to conceal himself within his mists, camouflaging themselves among the brush.

    Spoiler

    Mechanics:

    Over the course of [3] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Cloaking Self in Mists) a ranger may use their mists to surround themself. These mists then color themselves according to the background with which the ranger rests at the time. This camouflage would be rather effective, but would still lead to making the surface the ranger is hidden in front of look “off” making it not impossible to find the ranger. [3] focused emotes of looking are required to discover the camouflage. 

     

    Redlines:

    • Should the ranger move, the camouflage will not change according to its new background

    • The camouflage would maintain as long as the ranger desired, allowing for increased stealth, but would not perfectly match any new background and would allow others to see through it far easier

    • If the ranger moves significantly the 3 focused emotes to spot them are no longer needed

    • One using true sight would be able to see through a camouflaged ranger’s mists

     

     

    Ranger’s Stride [T3] [C]

    Stealth is the friend of all hunters, through the use of their mists a ranger is able to silence their own steps and leave them untrackable, moving through the land as one with the land.

    Spoiler

    Mechanics:

    Over the course of [3] emotes ([1] Connection, [1] Drawing upon Mists, [1] Silencing Step) a ranger may call upon their mists to mask their movement, making it entirely silent and untrackable by conventional methods.

     

    Redlines:

    • Movement made while using this spell is entirely silent, from steps to grazing against sticks and bushes

    • It is impossible to track a ranger using this spell through conventional methods e.g. footprints, scent, etc. 

    • Ranger’s Stride lasts for 10 emotes in combat and 1 OOC hour outside of combat

     

    Thorn Whip [T3] [C]

    While the primary weapon of the ranger is usually the bow, sometimes the time arises where a bow is not the best tool for the job. Adept rangers have thus learned to train their mists to quickly harden into a more destructive force, a whip from which they might draw their prey closer.

    Spoiler

    Mechanics:

    Over the course of [4] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Hardening Mists, [1] Using Whip) a ranger may create a whip of a thorned vine that quickly grasps on to all material, dealing some damage and allowing the user to pull their prey in closer.

     

    Redlines:

    • A thorn whip would attach to its victim with a solid strike of the whip, a binding strong enough to pull the foe on without breaking the bond

    • Detaching a thorn whip that is locked into someone would demanifest the whip, causing the ranger to have to recreate it

    • Detaching oneself from the thorns of a thorn whip require [2] emotes of focused concentration on the task but will demanifest the whip, causing the ranger to have to recreate it

    • A Thorn Whip will not demanifest unless detached or the casting ranger actively wills it so

     

    Cernunnos’s Sense [T4] [C]

    The astute ranger is familiar with his own limitations. He knows the eye of the hawk, the nose of the hound, the ear of the bat, to be far superior to his own. Rather than ignore this, Cernnunos has granted his rangers the ability to use the senses of the creations of nature.

    Spoiler

    Mechanics:

    Over the course of [3] emotes ([1] Connection, [1] Communing with Beasts, [1] Taking on Senses) a ranger may inhabit a SINGLE sense (Sight, Smell, Hearing, Touch, Taste) of a nearby beast. This would become all that they can perceive, leaving their body inert while inhabiting the sense of the nearby beast.

     

    Redlines:

    • This spell can only be cast on creatures within the balance, meaning no descendents, darkspawn, voidal creatures etc. If you have to ask, the answer is probably no

    • A ranger can only use ONE sense at a time

    • A ranger cannot control the beast they inhabit, they may only gain use of their sense

    • A ranger is rendered inert while casting this spell

    • This spell cannot be used to metagame any information

    • The spell can only be cast on animals within range of #s

    • This spell can only last for a duration of 10 emotes before needing to be cast again unless stopped earlier

     

    Corrosive Spores [T4] [C]

    The hunter must be light on his feet, bearing limited armor to allow for him to keep agile. However, this has its drawbacks, particularly when facing a beast or foe bearing heavy armor. To combat this, Cernnunos taught his rangers the art of mimicking the spores of mushrooms to turn their mists to a corrosive force against such armor.

