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Community Meeting - Sunday Feb. 28th, 4pm EST
Wretched replied to ski_king3's topic in News & Announcements Archive
Is lifeforce olive oil or like extra virgin olive oil? -
Trial period is passed early, heard overwhelmingly good things from Sprites so, good job guys. You may now modreq to have your race set to 'Sprite' - the base race should simply be 'Elf'. Of course if standards now drop then no lore is safe. Keep up the good work!
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Unfortunately this lore is denied. Feel free to shoot me or any other member of the Lore Team a message for details.
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Lore organisation/overhaul coming soon. Expect a neat little 'Lore' tab at the top of the forums.
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: ^)
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(Credit to Lagomorphia) Gold / Aurum: Aurum, more commonly known as gold, is a moderately rare mineral found in ore veins all across the world. It holds no immediately obvious special use for it is incredibly brittle and makes for very poor armour and weaponry based on durability alone. Gold is mostly used as a decorative ore more than anything else due to its rarity and naturally gleaming beauty, but that said it remains significantly stronger than Arcarum and use may be made of it in combat, but Iron (Ferrum) will always be the most useful resource in this field. Gold however does hold some interesting properties. For reasons unknown gold acts as a preventative against beings of a spectral nature, and the use from this can be employed in a variety of ways. The most obvious would be to forge swords out of gold as they would cause significant damage to spectrals entities while an Iron sword would do very little - it is as if gold acts as an anchor to physicality, and using it against spectral entities like ghosts, gravens, wraiths, harbingers and wights, forces a rapid demanifestation. Often across the world do the descendants lay down gold plates along the ground, as it prevents spectral entities from passing over them. Even if the spectral creature is able to hover over the barrier still they would find themselves unable to pass - the gold shatters their manifestation to the plane, and a forced attempt to breach the gold barrier would cause instant demanifestation, also known as death. Magegold / Arcaurum: Arcaurum, also known as Mage's Gold, Magegold, or Fool's Gold, is a naturally occurring metal nigh indistinguishable from gold to the untrained eye. While those experienced with gold and magegold can tell them apart from Magegold's duller shine, it is the weakness and brittleness of magegold that makes it so useless, being more like glass than metal. Even the slightest impurity gives it this brittle characteristic, but pure magegold, which is so soft it could be bent by a child, is prone to breaking easily, so most do not go to the effort of refining it to purity as it makes it even more useless. Magegold coins can be broken in half by an even slightly strong human. It was originally known as Fool's gold, as it is slightly more common than gold and can easily be used to make counterfeit coins and gold items that break upon use, but which are indistinguishable from true gold to the eye. Such was the extent of counterfeit minas (which broke when people were felled in battle) that the Asulon-wide currency was changed to promissory notes and precious stones. It was only in late Aegis that Arcaurum's true power was discovered. Most materials resist enchantment, requiring powerful magic or runes. Magegold, however, seems receptive to magic to such an extent that a novice could enchant it and a powerful mage could do great things indeed with it. The potential of magegold is limited only by how fragile it is, even after enchantment. Magegold has a lesser known and less benign use: pure magegold can be used along with ancient rituals, to trap lesser spirits and souls within. This creates an arguably inhumane magical power source, which, when inscribed with the correct runes can be used to animate stone and grant it sentience (golems), and there was one tale of a more powerful spirit resisting and creating an elemental creature. Regardless, magegold is much more valuable today than it was in the past, yet many detest it for its use in counterfeiting and confidence trickery.
