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Luciloo

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  1. Okay first of all, you don’t use “it’s” for an object. There’s no possessive apostrophe for it. Second, making black ferrum one word is just bemusing entirely. Now for less pedantic ****.. This makes no sense. I have to beat steel into shape, it’s not going to be glassy and pretty by default. What does this actually mean? There’s no explanation as to what this is. This implies that it’s very brittle, which totally contradicts what you appear to be suggesting above. If it’s a form of high carbon steel, not sure it would really alloy with anything. Steel is good, because it can be reworked through forge welding if necessary. This doesn’t make sense. That’s not how steel is made. Is this a crucible steel then? Because you then go on to describe how steel is made in a blast furnace, for which coal coke is used, because of its high carbon content. None of this submission makes any sense.
  2. There was an eventline involving the swamp, which would have likely opened up the ‘map lore’ surrounding it. However it clashed with Mystery’s Voidal Tear events and players couldn’t do both “antagonistic threat with spooky terrain corruption” scenarios. My understanding is that the swamp eventlines died as a result.
  3. The concept of immortality in RP can be done really well, but it should take work or some kind of process like Liches and such. This is far too easy to attain, and the ST don’t even enforce racial curses or death by old age, so what’s the point?
  4. Why are you enforcing cultural laws like the pursuit of wealth and such via ooc redlines? Build and maintain culture in roleplay, not through ooc barriers.
  5. No I hear you my guy, but this section was written with the belief that it could later be edited. i.e. that the Hub Page itself wouldn’t be locked So I’m just explaining that’s why we made the list specific, rather than general groups like ‘undead.’ Thanks for the input, I’ll fix it!
  6. My understanding was that we could continue to update Hub Pages going forward. And if that’s not the case, then I’d like to suggest it should be, so that they can be updated as needed to better inform players as to how various magic interacts etc.
  7. Consider that Powersharing is largely used for Druids who don’t possess Blight Healing(or are a very low tier) to assist another Druid in it, or with things like growing or ungrowing trees and other flora. Even when used in combat encounters, it’s usually within events. I personally don’t like to see Druidism used for combat between players, because not only is that not its purpose, but those are the kinds of circumstances where players will powergame so they “win” the fight.
  8. Druidism Hub Page The Aspects Gods of Nature, The Wild Divine, Mother Father and Grandmother. The Aspects are the trinity of Aenguls who together forged the cycles and systems, which allow nature to function. Cycles of life and death, emergence and extinction, destruction and renewal. Often considered the most alien and amoral of deities, their sphere does not encompass the Descendant races who depend upon nature’s bounty and may well earn the Aspects’ ire. After forging this delicate system of cycles, dubbed the Balance, the Aspects then retreated into the seclusion of the Fae Realm, far away from the nature they had laid the foundations on which to flourish. From Cerridwen, Spring and Summer, the lush flora which spreads across the world; from Cernunnos, Winter, the beasts which thrive upon nature’s greenery and hunt one another; from the Third, Autumn, the shadowy embrace of an eventual end, death. Cerridwen Cernunnos Grandmother Spider The Mani After withdrawing into the Fae Realm, the natural world became asunder with the ravages of other forces. Ibleesian undead, Magefire and other vile magics, but the most consistent was the despoiling caused by the Descendant races. The avaricious consumption of resources, fueling economies and founding cities, great wealth accumulated from ripping ores and stones from the belly of the world. The expansion of civilisation into the sacred places within nature and throwing delicate ecosystems into total chaos. The Mani were the first bridge between nature’s denizens and the mortal races. Champions, Demi-Gods and Princes of Cernunnos’ beasts, they answered the call of the Aspects and rose to protect their kin from the devastation of malign forces, both mortal and magical. Mani, Demi-Gods of the Wild Sonnos, Prince of Foxes Kholibrii, Prince of Hummingbirds Meracahe, Prince of Beavers Mani Princes of Anglers, Apes, Bovines, Bees, Rats and Lizards Kalii'Mari, Prince of Cephalopods Mani Princes of Arachnids, Turtles, Elephants & More Kriki, Prince of Crocodiles Dzalar’onn, Prince of Frogs The Origins of Druidism The roots from which Druids of all stripes have grown, generation after generation. Warriors, scholars, healers, advisors and diplomats, wanderers and priests. All share a rich and ancient history which spans across millennia to the time of the Four Brothers, as old as mortalkind themselves. The Origins of Druidism Taynei'Hiylu Druids Though the Descendants are outside of nature’s Balance, they may influence it profoundly with their actions. From the conflicts feeding such destruction, the first Druid would come to be embraced by the Aspects. Instilled with a deep connection to the natural world, the Druid is the devoted servant of the Aspects. Another bridge between the races of Man, Elf, Dwarf, Orc, and nature’s primal being, to understand the needs of other mortals and to approach them with intelligence and nuance where the Mani cannot. It is the responsibility of the Druid to find compromise between Descendants and the wilds. To encourage cooperation and harmony, to heal nature when there is harm and to prevent it from occurring. And if all else should fail, then the Druid must be ready to fight for the Wilds.   