    Spoiler

    Mechanics:

    Over the course of [3] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Casting) a ranger gathers their mists and turns them into a corrosive force that erodes armor over time around them. Any metal armor within [4] meters (blocks) of the casting ranger will begin to erode for every emote after the first spent within this radius. After [2] emotes of being within the Corrosive Spores spell, a hole will appear in said armor, roughly the size to allow an arrow or small dagger within. With each subsequent emote after the 2nd, a new hole will appear in the armor. Other metal objects may also find themselves rusted or blunting from the interaction with the spell.

     

    Redlines:

    • The Ranger must be actively maintaining this spell for its duration, they cannot commit any other actions whilst doing so

    • Corrosive Spores only affect objects made of metal

    • The Corrosive Spores spell has no effect on Thanhium due to its anti-magical properties

    • The crp capabilities of this spell extend only to armor, any extension to other objects like weapons is purely for flavor and not required to be emoted

    • If the ranger is wearing metal armor themselves, this spell maintains its effect on it

    • If someone leaves the range of this spell and reenters, their “timer” resets


     

    Summon Twilight [T5] [NC]

    Cernunnos lives within the Twilight Bound, his domain within the fae realm. It is only right that his rangers be granted the power of twilight. The pinnacle of their craft allows them to bring some of the power of the twilight realm into their world.

    Spoiler

    Mechanics

    Over the course of [6] emotes ([1] Connection, [1] Drawing Upon Mists, [1] Opening a rift in the material realm, [1] Causing Twilight to Spill Through, [2] Cementing the New Twilight) a ranger may call upon the twilight realm to bring in small amounts of the fae world into the material world. When bound within, it would change the scape of nature surrounding them, causing an eternal twilight in a maximum area of 20x20 meters (blocks). The world around them would warp over time to appear similar to the Twilight Bound of the fae world, even, in very rare cases, causing fae creatures to break through the strengthened link between worlds.

     

    Redlines:

    • Any creatures that need to be rp’d by ST can only be rp’d by an ST

    • Fae creatures coming through the tear are exceedingly rare

    • This spell must be mechanically represented with a sign once placed

    • Creatures and plants changed by this spell will not look exactly like they would in the fae realm, at best they would be cheap replicas 

    • A Twilight Bound area can have its effects reversed by either being blighted or by a blight healer casting Decay on it


     

    Tier Progression

    Tier 1 - Novice

    The ranger is new to their gifts and still learning to use their skills. This lasts for 2 OOC weeks.

    Spoiler

    Spells:

    Stalking Shot, Cernunnos’s Mark

     

    Tier 2 - Apprentice

    The ranger is becoming more skilled with their gifts, though still very new to it. This lasts for 3 OOC weeks.

    Spoiler

    Spells:

    Camouflage

     

    Tier 3 - Adept

    The ranger is starting to get a better hang of their gifts, adeptly wielding their mists.This lasts for 5 OOC weeks.

    Spoiler

    Spells:

    Ranger’s Stride, Thorn Whip

     

    Tier 4 - Expert

    The ranger is nearly perfecting their gifts, wielding their mists near the best of rangers. This lasts for 6 OOC weeks.

    Spoiler

    Spells:

    Cernunnos’s Sense, Corrosive Spores

     

    Tier 5 - Master

    The ranger has perfected their gits, wielding them to their maximum capacity.

    Spoiler

    Spells: Summon Twilight

     

    Purpose (OOC)

    Spoiler

    It’s no secret that Druidism is pretty bad in a crp situation. Ironically, I think that is a strength of the base magic. However, I do feel that there is a benefit to having the ability to flex some druidic powers in a modern crp situation. Not being able to has been a source of frustration for myself and other druids I know. Particularly so in blighted lands where we do our most important fighting but have little to nothing in the way of using druidism as everything’s blighted. Even being a blight healer myself, I see the limitations it places on druids who want to use their MA but can’t until the blight healers roll through and heal everything, by which time, the whole encounter’s over. As such, I figured the best way to approach it would be to place it as its own new magic, specifically aimed toward crp for druidism so as not to indict base druidism with crp. Plus it works toward filling the amount of slots that a “master” druid has which is only like 3 slots. I think there is a cool benefit to splitting it based on the different Aspects as it allows more specialization and customization of different druids to crop up with the Cernunnos piece being aimed more toward offensive abilities and the Cerridwen piece being aimed more toward defensive abilities. There is a case to be made for a matching Nemiisae piece, and I do have some rudimentary concepts for one. But I feel that a Nemiisae piece is starting to overlap a bit with Mori stuff, which is an understandably more touchy topic that I think requires a little more special attention than these writes are intended for.