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(Full credit to 501warhead) “Worry not…” He coughed, feeling his consciousness slipping. “...I go... to meet a friend.” He murmured, passing away in the grasp of his brother-in-arms. Aeriel is a more prominent figure in the history of the mortal races. Benevolent in her actions and her task she is the responsible figure for guiding the Souls of the Dead. Dubbed the Caretaker of Souls she has made it her personal mission to guide and comfort the lost souls on their journey to the Afterlife, her realm serving as a Purgatory of sorts as she spends her time comforting the lost to prepare them for their afterlife. Aeriel’s message is one of kind caution; your soul is sacred and precious - do not waste it so carelessly. She takes her task seriously and zealously demonstrated at such a time when she declared Holy War upon the acts of the Betrayer, Iblees the Fallen. She is considered the Arch-rival of the Fallen Arch-Daemon, ever at each other’s throats because of the actions of each other. Her direct followers, the ancient Ascended, carry out her will with equal zealousness in the image of their Patron, helping the weakened and punishing those who would push the boundaries of Souls. Aeriel is dubbed the title of Arch-Aengul for her strong will and initiative to take action. She has taken the Mongoose as her patron animal as a warning to those who would think to follow the path of the Betrayer. Animal: Mongoose Symbol: A Tree spanning over a hill Color: Silver http://i.imgur.com/8xD6Vz1.png (Telperion) Alignment: Lawful Good Avatar Appearance: Mongoose/Angel Title(s): Arch-Aengul, Caretaker of Souls
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The ashen librarian perks up from his silence, gauntlets clutching tightly at the arms of his spruce chair as his form looms forth to display his silent, empty stare to the gathered. He'd speak out in his usual dry metallic tone, voice bearing a deep echo "I shall personally see breakers of the peace into the next life. Steady yourselves, or be removed." Orithur would promptly return to his state of silent observation, helm twisting to and fro to the speakers.
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[Full credit to 501warhead] [This lore has been implemented for some time. It is now being made public to explain how high level Tinkers are able to create Nether portals] The portals are left over elven portals. The elves, laurhei in particular, had a deep fascination with travel VIA portals (or the concept of traversing over land by manipulating separate, alternate planes). One of the best ways to do so, which the undead did in mass, was using the nether due to the fact that it was tethered to the mortal plane rather well - making travel over long spans of distance in the overworld take a fraction of the time it would if one simply traversed the nether. Obviously, this isn't quite the best route to take as the little fact of it being filled with toxic gasses, lava, a raging and angry Arch-Daemon, and a hellscape of a variety of very deadly creatures made travel through this landscape very dangerous. However, it appealed to a few - as mentioned Laurhei actually managed to build a portal that tethered to a realm with less hostile entities but was more confusing and twisting in nature - this was how she ended up in Athera and eventually Asulon with her followers, the High Elves. However, it wasn't just the high elves that had managed to engineer a stable portal to another realm, although granted they were the first and probably had the safest portal setup. Nay, for routes of fast travel the Mali' under Malin had managed to construct gateways that linked to each other through a forgotten realm. This system spanned the majority of the eastern part of the world, a scattered one or two located in Urguan's land, an increasing amount the further south you go, and then in the south eastern corner where Malin's home rested the heart of this portal-network exists - massive, now empty and lifeless, portals used to move many, many Mali' at once. However, as with most of what was built before the Brothers vanished and the Descendants moved inward to the central continent of Aegis, the portals became unmaintained and eventually winked out, one by one. Queue this era - where tinkering and curiosities have begun to spark once more. Long have the High Elves attempted to rebuild a portal like their Ancestor Laurhei, and while during Athera many tinkers finally managed to get a replica going they were all closed simultaneously by some unknown force, later to be revealed Iblees and his Workers doing as they resurfaced in the later years. However, now as we've reached this land some of the more advanced of these curious engineers have begun to stumble upon these portals once more. The technology is worn down and planes shift and move in relation from each other - the "safe" plane the elves originally used to travel seems to be too far away - not that most of us would even know how to tap into it in this era. Rather, with the recent events unfolding with Iblees' return the nether sits closer than ever before - these portals, once powerful enough to rip open a portal to those hundreds of thousands of miles away, hold just enough potential to open a portal perhaps to the nether... why anyone would ever wish to do so is beyond us, but some seem to be eager to try it.