Subtypes of the Magic Communion Communion is the bedrock of Druidism. It facilitates communication between the Druid and the natural world, allowing them to better understand their charge. It also encompasses the requesting of nature’s assistance, floral growth and the channeling of their own energies. Blight Healing Blight Healing Guide Blight Healing is another advanced Gift, widely believed to be the most personally taxing. It builds on the Druid’s ability to channel their own energies, allowing them to manifest in a form that rejuvenates natural life and purges magical corruption from the world. Druidism Guide Contains a summary of all subtypes, including emote guides, tips and suggestions. It’s recommended that you also read the accompanying lore, however. Feats Herblore Herblore Guide Herblore is considered an advanced Gift among Druids. Building upon Communion, the Druid is able to learn the interior structures of flora and guide them to grow in different manners. The result is the ability to encourage the innate properties of herbs or even fruits and flowers, to grow more potent or to weaken. Often this is used in conjunction with healing, but this is not Herblore’s only application. Druidic Transcendence Transcendence Guide As one moves past the mere surface of water to find the secrets held within its depths, so too does a Druid when discovering Transcendence. The illumination of the full Moon along with the waypoints called Fairy Rings, a Druid is able to travel spiritually to the Fae Realm for a short time and experience all it has to offer. Yet as time went on and disturbances occurring within the Divine Realm, a shift within the sacred art was invoked that now reflects the true duty of this blessing and the importance to maintain its respect. Mani Summoning When darkness surrounds the Wilds and all hope seems to fade, the Druids turn to the Demi Gods of Nature to answer their prayers and seek guidance on how to protect what they have sworn to uphold. This unique ST event interaction comes however with its own sets of dangers and costs, for the Divines do not take kindly to being summoned upon a whim. Blood Druidism Those that delve into the deepest reaches of the mortal plane and invoke it's more ancient and forbidden rites find themselves seeing the truth of what was before the Aspects touch upon the world. With blood magic unleashing genus within the Druid, the servant now finds themselves able to combine both gifts once more and create chaos in its pure primal state of being. Shapeshifting Shapeshifting Guide A deeply sacred art among the Aspects’ children. Shapeshifting allows a Druid to bond with a beast of nature on a primal and spiritual level, before it and the Druid are fused together, taking on the animal’s form. As the Druid grows more accustomed to the animal’s spirit, they come to take on its instincts and are able to experience nature more akin to its denizens. CAs Soul Trees and Tree Lords An ancient blessing hidden throughout time, the sacred Gift of a Soul Tree has been given to those Druids whose time was coming to an end, but their service to the mortal realm not yet complete. Whether by age, injury, or deep devotion to become one with nature, a Druid calls upon the natural divine and those deemed worthy are forever changed into what is known as a Treelord.   World Interactions The Fae Realm Fairy Rings Sprites Kuila Crystals Elder Trees Treants and Entkin Kaitoyami Fungi Epiphytes Woadbows Sycophants of Boletius Artefacts The Aspect Stones Approved Artefact Thread; contains some Druidic Artefacts   Druids and Other Magics As with all deities, the Aspects themselves hold expectations for their children, and expect Druids to uphold their duties to nature and the Balance. Given this, performing other magics not deemed acceptable within the eyes of the Aspects will result in the Druid’s connection beginning to change. At first the connection is merely halted, no longer able to advance any further within any given tier. Should the Druid continue practicing other Magical Arts not acceptable in their deities’ eyes, their connection will then start to wane and decrease gradually over time. Nature will also take note of this, coming to develop great disrespect in a child of the Aspects doing such, requests may be denied or the wilds might even lash out at the Druid in question. Melodies and songs of nature will passively grow louder and more angered, and if such a Druid continues upon this erring path of other magical arts, they will find natural places harder to focus within. It is of important note to remember however, that guidelines of other magics must be taken into account. Should a magic state it cannot be learned if the person say has a deity connection, the Druid must seek out Unattunement and have their connection severed before pursuing magics of those sorts. The Seers, Eyes of Vaseek Feat is acceptable with no magical drawbacks of learning another magic. Curiously however, the Druid is no longer able to use the Communion abilities ‘Mapping’ and ‘Greensight’ as this Feat immediately overrides such. Similarly, a seer-druid may proceed to learn seer magic. Herald of Azdromoth: Druids are unable to receive Azdromothian Draan, and therefore incapable of becoming Heralds. Blood Magic A Druid with any form of Blood Magic is unable to use the Feat “Transcendence” given the chaotic mindset and effects Blood Magic has on the user. Druids with Blood Magic may self teach Blood Druidism. Alchemy is able to be learned without any drawbacks. Druids may be Kloned but lose access to Treelord as a result. Additionally, if one learns Shapeshifting and Klones into a body that is not their own (this does not include mutations, but actually changing entire bodies. Dave becomes Frank, for example.) They lose Shapeshifting permanently. Other Deity Magics are mostly unable to be obtained unless the Druid is Unattuned first. Attempts to Attune another deity-user will result in a failed Attunement, with all its side-effects. The exception to this is learning becoming a Templar. Kani, Golemancy, Sorvian Crafting, Housemancy, Bardmancy are all compatible with Druidism. Dark Arts such as Necromancy, Mysticism, Naztherak, and Dark Shamanism cannot be learned. A Druid must be Unattuned before attempting to learn them. All Voidal Magics are incompatible with Druidism. Attempting to learn them will gradually weaken the Druid’s connection with nature, eventually severing it entirely. Animati Crafting is able to be learned however, a Machine Spirit Druid cannot be a shapeshifter, and cannot become a Treelord Creatures unable to become Druids Zar'ei Ologs Wonks Sprites Wights Azdrazi Zar’akal Atronach Frost Witch All other Undead All other Soul-Altered beings All other creatures lacking a soul Credits