     

     

    Citations

    https://www.lordofthecraft.net/forums/topic/229809-%E2%9C%97-magic-lore-druidic-communion-control/ 

    https://www.lordofthecraft.net/forums/topic/191507-aengudaemonica-cernunnos-the-green-man/ 

    https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/

    https://www.lordofthecraft.net/forums/topic/227298-%E2%9C%93-magic-lore-druidic-blight-healing/ 

     

    Credits:

    Badgermordakin - Author

     

    Changelog:

    Spoiler

    formatting

     

     

  3. irongutemblemnew.png?ex=65fb2b24&is=65e8b624&hm=1915bb5f00ca13126627fe979889dfbcc1f3c119c26800e1efa217f3d3618305&

    —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐—

    Suspension of the Campaign of Thromdrick Irongut

    —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐—

    I entered this campaign for Grand King as I was unsure of my competition. I saw two untested dwedmar and one who had been tested but failed his tests. I did entered the race out of duty, as I was unsure of what would be produced by such a candidate pool. However, I have kept my eyes on one Grelu Irgard. It is of my opinion that he would make a fine Grand King indeed. As such, I am tendering my resignation of my campaign for Grand King of Urguan and endorsing Grelu Irgard as the candidate I support. Narvok oz Urguan. Narvok oz Grelu.

     

    —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐—

     

    Signed,

     

    5ttIS4jf5R1_Lx4Va2UO4_Zti8EeXnj1xDO-ltZrxxntyoUzOhppHQoxK3oW2Et3Jaqc9jg30UDQYs5lYvZz1wPenDxN3SCdriXRsc2ZJ-OFS7-dpLA6BiaQaMZqFstfgQ2dWXAyXht2UqaENXwKYSU

    Spoiler

    #ALARICSWEEP

     

  4. irongutemblemnew.png?ex=65f1f0a4&is=65df7ba4&hm=c1d5b434cb3564c83ef60f40f44d92a7654067caf18b90b0142dd246d6b4d540&

    ━━《》━《》━《》━《》━《》━《》━━

    A King of Vuur'dor

    ━━《》━《》━《》━《》━《》━《》━━

     

    Many of you know me already, my reputation proceeds me in many cases. Many have made their minds up already, for that is the way of the stubborn dwed. Of those who wish to learn of me, however, I write this missive.

     

    △▽△▽△▽△▽△▽△▽△▽△▽

    I am Thromdrick Irongut, Clan father of the Irongut clan, final Lord Justiciar of Urguan, High Prophet of Ogradhad, Rhun Oathed, Strolok'dur, Dok'ok of Vuur'dor, Creator of the Bak'ur'lordakmar. By my hand was the fuse struck that felled Kal'Darakaan, by my hand were some of the first caverns of Khron'Hundmar dug, and by my hand is life itself crafted from Vuur'dor as Yemekar once crafted the dwedmar. As I examine my competitors fields I see inexperience bristled by naivety in most. Of this, I can promise the opposite from myself, I have spent far greater time in the Kingdom then all but one of my fellow candidates and understand what it means to be Urguani, to be dwed.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    The Legion's Might

    My contenders seem eager to strike at our enemies. To strike at the heart of those opposed to our ideals. Of this, I have seen in my years, I have seen it fail far more than succeed. Calls to strike at druids or to "no longer take disrespect from our enemies" are admirable but lack the wisdom of true wartime of times where Urguan did not stand with continent spanning coalitions. I would not see us tied up in such conflicts, the dwedmar must tend to their wealth. To strike out recklessly will only blunt our crafts and dull our gems. To attack those who practice golemancy beyond the dwedmar a naïve dream, admirable as it may be. I would not wish to see this, under my rule war shall be avoided at all costs, less we fall to disrepair once more in its name. Let the legion's might be preserved for those who truly deserve it so that we might strike with the force mightier than ever before should the time truly come.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    The Clans' Might