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The ashen librarian drifts silently past the waiting Herun on the highest tier, moving down from his office to greet the gathered as he would extend an icy gauntlet to the balcony doors, ushering the attendants through to the meeting area and table on the library's rear balcony. He'd naturally situate his form over the largest of the spruce chairs, form draping across it as his Thanhic gauntlets rest atop its arms. Orithur's void-like stare would peer over each of the arriving in turn, otherwise silent until the meeting was to begin.
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An ashen librarian wanders the shelves of his library, gauntlets clutched together behind his back as his empty stare scans along the titles of the tomes. His aimless browsing would come to a halt at the sound of the library door creaking open, a robed figure wandering in with head twisting to and fro, only to situate his gaze upon the librarian himself. Orithur would loom forth to meet the messenger, extending an icy gauntlet to accept the sealed letter, producing but a single nod to visitor before he departed, the silence maintained. Orithur's abyssal glare wanders the envelope in curiosity, prying away its seal to unfurl its content. With a soft "Hm." he'd peer about the lobby of the library with the intent to inform his scholars. However finding none present, he'd simply tuck the parchment into his robes and return to his absent roaming of the shelves, thoughts now wandering to this future meeting.
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[!] A Large barn owl arrives bearing a note for each of the above, hooting to announce its presence before promptly departing back to the library. The sealed parchment it carries would read as follows: Candidates for the scholarship, prepare your books soon for later this elven day we shall begin the auditioning process. Should you lack a blank tome, the library can offer you one. - Librarian Orithur
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Patron: Irel'an Abdication and Surrender ♫ The weights that balance life itself are cruel in their machination, such apathy can only be parried with empathy. In selflessness, no matter the cause, we find true virtue. Benevolences true nature is the purging of selfish endeavors and the promotion of betterment for the overall. -+- Sacrifice to Serenity The unspoken isle and all of its inherent dangers sooner pierce the veil of serenity than add onto it. Within this unfathomable darkness lay an Elven civilization, partially led by a Scion named Irel'an. The one counselor truly built upon the morals of their sanctuary. Each beam supporting their city was a vein to Irel'an’s livelihood, every brick a piece of himself and the dedication he had given to the Elven kind inhabiting their forgotten island. Though solitary, flames are born flickering, and eventually the slightest wind will erode at its heat. Their sanctuary was no exception, and as darkness encroached over their land, the only one truly aware was Irel'an; each tower another eye to survey the city’s interests. As the cults encroached over them, Irel'an took what life he could into an ark, bringing the seedlings to the mainland. Life was lost and the weights of balance were appeased for the time being. -+- Foretold Incumbency Desperation took hold over the migrants; their tears filled with reflections of their loved ones, only to be broken against their cupped hands and cold ground of the North. They landed in the deep cold, where falling snow could cover their tracks in hope of losing their offenders. Prosecuted in truth, they sought refuge where a small enclave would be made. Their cheeks were always stained, caught in a flurry of emotion. Irel'an was the only one to touch another cheek to brush away tears, the only pair of arms protecting another’s vulnerability in a tight embrace. All were devoured with self-pity and loathing, aside from their last standing Scion. Nonetheless everyone knew that their fate was simply prolonged, unaware of the dangers this new land would present. Irel'an knew as well, but refused to let such corrupting thoughts eat away at any remaining sanity that remained in his freezing people’s minds. One by one they fell to disease, hunger and the very cold they thought would cover their departure. In their weakest state animals picked at them, seeing no reason to let the falling numbers go to waste. Wolves and unforeseen beasts ate at the thin lining of flesh on the bone of their civilization wherever they could and left them in a state of paranoia and masochism. -+- Irel'an the Fallen As the once-proud citizens fell around him, Irel'an cared for what was left. A grimace always laid imprinted on his features, but his intentions never faltered. As per history of their land, their even further weakened people were hunted. When Dwarven-kind invaded the land of Vailor, it only took a small regiment of their warriors to take care of the emaciated population of their nigh-abandoned enclave. Irel'an went forth to stop them and was able to keep half of the force away from the town for a moment, but was battered and captured. His own scrawny form was bound in thick links of chain, a lead ball hanging off his left ankle. Soon after he was thrown in the nearest river, tossing and turning throughout the waters