  9. Druidic Transcendence “Though it is a great loss, feeling those brothers and sisters that depart this realm, we know they only return to that of nature and wander eternally within the realm of the Aspects.” ~Arinislia, the Owl Druid Origins Stories held within the old tomes of Druidic lore tell of the legends and myths that hold the vast secret knowledge of nature and the realm of the Aspects. Visions caught within the dreams of the Elders speak of the brilliant majesty that is the realm parallel to our own yet entirely different in its own right. The feeling within a druid’s connection as a brother or sister perishes from this world is an indescribable loss, yet also known deep within there is a certain peace and unspoken truth that they now rest within the Eternal Forest. The Demi-Aspects of old carved in stone and displayed in various shrines of druid groves gives a hint to this very thing that perhaps those druids that have departed may eternally wander there. Communion being more than just speaking to flora and fauna, is a step above that which the eye merely sees and opens up to many possibilities. As such, a Druid has attempted to study and find a means acceptable in the deities’ eyes to transverse and commune with those departed. Without the approval of such, one could never truly transverse such a realm without feeling the absolute wrath of such divines. Thus an acceptance was sought and found through the hints and studies of the Fae creatures, but most notability the mysterious Fae Rings. Transcendence Ability The connection made uses the existing tether between the Eternal Forest and the Mortal Plane - empowered by a full Moon. Similar to a shaman's spirit departing from their body, leaving but an anchor behind, so will the druids soul exit their body and leave an anchor. Their body is left behind in a state of meditation and connection whilst their mind enters the Fae Realm. When here the druid’s spirit is free to choose a form in which to display as, be it their original bodies, animal, and/or flora of some kind. The disguise being left to the creativity of the player. In this disguised form they are free to exit the Fae Ring in the Fae Realm and roam freely in this divine garden. When wandering around they are able to encounter many a kind of Fae that naturally live there. Though more interesting are encounters with passed Druii - who have lived in the Fae Realm ever since their departure from the Mortal Plane. These ancestral druids are capable of communion with the wandering, disguised, druid. This is achieved through nature's communion, much like how this is performed on the Mortal Plane. A logical way of communication - for the Fae Realm or Eternal Forest is considered a mirror dimension of the Mortal Plane. One where nature prevails above all through the Aspect’s influence and Fae rule. Disclaimer: The ability to transverse to the Fae Realm falls to a direct event. This firstly needs to be approved by Story Team Management to begin the ritual and travel there. Once approval is granted, the event begins with the Druid who knows the Transcendence Feat to have those that are traveling with them (up to two other druids) step into a Fae Ring. It is then that the Druid starts to cast, giving general effects of the Fae Ring’s mushrooms glowing, wisps now appearing in the air, flora moving, and so on. The aesthetic effects are left up to the Druid performing said ability. The Story Team Member as well can emote these effects. When the last emote is done, the Story Team Member then teleports those of the party to the area for interaction. What happens there falls on the discretion of the Story Team Member. Those departed druids (PKs) are allowed to be there and move around during the encounter yet can only be played by the player who owns said character. Should there not be a location/build area for which to teleport too, the Story Team Member can place the party in a random remote location in the world where they aren’t disturbed and able to just emote out what is seen there and the interactions the party may encounter. Dangers within the Realm A connection can never last too long for the longer it is maintained, as by nature the Fae Realm, the druid shall be persuaded to stay there. No active actions are taken by the realm within, but there will be a strong influence that will warp the mind of the visiting druid - encouraging them to stay. Other dangers are the fae and other hidden creatures that lie within the Fae Realm. These, when encountered, can harm the druid(s) spirit(s) which causes the anchor point to be severed and thus the Limbo state immediately beginning. Should the druid(s) spirit(s) be killed in the Fae Realm, it is a Hard PK with the Limbo State not activated. To people around them it appears as if they are sleepwalking, as soon as the body reaches outside of the Fae Ring - they will collapse. If body and soul are reunited in the Fae Ring they will fuse once more, but not without heavy mental effects that become permanent because of the Limbo state activated. If in an elven day’s time (24 irl hours) no one has come to the trapped druid’s aid, their Soul will forever remain in the Fae Realm. (PK Clause) It is noted that during this state of limbo the druid appears in the Fae Ring in the Mortal Realm as a ghastly near-spectral entity. Incapable of stepping out of the Fae Ring, speaking or influencing the realm around them. All they can at this point is appear there in the hopes that someone sees them before their Soul is forever severed from its body. Disclaimer: While in the Fae Realm, the druid(s) can run into many different encounters. Some being more dangerous than others. If the druid’s spirit is harmed, it will immediately activate the Limbo State. Should the Druid(s) spirit(s) be killed within the Realm, this will be a hard PK. The druid(s) will have two irl hours to walk around and interact there, having a Mani encounter cutting the time in half to only one hour. Should the druid(s) still remain there when the two hours are up, an announcement is made emote wise that is done three times every five minutes thereafter(fifteen total minutes). Each emote warning gets more intense as they feel the beckoning call of the Fae Realm in asking to remain. If the druid(s) still remain after that time, the Limbo State PK clause goes into effect. Limbo State: This state is only activated if the Druid(s) spirit(s) is harmed in the Fae Realm or they choose to remain there even after the timer and warnings are up. When the Limbo state begins, the druid’s physical body in the real world starts to get up and walk out of the Fae Ring. As the body reaches pass the mushrooms, it will collapse and lay there motionless. The spiritual form of the druid will then appear in the Fae Ring, unable to talk or do any physical things. Their only actions is gesturing towards anyone of where their body to try and get it back in the Fae Ring. If the body isn’t moved back within twenty four hours from when the Limbo State was activated, the druid’s spirit departs, causing a PK. If someone ventures on the druid(s) in the Fae Ring while they are travelling in the Fae Realm, their bodies can be moved and the Limbo State immediately activated as well. Should the body be attacked, the Limbo State immediately begins. If the body killed, it is a Hard PK. Mental Damage: A wide range of different things could happen to the mind when being harmed in the Fae