    At the heart of the mountain lies the clans and their might. Of this I am not ignorant, being a member of a smaller clan I am well and truly familiar with working with the other clans. To unite the clans is an ongoing task and one that I would dedicate myself to just as my fellow candidates. My greatest mentor to date, Norli Starbreaker, was not of my clan. Nor pupils of mine, nor other teachers of mine. Since my beginnings at the Grand Kingdom I have been of the dwedmar, not solely of the Khorul'mar. I knew how to keep particular clans in check in my tenure as the Lord Justiciar and acted accordingly, ensuring the stability of the kingdom.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    The Faith's Might

    In the icy glaciers of Khron'Hundmar my faith was reborn anew. Taught by the Rhun Prophet, I was forged into a dwed of great faith in the Brathmordakin. I have carried this on with my teachings to all who would listen. Even in the face of blatant persecution and imprisonment, I maintained my faith. For that is the purpose of what it is to be dwed. Da Kirka Dverja must be reshapen, forged anew as one as we strive for now. Da Kirka Dverja must once more gain its standing on the council, its standing to beholden the dwedmar to its law for we are lost without our faith.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    Our Allies' Might

    Of the writings most worrying to me as I examined my fellow candidates' missives was that of the abandoning of our allies who have stood with us for many years. To turn only to our closest neighbors and ourselves betrays the lives of other nations who have fought for Urguan. Nations like Haense would not leave us in our direst of times, of this we should return the honor. For the dwedmar are folk of honor.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    Our Greed's Might

    Perhaps the most radical of the changes I wish to see in the kingdom is the renewal of the greed of Urguan. Our great ancestor was renown for his greed, of which I fear much of has been lost with time. The greatest offender of this is the Workforce of Urguan. It betrays our ideals to have an institution of crafting led solely by the government who may remove and replace whomever sits atop it at will. Dwed who work their fingers to the bone will see only the pay mandated by the treasury of Urguan. No longer should such stand. Under my Grand Kingdom, the workforce shall be disbanded to make way for the privatization of all crafting in Urguan. The dwed who works himself bloody shall see the fruits of his labor as he dictates not as the Grand King dictates. He who founds his own workforce must be the one who may choose his own successor, who may own that which he has built rather than give it away at the Grand King's whim.

    △▽△▽△▽△▽△▽△▽△▽△▽

     

    Narvok oz Urguan, Narvok oz Yemekar, Narvok oz Derkalimin

    Signed,

    5ttIS4jf5R1_Lx4Va2UO4_Zti8EeXnj1xDO-ltZrxxntyoUzOhppHQoxK3oW2Et3Jaqc9jg30UDQYs5lYvZz1wPenDxN3SCdriXRsc2ZJ-OFS7-dpLA6BiaQaMZqFstfgQ2dWXAyXht2UqaENXwKYSU

     

  5. MC Name:

             BuffBadger

     

    Character's Name:

             Thromdrick Irongut

     

    Character's Age:

             128

     

    Character's Race:

             Cave Dwarf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/226611-translocation-ma-buffbadger/?tab=comments#comment-1984739

     

    What magic(s) will you be teaching?

             Translocation

     

    Describe this magic or a creature as a whole:

             

    Translocation acts as a magic that uses the void as a realm in which to manipulate the material realm. Its purpose serves to move things through space via the void. This magic manifests itself in two different categories: Shifting and Expatriation, to be explained below. This is done through mana anchors which are in the color of the mage's aura and plainly visible. A translocationist will usually have to study for 16 OOC weeks before achieving mastery of their art and gains voidal sickness poisoning if previously not having it.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Expatriation serves to place a mana anchor within an object, allowing for rapid construction and reconstruction of the object into and out of a void pocket to a maximum of 4 cubic meters. While shifting acts as a similar method but on a living target, e.g. teleporting yourself or a group of people. Typically, shifting is the more utilized category, but each have their place in the magic both for combat and utility.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Void Pocket

     

    Thromdrick Irongut's eyes flash a deep purple as he connects to the ever familiar Vuur'dor and prepares to reconstruct his staff

     

    Thromdrick Irongut waves a withered hand with a powerful voice accompanying "Kolol" Before him, a small tear in reality itself rips open, an ever shifting purple against the material world around him.