like a ragdoll to it's eroding tendencies. It did not take long for the bound Irel'an to drown, face taut in disappointment in himself, unable to keep his brethren living, the seed dead. -+- Ascendency, Rejuvenation The selfless martyr lay at the bottom of an ocean for centuries before Tayl’s sight lay over him and his past. With enough power surged forth he became rejuvenated, able to drag himself to shore. Chains hung from Irel'an’s arms and the ball tore across the sand, the martyr’s strength renewed and thus turning his appearance to represent such. And so he rose, hair bent in knots and matted, chains rusted. From thereon he fell to his knees into the sand, swearing vengeance upon those very first forces who brought ruin to his family. Irel'an has since awoken, empowered and remembering. A host of mixed men and women with chains wrapped around their arms moves behind him, beset by his tale and the reclaiming of ‘their’ land. His will is forever unbroken, harder than diamond, able to pass this trait to others in select instances. His willing flesh regenerates when wounded, and it is so willing that he may take the wounds of others upon himself and relinquish their pain to himself. Though the shackle that once bound the lead ball to his foot remains, the weight is released, and his agility has grown ten-fold. The weights that balance life itself are cruel in their machination, such apathy can only be parried with empathy. In selflessness, no matter the cause, we find true virtue. Benevolences true nature is the purging of selfish endeavors and the promotion of betterment for the overall. So their host repeats to themselves, a hive mind focused on the renewal of their people and solely their rejuvenation; rather than the thought that the darkness that once ate at their land will do so again. -+- Sacrifice Incarnate It is under his follower’s belief that self-sacrifice is the most necessary of traits. Irel'an is no exception, and he frequently shows himself to both his people and their opponents. He often shows as he did prior to his death; cloaked in chains, a single broken shackle hanging loosely off his left ankle, though strengthened from his ascendency. He is not one to allow his boundless followers give all of themselves for him and will thus often help them, whether it is taking on their pain, or preventing it through defense or offense. Though vengeful, he is merciful, and will not bring unnecessary pain. Though a firm believer of justice, it is only that which someone deserves, and is expectant of them to fully accept their punishment responsibly. He will enforce these expectations heavily if need be, he is not a pacifist.
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Patron: Lord Knox “The blight that shall pass many.” Introduction; Lord Knox is a patron to Tayl, one of the first patrons and continues to live on to this day - spanning many centuries and lifetimes. Aim; Lord knox is a creature of evil being - he seeks to create a mass of pure destruction within the world and bring it to it’s knees. The goal is to create an ultimate war, pure anger and descend the world into anarchy. Often this is achieved by manipulation, trickery and deceit. Two sides can be paired against each other through these methods to create a small conflict which can often lead to bigger and greater means. He seeks not company - but others to achieve these aims for him. Illusion; Lord knox is an unusual being. His powers allow him to tap into the mundane world and fill it with his desire. Possessing the ability to pass people into a sleep-driven state, he is able to trick the mind to produce anything of his will. He will often confuse beings into thinking that these illusions are real - leading the effects of the illusion to become mentally temporary as well. The illusions are often so life-like that the subject would pass them off as absolute anyways. Lord Knox also possess the ability to to transform into a cloud of smoke - this allows him to travel far and wide to carry out his aims, and also prevents his body from becoming damaged when coming into tight situations. Form; Lord Knox will often be seen wearing a pumpkin atop his head, as is such the infamous signature. However he can also be seen without the pumpkin on - mostly when within close acquaintances. The actual being of Lord Knox is not man, nor spirit - he can be thought of as a mind set. Knox will choose a potential suitor, a potential body. However this ‘suitor’ must be willing to accept Lord Knox upon himself. Lord Knox will take hold of the body. Lord Knox will become the body. The once soul bound to the frame will become buried so deep it will be forgotten. Standing in front of you would be Lord Knox. Sometimes Lord Knox’s body will become incapable of filling out Knox’s duties, he will then seek a new being to live on with. Usually this happens due to age; however other circumstances can become apparent. Bounds; Although yes, Lord Knox’s aim is the destruction of the mundane world - Tayl has placed some restrictions upon Lord Knox to make sure that Tayl’s aim is carried out. Lord Knox is unable to kill another being. He would experience great pain if this were to happen by his hand. Lord Knox is never able to deviate from the path of destruction - his mind will always be set upon the torn world. Lord Knox has the insatiable desire to wear suits.