Realm or thrown into the Limbo State. This includes, but not limited too, hallucinations, phantom spasms on the limbs, blindness, comatose, nature’s voices overwhelming constantly in the mind akin to a non-druid in a Fae Ring, unable to use/control one’s Druidic gifts, etc. Must choose at least two of these effects. It is up to ST Discretion to force choose which will effect the Druid(s) if it's needed. Any new effects must be approved by ST Management. Should the Druid(s) that return not invoke the Limbo State, these mental effects will only last 3 IRL days. Should the Limbo State be activated by getting harmed in the Fae Realm, the mental effects are permanent. Should the Druid(s) spirit(s) be killed in the Fae Realm, it is a Hard PK. After Effects When the toll begins to sing within the depths of the Fae Realm, the druids that visit there must now begin to depart. The calling increases with each tug felt, beckoning them to remain forever in the Eternal Forest. As the Druids return to their bodies once more, all the Druids who participated with the ability will find however, that their spirit has waned from the ordeal. This weakening of the spirit can lead to a variety of negative effects, which could include passing out, forced Greensight ability, unable to focus in natural areas, shortness of breath, a pallor, tiredness, etc. The true toll is of the soul itself. Should the Druid(s) attempt to Transcend before they fully recover, the Fae Realm’s call will be too great to resist and they will be forever lost in its song(PK clause). Mechanics: This effects all who participated. The effects mentioned above lasting 3 IRL days. Two of the mentioned negative effects may occur immediately upon returning and must be roleplayed for 3 IRL days. However, the soul(s) of the Druid(s) is still weakened and is unable to resist the songs of the Fae Realm should they try to return before they fully recover. Recovery time to preform or participate in the Transcendence Ritual is two IRL weeks. Teaching First Lesson: The first lesson begins with knowledge. The teacher must take the student and venture towards a high up location where they have a clear view of the night sky. With this, the teacher instructs the student on the Moon and its phases, explaining how it affects the natural world and more importantly the Fae Ring waypoints. After this is done, the next step of the lesson is to take the student to a Fae Ring and let them experience what is felt within. The student is to then practice meditating within the Fae Ring with their eyes closed. This in turn, allows for the student to see the natural world beyond mere sight. The ebb and flow of life is seen within the mind’s eye as glowing green particles outlining the shapes of all flora within the area. Animals are far harder to see if moving, only able to get faint outlines. Druids, depending on their Tier, are able to be seen as well within the immediate area given the pure natural energies that are held within them. All things not of Aspects’ creation or origin are unable to be seen. When the student opens their eyes and ceases the ability, the images fade. Second Lesson: The second lesson involves taking a step further from the first lesson within the Fae Ring. With the student now able to see the natural energies of the natural world around them, the teacher is able to guide them for the next step. The teacher directs the student to fall into the meditative state of the first lesson. Once within the trance, the student is then able to focus all the druidic energies within their own body to project their own spirit in front of them. This projection is still connected to them and only shows an image rather than the actual spirit of the druid out of their body. This image can only be maintained for a short duration(three emotes) before it disperses and the student is left exhausted. Others looking at the student can see the spiritual image as glowing green particles outlined in a silohllete. Any attempt to transcend the Fae Realm within this step is not possible as the student hasn’t learned how to find the waypoint. Third Lesson: The final lesson is connecting to the waypoint itself. This typically involves visiting the Fae Realm for the first time, however if there are issues Story Team wise, then simply learning how to connect to the waypoint will complete the training. With the second lesson mastered, the teacher sits within the Fae Ring along with the student. The full Moon must be out during this time RPly with the Fae Ring emoted as commencing the aesthetic effects. It is then that the Teacher directs the student to cast the ability and display a spiritual image of their form. The teacher in turn does the same and together, the student is guided to a spiritual bridge that now starts to appear. This being the wayportal from the Fae Ring to that of the Fae Realm. Should a Story Member be present and the journey is allowed to continue, the teacher and student both step on the bridge and their spiritual forms disappear from sight. The Physical bodies remain in a meditative position during this time. Should there not be a Story Team Member to continue the journey, the lesson ends at the sighting of the bridge and both spirits return to their respective bodies. Red lines Purpose Long has it been believed that Druids who died in service to the Balance were rewarded by ascending to the Eternal Forest, where they would dwell with the Aspects in a plane of perfect Balance. In centuries past, Druids were known to receive visions of their departed Brothers or Sisters, as confirmation that they had joined the Aspects and found peace. It is only later that Druids would seek a way to traverse the Fae Realm whilst remaining alive, to hold counsel from ancient Druids of millennia gone by, to meet with Faeish friends or indeed to bring back more than wisdom and guidance. OOC Changelog:
  10. The Trials of Spirit and Resolve “Do you hear the call of the wilds? The feeling is indescribable and true freedom unlike anything you have ever experienced before.” ~ Sena, The Buffalo Druid The Trial of Acceptance The journey begins for the Druid by the teacher aiding them on a spiritual vision. This vision is invoked by a ritual which causes the Druid to have an out of body experience. It is said from there that the Aspect Cernunnos pulls the Druid onto a path to find their destined animal spirit to bond with. During this time, the teacher watches over the Druid’s body while this is performed and can pull them back into consciousness if need be. This process could last days, weeks, or months (in-game) depending on the time it takes for them to find the animal. If the animal is found, the vision will end and the Druid will awaken. Mechanics: This is a spiritual vision that the teacher gives the student. With the oocly provided knowledge of what animal the student has chosen oocly, the teacher then creates a story around the student’s spirit being lifted and then guided to find the animal they will eventually bond with. This is left up to the teacher and student respectively, but effort does need to be made with the story vision the student will receive to give a full RP experience they deserve when doing these trials. Anything else they might see in these visions should be left as ambiguous, so any attempt to try and add an interaction of say a Mani or an Aspect is strictly attributed to the strange effects of the vision itself and is non-canon. Any attempt to OOCly state the character has met or interacted with said deities is strictly prohibited. The Trial of Strength Once the vision reveals the animal, the next trial involves the teacher guiding the Druid to find it. If found the teacher leaves and the Druid must bond with the animal to earn its acceptance, then challenge it in combat to the death. This trial is said to be watched over by the Aspect Nemiisae, watching and judging the Druid’s true nature and resolve, to determine if they are worthy of such a gift. Should the Druid prove victorious, they skin the animal and bury the remains respectfully to give thanks for such a sacrifice. Upon completion, they return to their teacher with the skin to proceed with the final trial. Mechanics: This trial requires the teacher to find a location suitable for the regional habitat of said animal then direct their student to find it. The teacher plays the animal in question, whether by using a provided skin or by standing by OOCly and emoting. This part is where the teacher creates a full interactive story around the animal itself where the student must discern how to bond with it. The student’s actions determine if they are able to do combat with the animal or not. Once the teacher decides the student is ready, the RP combat will complete the final session. This is a fight to the death, but the Druid is not held to a PK clause. Should the student fail to kill the animal, they fail the trials completely. This trial usually includes 2-3 RP sessions with the animal, though a teacher may opt to do more to create a more engaging story. The skin(or equivalent, depending on the animal) is required for the next trial. The Trial of Change The final trial is more of a ritual that takes place in a sacred, hidden area known as the Grotto of Cerridwen. With the pelt of the animal, the Druid steps into the center of the Grotto while their teacher begins to recite an ancient Druidic chant. The area stirs to life while creating a surge of Druidic energy as the hide of the animal starts to meld into the Druid’s flesh, calling forth the spirit of the animal to merge with the Druid’s soul and body. When the process is complete, the Druid’s body begins to morph. The process for the first time is slow and painful though the result, if successful, is the Druid now fully shifted into the animal they have bonded with. Mechanics: This final trial requires the location of the Grotto of Cerridwen. The teacher guides the student there, where they perform the ritual and final test, to determine if the student is worthy or not. The requirement for the student is to have the skin(or variation depending on the animal) with them. They are told to sit in a certain place in front of the altar or shrines there, while the teacher places the skin of the animal upon their back. The teacher will then begin to chant, cast, and/or RP special effects that happen in the Grotto itself. This is generally left up to the teacher and how they individually choose to RP it. Once finished, there is a moment of silence. Should the skin of the animal successfully meld into the student’s body, the student is then allowed to start changing into the animal. This is the only time they can do such before an MA is made, and lasts one irl hour before forced to shift back again. The teacher remains with them during this time.   Grotto of Cerridwen The Grotto of Cerridwen is the sacred, hidden location that is required for the final trial of shapeshifting to be performed. The Grotto itself can be created in any design, from shrines to all the different Aspects to those of Demi-Aspects or even Mani murals. These locations are no different than any other Druidic cavern/structure, making it impossible to just assume it is the Grotto unless actually told. The process of creating Grottos requires three shifters. Each bringing an offering to Cerridwen, the offerings are placed in the center of the room with all three shifters sitting around it. One then chants prayers, while the others begin to infuse Druidic energies into the offerings. All three then shift at once, creating a surge of natural energy within the room itself. Upon successful completion, the offerings turn into a greenish goo and seep down into the ground before a calm serenity washes over the grotto area.   Tier Progression Tier 1: The first time one shifts within the grotto of Cerridwen, the process is long and usually painful depending on the animal. After this first instance, at the beginning of their journey as a shifter, changing into animal form takes quite a while to achieve and is painful, with soreness and aching pervading the humanoid body when returning. The Druid cannot maintain their animal form for long, more often than not shifting back randomly or not getting correct control over the animal instincts they now possess. ((When shifting, it requires 5 emotes to fully shift in and out of animal form. When in combat, it is far more straining to focus on shifting, making it impossible to do such under pressure.)) Tier 2: Shifting into animal form becomes easier for the Druid, but the process still takes some time to achieve. The Druid is now able to stay within their animal form for longer, and is more exposed to their spirit animal’s natural instincts. While in humanoid form, the Druid may find certain triggers or instincts of their spirit animal still hard to control or process. Oftentimes their personalities begin to change at this point, but are dependent on their animal spirit. Tier 2 is reached 1 OOC week after App. Accepted Date ((When shifting, it requires 4 emotes to fully shift into animal form and 4 emotes to shift back. When in combat, it is less straining than the previous tier, however it will take 5 emotes given the focus required while in said situation)) Tier 3: The Druid now has an easier time shifting into animal form without much pain or soreness. Instincts of the spirit animal now become more fluid and easier to manage for the Druid within humanoid