     

    [!] The dwarf thrusts his hand out, reaching into the rift and pulling back, retrieving his gnarled wooden staff and pulling its length from the depths of the void.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Minor Teleportation

     

    Thromdrick Irongut's eyes flash a dark purple as he connects to the void, preparing to cast the spell "Do as ah do, connect tae Vuur'dor. Todeh, we shall learn tae craft o' Vuur'dor in ah new way. Weh learn tae craft o' new paths from which weh can move throughout Yemekar's World."

     

    Dworfo's eyes flash green as he too connects to the void "O' course."

     

    Thromdrick Irongut strikes his staff upon the stone ground and calls out with authority in his voice "Edhekal!" Before the dwarf, a tear of deep purple rips open in the very nature of the world, creating a doorway from which the dwarf might step through. "Yeh must focus yer moind 'pon ah rift within Yemekar's realm, urge Vuur'dor through ahnd foind teh weakness from which yeh may create ah doorway"

     

    Dworfo waves his wand uncertainly and creates a wavering and weak rift in the world in front of him, 16 blocks away "Loike tha'?"

     

    [LOOC] BuffBadger: Oh wait hand on a second. You can't make a rift 16 blocks away at Tier 1 which you are. Your maximum is 8 blocks away from yourself which increases as you increase in tier. Make sure you refer to the lore page to make sure you have the right distances as you increase in tiers!

     

    [LOOC] DworfoNPC: Oh sorry! Will fix!

     

    Dworfo waves his wand uncertainly and creates a wavering and weak rift in the world in front of him, 8 blocks away "Loike tha'?"

     

    [LOOC] BuffBadger: Looks good!

     

    Thromdrick Irongut nods firmly "Aye. Ahnd now, will yerself tae step through Vuur'dor. Become one wit' et fer ah moment, if onleh brief, ahnd step out ah dwed reborn from teh forges o' Vuur'dor." the dwarf strikes his staff once more upon the stone with a cry of "Otharem" before vanishing in a small puff of purple smoke and reappearing further away, stepping through the doorway rift he had created earlier.

     

    Dworfo nods quietly and tries himself, with a puff of green smoke the dwarf disappears and reappears by his own rift with a trip and a fall onto the stone.

     

    Thromdrick Irongut gives a disapproving and exceedingly dwarf-like grumpy grunt "Yeh'll get betteh." 

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If I saw powergaming I would first politely inform them of their mistake and explain why it was wrong and how it might improve. I would do my best to ensure they do this until it might become evident that it is done on purpose in which I would provide a final chance before either dropping them and informing staff members.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yup

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nope

  6. 23 hours ago, Tabby64 said:

    I would heavily suggest reformatting the two lore pieces you submitted. Having the spells in a separate post is very annoying 

    My brother in yemekar read the purpose sections of both posts I give a very specific reason as to why I did this

  7. TUNNELTROTTERS

    0vee6NNNZogv7RS76LEEAgucYtZok1z8QWV__yFZdGG0AvDRUU-FCVJBSG1rix5ws7sGcRQ2OkF2euAyicbGaA7SfpHEbf8de375m5uduynNHqnQm0hFsXENDmy6Rw23RP-mgTGtP0LHCsv0DKHhJuU

    Travelers tell tales of distant snorting ringing across the walls of the mountains hidden deep within the mountains. Great beasts enshrouded by the darkness, meandering through the tunnels. Only recently have the dwarves, who delve the deepest, come to realize what these sounds originated from. A party of dwarves drove themselves on an expedition to find the source of such noises and new beasts hitherto unknown, meandering about the tunnels of the mountain: Tunneltrotters. The tunneltrotters were found to be several hogs, living inside the mountain and tunnels built within, thriving and adapting to the environment to a degree that left even the dwarves dumbfounded The party of dwarves found several different types of tunneltrotters and were quick to note their findings:

    Spoiler
    • Tunneltrotters are all roughly 4-5 feet tall barring exceptions for tremorhogs

    • Tunneltrotters can all be tamed and saddled

    • Tunneltrotters all live within mountains or underneath the ground

    • Tunneltrotters can be mechanically represented by a horse

     

    FORGEBOARS

    RekF20W0PQai6DuDBrZ9pKl0C6ui5IAQwP6N3YtLdCgBFISefXOAtwwgjVopoGvaPAMgTmPUMjfEI_y8tA4_yCbHSF3qHw5J22ZEC5KqfAIjJuKPiJny_Q_kvp-QuIHbYmRabRexyQArU5oZbPJErUM

    Lava in their veins, fire in their eyes. The forgeboars under the mountain prove to be fearsome foes. The forge boar lives in the deepest cores of the mountains, where rock burns as hot as their veins. The occasional forgeboar will make its way up, climbing the mountain to meet higher up where travelers might find them but they are exceedingly rare. Luckily, the forgeboar is a docile beast but regardless, they are scalding to the touch, and only the most trained wrangler can come to wrestle a forgeboar properly for when the forgeboar is cornered, it fights back and is a fearsome foe. The only known way of cooling a forgeboar to be able to ride is to cut the tusks, allowing them to act as exhausts for the great heat held within.

    Spoiler
    • A forgeboar may be tamed and ridden provided the rider has taken precaution against the heat and has cut the tusks

    • Cut forgeboar tusks will emit smoke/flames out the hollow tubes exposed

    • Forgeboar meat does not need to be cooked to be eaten safely

    • This exhaust from the tusks will cause 3rd degree burns on open skin contact

    • Forgeboar tusks are hollow and rather fragile, making them easy to break open

    • Forgeboar tusk exhaust would be hot enough to heat steel and forge with it

    • Touching a forgeboar who’s tusks haven’t been cut would give a 2rd degree burn on open skin contact due to its heat being insulated by its hide

    • A forgeboar who's tasks have been cut would be safe to the touch, though rather warm, as the exhaust would release most of the heat

    • A forgeboar with cut tusks returns to its docile state, fleeing at the nearest sign of trouble regardless of its rider’s instructions (i.e. cannot be used in combat)

     

    CRAGTUSKS

    0NGvkmjotLHBA0AzdoRdzJpXBohuvFfPSwCw4lmxaC9y8LvRG3oVn_kL_X3JhDpA_CwzbqxO-LguEXtvoaaI4RPmWmGjlNNANF5x6P9aEcp7SYyMsDBfJfDS1OzUJWnf4hao9v74vDWnzzAWuiJBijQ

    The cragtusk is a mighty beast with a hide of stone and two tails. A fearsome enemy, the cragtusk is known to be very violent to those who come near its hoard. The shimmer of gold, the glint of a gem, the luster of an emerald, all attract the mighty cragtusk. The cragtusk is known for its tendency to amass great hoards of gems and ores. Oftentimes, mines go bare as a cragtusk races through the shafts, picking away at the ores and gems in the walls with its tusks to steal them back to its hoard. The hide of a cragtusk is a difficult thing to crack, usually requiring three or four strikes of a blunt object like a hammer to crack open and reveal the soft inside from which blades can easily pierce. Some miners however, choose to bribe the cragtusk. By slowly giving a cragtusk gems and ores over time, one might gain their trust and tame them. A tamed cragtusk is a useful ally to have on one’s side as they are very adept at smelling out and finding gems and ores.

    Spoiler
    • Wild cragtusks are hostile creatures, particularly so when near their horde

    • Cragtusks can have a hide of any type of stone as long as it sticks to roughly standard stone-like durability

    • It takes a minimum of [3] strikes with a blunt weapon like a hammer in roughly the same spot to break open a cragtusk’s hide

    • Cragtusks often come nearby large hoardes of precious gems and ores… perhaps even exceedingly rare materials like azhl or carbarum in very rare cases

    • Cragtusks can often be found eaten gems as well - a healthy diet!