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For those showing interest, Dragur scholars guild post is now up
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[✗] Druid Lore Amendment: Control of Weather
Wretched replied to Wolf Druid Ouity's topic in Denied Lore
My thoughts on the matter were initially yes, to this idea. But the amount of spite and hostility directed at the LT has very seriously made me re-think my opinion. Reading over some of these posts Ouity it seems you've needed Song Druid to censor your fits of apparent anger. The perhaps hard to swallow truth is -- you can't ***** about a staff team then expect them to cooperate with you. Thus far unless you find a way to fix the very sour taste you've left in our mouths, I truthfully can't see this lore being accepted. It's not a matter of its combat use, its not a matter of power, it's a matter of cooperation. I know you've found yourself in a very "stick it to the man" prone spot, but it's not going to do you any favours. -
-- == + The Library Of Dragur + == -- -- == + == -- "It was once asked of me, a question. The question. The question so many have asked throughout many centuries. To a mother, to a teacher, to a friend and on occasion, to an enemy. Every day it is asked again, and it may never be answered. So I ask you, Orithur, why do we try to find an answer? Well I tell you this, it is not the answer we look for. Peculiar, no? No we do not ask the question for an answer, in fact, we never really ask the question itself at all, even if we are to always think on it, at almost every waking moment. So what is the question? Well, that is the question." - Aedrex, Dragaar -- == + == -- A great shard, a Lexicon no less, spewed forth the gatherings of a once reclusive Dragaar, blessing his once loyal servant, Orithur, with the most valuable of gifts; knowledge. The Lexicon was emptied and the ashen servant, draped in black robes and clad in a Thanhic armour, began his task of immense proportions. Promptly construction began with the aid of a small gathering that held a similar love for knowledge as he, to reform the once secretive Library of Dragur, and the Order that maintained it. Many moons rose and fell in the time it took for the grand structure to reach its state of completion, and even longer to organise and document the many books within into the appropriate shelves and categories. Already the library had made itself quite known to the world as a beacon of knowledge, holding the largest supply of books in the known realm. Races and creatures of all ilk gathered to its walls, and under the name of Dragur would they study. And study much, from ancient magics to lost cultures, the library had it all, and would continue to expand. Donations would come often, and in the time the library was standing its total number of books had almost doubled through donation alone. It was evident to the Librarian, Orithur, that when given a glimmer of hope that knowledge may thrive in a world so sickened by forces that would see it destroyed, the masses would flock. But with interest came demand. So many requests for so much knowledge the library simply didn't have. It required much expansion still, for it became quite apparent to Orithur that he had barely began to scratch the surface of what knowledge is, and it was truly a near infinite mistress that seldom could ever hope to tame, but nevertheless Orithur and his scholars would attempt it. New minds were required, the Order was to be remade, the scholars of Dragur were to be called upon once more so that the library may be brimming with the pure potential it should. -- == + == -- Total Current Books: 629 -- == + == -- Librarian: - Orithur Scholars: - Dram [Seriph12] - Asher [Cosmik] - Aluuvia [Tehlulu] - Callax [VitaminC] - Archembalt [_Cuckoldry_] - Artemis [Sythan] - Aurabella [TeaRex] - Absulon [Bokratz] - Old Man [_Sug] - Div'Igne [xboxershortz] - Orias [Anawkin] Partnered Libraries: - Sanctuary Library Librarian: Niera - Felsen Library Librarian: Theran -- == + == -- Should a position as a Scholar within the library be of interest, then state your information below. But let it be known the library is accepting only of those who would dedicate their lives to knowledge. Thus, the fee for applicants is an audition. Required for this audition is an original tome written by yourself, and a presentation to the librarian and current scholars on its information. By placing your information here, you will be contacted for audition by Librarian Orithur himself. Name: Age: Race: Intended topic of book: [[MCname]]: [[Timezone]]: -- == + == --
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Lore under review. Expect an outcome soon!