form. Though the effects will still remain, the Druid is able to manage the changes they experience from the side effects of shifting. Maintaining animal form becomes easier and lasts for longer, rarely ever randomly shifting back. Tier 3 is reached 4 OOC weeks after App. Accepted Date. ((When shifting, it requires 4 emotes to fully shift into animal form and 4 emotes to shift back. When in combat, the Druid will find their connection to their animal closer, allowing them to have the same 4 required emotes when in such a situation.)) Tier 4: The Druid has almost fully mastered the ability to shift into their animal form and back. Instincts become second nature to the Druid, while shifting takes less time than before. With this greater mastery over shapeshifting, the Druid is able to pass on the knowledge to another, providing the requirements needed to do so are met. Tier 4 is reached 12 OOC weeks after the Accepted App. Date. (3 months) Can now obtain a TA in Shapeshifting TA requires being taught the Trial Process and Access to a Grotto of Cerridwen. ((When shifting, it requires 3 emotes to fully shift into animal form and 3 emotes to shift back. When in combat, the Druid is far more bonded and in tune with their animal spirit, allowing 3 emotes to shift when in such a situation.)) Tier 5: The Druid has fully mastered the art of shapeshifting. Morphing into their respective animal almost instantaneously now, with no random occurrences of shifting back to humanoid form. Those who have mastered this ability are even rumored to be able to stay in their animal form years at a time, finding themselves remaining more animal than humanoid. Tier 5 is reached 16 OOC weeks after the Accepted App. Date. (4 months) ((When shifting, it requires 2 emotes to fully shift into animal form and 2 emotes to shift back. When in combat, while the Druid shifter is now completely one with the animal spirit, the strain and sudden focus in combat has the shift still require 3 emotes in such situations.))   Instinctual Side Effects 'Some shifters just decide to yeet off into the distance’ ‘ Sometimes they come back’ ‘Sometimes they decide the wilds are their true home' 'Some decide to be a snake in a sweater' 'Who knows' ~ Dwyn, the Deer Druid As the Druid progresses and bonds with the animal spirit within them, their mental state and behavior begins to change, whereby they take on some characteristics of said animal. This can vary and falls within a wide range of effects, from feeling more territorial, distant, fearful, alert, and/or more obsessed with certain things. While choosing what kind of behavioral changes or mindset the Druid can take, they must have some instinctual change from the animal spirit they now possess. Below is a list of examples of instincts that one could obtain from that animal or one similar to that animal. This isn’t however, something to follow to the hilt and rather encouraged to add some unique flavour of your own to your Druid and their RP. Examples: Ravens Collect various shiny objects, may be more prone to pester or harass others for things. Mice Are timid and shy, may be distracted by intriguing smells, and finds fear of larger creatures. Dogs Become overly playful, tends to become protective and loyal. Wolves Grow rather curious and paranoid, may lash out with angered and seem very protective of family or friends. Tigers Feel territorial and aggressive. Tend to become overly protective of loved ones. Leopards Become feel prideful and vain, sometimes losing interest in their original purpose or goal while shifted. Turtles Grow lazy or very laid back. They usually take things slow. Wildcats Are very elusive and more often than not, observe others from apart. Not fond of crowds. Snakes Often grow paranoid and hateful, sometimes speak in a lisp which exaggerates the letter 's'. Squirrels May become fearful at the sight of danger, often longing for the feeling of freedom or to climb. Toads Tend to jump when trying to move swiftly, sometimes speaking in a deeper voice. Rabbits Are very aware, which may cause fatigue. They may chitter while eating or during long conversations. Nose may wiggle. Goats Eventually become grumpy and stubborn, they’re persistent until goals are achieved. Deer May become timid and often precarious. Birds May be jittery, extra-social, and a diligent builder or guardian.  Other Subtypes while Shapeshifted Communion: Communion while in animal form works exactly the same as if one were speaking with an animal. This can be done through words, emotions, general behaviour of the animal, and so on. As with animals in general, an animal shifter choosing not to speak isn’t a dead giveaway that they are a shifter. Their voices are not recognizable unless the shifter chooses to reveal themselves to the Druid they speak to. With regards to ‘Control’ abilities, the animal shifter must be completely stationary to perform such, unable to move from the spot. Redlines and restrictions regarding Control should be followed with the Druid’s tier and section of how to perform ‘Control’ abilities. Blight Healing: While not in combat, the shifter may cast Blight Healing abilities whereby the mists or other manifested energies emit from their form. This can be from their wings, feet, hooves, fur, and so on, creating the mists either trailing behind them, around them, and so on. However using blight healing should follow the redlines and their tier level. Additionally exhaustion takes a toll by halting the shifter from shifting back for two irl hours. Powersharing: Powersharing while in animal form may only be performed as pooling energy with another, never able to receive such energy while the shifter is in animal form. This ability should follow the redlines and restrictions found under Powersharing in the Communion subtype.  Redlines Purpose Though through Attunement and Communion, the Druid can become closer to nature, they are still Descendants of Malin, Krug, Horen and Urguan. Forever outside of the Balance, looking in to some degree. Yet there exists a Gift, deeply sacred and for millennia kept secret by the Druids who possessed it. Unheard of by many within the Order and not even whispers escaping to outsiders. A Gift which would allow a Druid to experience nature through the lens of a beast of Cernunnos, to assume their form and truly come to understand nature as if they were part of it. So blessed is this new perspective, that some elect to never return to a humanoid form and wholly become one with the untamed wilds of nature. OOC Sources & References Changelog:
  11. Thank you, I’ll fiddle with that. I had looked through the restrictions on independent summons, but this whole process has been very tiring so I must have overlooked it.