    • The tusk of a cragtusk will be as strong as iron and very sharp at the points

    • A cragtusk may be tamed and saddled by bribing them with gems and ores over time

    • A tamed cragtusk can be used to sniff out and locate gems and ores

    • A tamed cragtusk will quickly scurry back to protect its hoard in case of a combat scenario, regardless of instruction of its rider (i.e. cannot be used in combat)

     

    TREMORHOGS

    Z3p6zwaHY8wumrR7Qy-jpLmA42Bkw4Aig-2laXOBi1xcZbEZ678-48CWwClH2QkQJ9PUmkQXzHZq2w6q4AYHujUiSvkCGmSs-mj0llbjmCjjLX0hHAU4a3lZjysTtumzSsXCD__Rv1RJ7RUQNHp-p8E

    The blind tremorhog is quite a docile beast but is the largest of the tunneltrotters, standing at six to eight feet - double the height of normal tunnertrotters . Often tamed and used by miners, the tremorhog can sense tremors deep within the mountain and prepare itself and its miners for collapses or large beasts coming their way. The tremorhog is a quiet beast that almost never emits noise and flees at the nearest sign of danger, intent on protecting its whiskers from which it senses tremors with.

    Spoiler
    • Tremorhogs are the most docile of the tunneltrotters, often fleeing at the first sign of untrusted people, similar to a deer

    • Tremorhogs sense tremors through their motley of exceedingly long and sensitive whiskers

    • Tremorhogs are all blind and can only “see” through sounds and echoes

    • Tremorhogs may be tamed and saddled if one carefully and slowly gains their trust - they are untrusting beasts

    • A tamed tremorhog will immediately flee at the first sign of a combat scenario to protect their whiskers, regardless of instruction of its rider (i.e. cannot be used in combat)

     

    MOSSHIDES

    1NJhkC3mJXoNTf51hAtQOIa6YOoxYT5WXVKozMPEBG_roawCUORXFGUaFAsO20pmBDkKnQzFGUI0NhUpWWoYZQXw0ioS6fYxS_Nahnh_oUWGLVETK7gV-e-nklv6zM3cN6sP7e4Xqu7tv0BNlIdiJmE

    Mosshides prefer regions beneath the mountain lush with moss and fungus. Oftentimes, such places produce an excess of spores and impurities into the air, making it difficult or impossible to breath in such areas for normal descendants. Living in such an environment has adapted the lungs and stomachs of mosshides to be able to inhale almost anything safely and ventilate air often unsafe for normal descendants. It has also led to the mosshides growing a substantial amount of fungus and moss on their own backs, providing a soft cover to sit on for riders. Miners often use tamed mosshides when exploring new areas within the mountain in which they are unsure of safety. Sometimes but rarely, mosshides have been known to wander out of the mountain and into nearby forests to eat the fungus grown there.

    Spoiler
    • A mosshide will flee at the first sign of a combat scenario, regardless of instruction from their rider as they are docile creatures and not prone to fighting (i.e. cannot be used in combat)

    • Mosshides are the easiest tunneltrotters to tame, oftentimes they can be saddled right off the bat as they do not fear those who mean no harm

    • Mosshides do not have tusks

    • Mosshides can have a variety of colors of moss on their back. Any type of fungus or moss their is can show up on their back, especially ones common underground

    • Mosshides filter mundane air effects in a [20] block radius around them

    • Mosshides are not capable of filtering air for non-mundane effects in the air (e.g. azhl)

     

    PURPOSE (OOC)

    Spoiler

    I mainly just felt like writing some lore and decided that it would be cool to add some flavor mounts for some dwarf sized characters since I hear a lot of players at least in the dwarf community are missing iron rams. It gives some interesting ways in which mining/deep mountain rp can be enhanced and provides a new way for mining gems and ores via hunting which I think would make a cool event.

    Credits:

    BuffBadger - Primary Writer

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