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Patron: Alistaer “Forethought” “... It is well known that the gods of our realm hold an affinity for stirring trouble and in a realm stricken with an endless State of War, and it is not unheard of when an AenguDaemon begins to intervene in mortal affairs. Alas, in this day and age such abuse on the part of the gods runs rampant and only the Dark Flame repels them; their zealous aptitude for violence having long distorted the Grand Council of the Seven Skies.” Introduction *** The gist of this lore is that an AenguDaemon under an alias is responsible for the powers of the Covenant. The First, Second, and Third Sins *** Long had the man stared at the night sky to wonder what lurked above in the heavens, and long had the answer remained barred from them. In days of yore a simple Seer had wandered the earth with a scrying orb in hand. Kaer’gi, the supposed wrath of the sun; Aerk’iath’s tenets, he taught, must be upheld lest the world dissolve into endless war and as he went on to gradually explain the sins of the deific and how all godliness must be expunged as to prevent cataclysmic conflicts such as the First Sin and the wars against both the Undead and the Scourge in more recent days. *** To make matters simple, the Seer claimed that the First Sin was Iblees whereas the Second was both Undead resurgences and the Third the direct intervention of AenguDaemon in mortal affairs. With this revelation, Kaer’gi’s followers basked in his wisdom and so the Seers of Aerk’iath were born and to this day they have wreaked havoc on the Brotherhood of Sacred Light and its various incarnations. The Mark of the Viper *** It is said that Kaer’gi was bestowed with eldritch powers by Alistaer, known simply in the Cyniine tongue as ‘the Helper.’ Crimson, the aura of dominance had long been established as a symbol of power and through his runic abilities Kaer’gi bestowed the aura upon his acolytes, it was no gruesome power but instead a simple boon that gave them an identity. It is said that when Kaer’gi was bestowed with eldritch powers by the Alistaer, he poured some of the energy into the first branding. The Mark simply shifts magic to a red color, as well as a variety of other cosmetic effects that do not strengthen or weaken the Seer or Templar’s arts whether it be Dark or Arcane in origin. Manifestations *** The supposed AenguDaemon manifests as a viper, cobra, or eye. It is incredibly rare for Tayl to manifest as Alistaer but it is known to have happened at least twice in the past three centuries. On the first occasion, he is said to have manifested as a suit of pseudo-Orenian platemail with the crest of both an eye and cobra emblazoned on the tabard.
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(Full credit to Jallentime) The Aspects: The Druidic Aspects are an ancient and powerful trinity of gods whose names are synonymous with Nature itself. Each of the three Aspects maintain their respective domain over the natural world and cooperate to establish true balance, a feat which has been undermined by the efforts of mages and the greedy (Further detailed in the book, ‘The Great War’). Because of this, the Aspects have blessed their divine will upon individuals within the mortal realm, dubbing those chosen as ‘Druids’. The purpose of these individuals was clear: eradicate the unnatural, allow life to prosper, and defend nature against unordained destruction. With this creed in mind, the Druids have propelled themselves into the modern era under the careful supervision of our benefactors. But, who are the Aspects? Cernunnos The Great Huntsman, The Green Man, The Horned God Bestowed Druidic Ability: Control of Nature Governing Seasons: Summer and Winter Woe to thee who might seek to prey upon the flock of Lord Cernunnos. Legends speak of arrows being loosed upon the skies in numbers uncountable, raining upon those that seek to disrupt the careful balance of nature. It was he who gave the porcupine it’s quills, the rattlesnake it's fangs, and he who first taught the Elves of ancient times the art of bowmanship. Cernunnos waits patiently at the side of Cerridwen, guarding her peace with the vigil of a hawk and the calm of an evergreen forest. To experience Cernunnos is to experience true challenge. You must hide yourself amidst the canopy of a great green forest, your body obscured by a cloak of leaves you stitched together with pine needles and sap, your stomach howling for the smallest hint of nourishment, your fingers wrapped tightly around a bowstring as you stalk your prey on the forest floor. You must stand steady and vigilant at world’s end, bloody and broken, and counter the pain with courage and skill. Rituals and Beliefs To this day, all Elves owe their natural affinity for archery to Cernunnos. It is believed he personally taught the ancient Elven lord, Malin, the art as a means to balance the diplomatic race against more violent beings. In times of war, it is quite common to hear calls of courage and steadiness in the name of the Huntsman. Many of the greatest druids have taken an affinity for Cernunnos, and some believe him to be the leader of the Aspectual Trinity. When Druids have a goal in mind, they often refer to it as a hunt in reference to the Huntsman. The condition of Albinism is often attributed as a blessing from Cernunnos. Creatures with a pure, white coat are predisposed as honorable and majestic beasts.
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(Full credit to Jallentime) The Aspects: The Druidic Aspects are an ancient and powerful trinity of gods whose names are synonymous with Nature itself. Each of the three Aspects maintain their respective domain over the natural world and cooperate to establish true balance, a feat which has been undermined by the efforts of mages and the greedy (Further detailed in the book, ‘The Great War’). Because of this, the Aspects have blessed their divine will upon individuals within the mortal realm, dubbing those chosen as ‘Druids’. The purpose of these individuals was clear: eradicate the unnatural, allow life to prosper, and defend nature against unordained destruction. With this creed in mind, the Druids have propelled themselves into the modern era under the careful supervision of our benefactors. But, who are the Aspects? Cerridwen The Green Lady, Goddess of Life, Mother of The Morn, Lady of Light Bestowed Druidic Ability: Nature’s Healing Governing Season: Spring It is said that whenever the sun rises, so too does the great Springmother. Cerridwen’s divine light breathes life into the cold darkness each morning, replenishing the weary with renewed strength and vigor. During the creation of the world she is said to have personally sculpted every flower and fruit, every nut and vegetable into an object of replenishment and beauty. Cerridwen’s love for the world is unconditional, and she desires peace above all else. To experience Cerridwen is to experience the purest form of bliss. You must run barefoot through a bright meadow in the spring-time, your hair down and blowing in the warm breeze as the sunlight washes over your sealed eyelids. You must kneel at the edge of a coursing stream and stare down at your reflection, watching the myriad of colorful fish swimming by without much care in the world. You must hold an infant in your arms, helpless, trusting, and know what it is to be a mother. Rituals and Beliefs When any new life is brought into the world, Cerridwen is believed to watch over them as any mother would. For this reason the phenomenon of ‘Baby Luck’ is often attributed to her. Cerridwen’s recognized symbol is the sun, which can commonly be found in druidic libraries as a depiction of ‘Illuminating the darkness of ignorance’. Small shrines to Cerridwen can be found in family gardens or farms to ward off pests and encourage a good harvest. The officiant of a marriage often blesses the lucky couple with words of Cerridwen to encourage a long, and child-filled life.
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As requested, moved to denied lore.
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Lore under review.