  12. The Druidic Art of Blight Healing “Communion and Control are useful of course, but the most useful tool for a Druid is their blight healing. Without it, a Druid wouldn't be capable of doing their duties..” ~ Elswyen, The Rose Druid Origins A Gift from the pure essence of nature itself, the origin of blight healing has been within a shroud of mystery since the beginning from the First Druid himself. The myth that surrounds it is said to come from the Nature Dragaar, Taynei’hiylu. With her emerald flames, she flew and cast it upon the vile taint and disease that was from the Great War against the undead forces. Its power burning all abominations within its path while the flames washed over and healed the land anew. With her disappearance, the ancient Druids had mourned such loss and had to begin anew. Her prowess and blessing was not forgotten and throughout the ages, the technique was eventually blossomed into what is seen today. The sacred Art of Blight Healing is of direct divine. The Druid focuses upon their connection to the natural world to then invoke natural energies, which manifest as mist, to spread across the land and cleanse it of any vile taint and corruption. This comes in many forms, from a barren wasteland devoid of nutrients and life, to the magical corrupted taints of necromancy and horrific Voidal destruction of the land itself. With such a precious and powerful gift however, it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body. The Gifts of the Aspects are versatile and thrive upon the creativity of Druids themselves, allowing many unique and practical means for a Druid to use Blight Healing. Over millennia, many Druids have channelled the potent energies down their arms whereupon it vaporizes into a mist, which envelopes their hands, cleansing and restoring the life of flora in their hold. Other older Druids may be more familiar with channelling the energy from their body into their staff, spreading a mist outward from the point it touches the ground, purging corruption and cleansing soil in a circular area about them. These are not the only manifestations of Blight Healing energies however, and newer generations of Druids have built upon the foundations of their elders to channel this Gift in new ways, celebrating their Gifts they often create beautiful visual displays too. A Naelurir Druid is known to bring forth his Blight Healing energies as seething Faerie Fire, burning away unnatural corruption, another surges her energy outward in crackling arcs of white lightning, other Mother Circle Druids are known to create a large sphere of energy which then erupts to dispense ‘spores’ from which the cleansing properties spread. One Druid breathes mist from her mouth whereupon it spreads like morning fog, while a certain older Druid is known to manifest his mists as a blanket of cloud, from which purifying energies cascade down upon the barren land as if a gentle Spring rain. Another is known to weave his energy into braid-like ribbons which converge to mend the imbalances of the world as if fabric, while a Halfling is often seen summoning a pool of blue mist, from which fish leap, spreading cleansing Druidic energy. It is said that the servants of the Aspects are a family, that they often squabble and argue, but that they come together to uphold the Balance of nature. Nowhere is this better visualised than when several Druids Blight Heal in tandem, where their wondrous manifestations and displays entangle with one another. Fish may leap from a blanket of mist, braids carried upon arcs of lightning, fire may rain from heavy storm clouds overhead.   Abilities Blooming T1 Required to be taught [Non-Combat] [Enchantment] As one of the starting abilities within Blight Healing, Blooming begins the student with the first steps of revitalization within flora itself. With a wilted flower, burned stick, dried up grass, etc, the student invokes the healing mists to infuse into the flora and bring back its vitality and vibrant coloration. Mechanics: Blooming essentially feeds flora with Druidic energy, so that dead or dying plants are reinvigorated with new color and vitality. The effected flora does not become magical in any way and unless maintained with Druidic energy, will continue with its natural life-cycle as normal. Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke the Blooming ability, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the flora. One may emote wilted plant/s becoming healthy and colour returning etc. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion. T1: Range: 4 metres radius/blocks; 8x8 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(4). T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(3). T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Flora blooms/revitalises(2). T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1). T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1). Redlines Fertilising T2 Required to be taught [Non-Combat] + [Enchantment] Where barren lands are stripped of nutrients and soil, the Druid in turn can invoke their mists to seep down into the earth and restore fertility within. Once a student has begun to grasp Blooming, they can be taught to progress that ability to restoring the potential for growth of the land. This is done much the same, though instead of infusing a plant directly, the energies of nature are used to infuse the very earth with the potential for life. Akin to fertilising farmland with mundane methods, over-saturation may harm existing plants, but failing to infuse enough will help very little. When properly infused, the plants in the area will flourish and prosper, particularly if given a nudge with Communion. Mechanics: Using this ability, a Druid may restore fertility into the soil of barren land. Which is to say, land which has been over-farmed or has had its nutrients drained through other means such as soil leaching. One may also use this ability to stir plant life to begin producing seeds again, if it has previously passed that period in its life-cycle. Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Fertilising, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the ground or flora. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion. T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(4). T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(3). T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(2). T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(1). Redlines Cleansing T3 Required to be taught [Non-Combat] Much like Fertilising, cleansing areas acts as a foundation from which to fertilise the land adequately for plants to take root in a once desolate area such as despoiled forests or polluted rivers. In cases where the soil cannot sustain even the most hardy of plants, sometimes a Druid must infuse the earth with much more energy than might be otherwise necessary. This constricts the possible area of effect, naturally, but it can mean all the difference. Mechanics: The process is quite similar to the previous ability, although this time more focus is given to each section of earth, until nature is better capable to resurge. This allows non-magical pollution to be removed from an area, such as fire damage, sewage or alchemical debris dumped into a river, while large sections of debris such as bodies or litter must be removed by hand. Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing restorative energy into the ground, flora or water. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used, for example cleansed waters may shimmer with the Druid’s aura for a short time afterward. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion. T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3). T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2). T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1). Redlines Purging T3 Required to be taught [Non-Combat] [Enchantment] One of the most important and commonly-used abilities, Druids are able to purge diseases and taint or blight from the land and flora in the vicinity. This Gift is a great boon to the servants of the Aspects, enabling them to combat many unnatural threats to the delicate ecosystems of the world. In cases of taint, where the very earth repulses health and life, the illness must first be purged before any vital plant life can take root, akin to burning away the infection of a wound. In an effort to heal imbalance, a Druid is able to purge the land of disease, whether natural or unnatural, to restore life to sickly lands. This is most often used with the assistance of multiple druids working together to ensure a successful healing session, whether Powersharing or each performing this ability simultaneously. Mechanics: Using this ability, a Druid may purge an area of magical corruption such as Voidal Taint or Necromantic Blight, but other corruptive forces which may be introduced via ST events are subject to the ST. This does not inherently bring the affected area back to its previously lush state, however a Druid may cast Growth afterward to facilitate this. Corrupted rock or other such formations will surrender to the purifying qualities of Druidic energy, but will not necessarily crumble to dust immediately. Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing purifying energy into the ground, flora or water. This would begin a visual change within the affected area, with the ‘crust’ of taint beginning to crumble and blight being almost ‘devoured’ by the Druid’s energy. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion. T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3). T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2). T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1). Redlines Awakening T3 Required to be taught [Enchantment] Awakening has been passed down from Druid to Druid for centuries. Usually performed upon staves, it serves as a means for Druids to defend themselves as well as leave behind a lasting piece of themselves for generations to come. Known to be a particularly advanced Gift, the Druid must utilise their mastery of both Blight Healing and Communion of Nature in order to properly Awaken. Awakening is more than merely revitalising dead wood, although initially this is the case. As long as the Druid continues to sustain the object with Druidic energy, it will slowly develop a crude form of sentience. This may begin to appear as a staff which idly roots itself into the ground, progressing to swatting away another’s hand, eventually coming to move clumsily upon its own accord. Beyond tipping itself over and attempting to roll away from fire for example, Awakened staves are sometimes known to return to familiar places like the dwelling of its owner to await their return or other such near-instinctual behaviours. Rarely such objects have been known to speak of memories or thoughts of their own, although this is usually among very old staves, most often under exceptional circumstances. These traits appear to stem from the Druid who possesses the staff, as if leaving a fingerprint upon them. Staves have been known to reject new owners, when passed on by another Druid. Mechanics: Awakening combines the mists of Blight Healing with Druidic Infusion to Infuse a piece of dead flora, revitalising it and bringing it back to life. The flora returns to its living state, having a variety of different ways of displaying this such as bark regrowing on planks, leaves sprouting, flowers blooming and so on. Within this state, should the Awakened flora not be placed in its natural area(such as a flower in soil, a branch not connected back with a tree etc.), it must be given Druidic energies within an IRL week or the flora will fall dormant. When Awakened, the flora in question acts as it normally would with Druids able to hear melodies from it as well as be able to use Tuning, Singing, Growth, Surge, Ungrowing, and even Entling Creation(should it be a tree) abilities. Awakened Staves: Staves that are Awakened take on certain aesthetics and begin a bonding process with the Druid who carries it. Over time, it can develop unique traits or quirks which mimic the Druid. Examples of this are how the melodies sound with it, having glowing properties, flowers blooming from it and so on. This is purely aesthetic however, and not anything more than that. The abilities above that are listed also are able to be used. Sentient Staves: For a stave to reach the level where it takes on the personality traits of the Druid it has bonded with for many years and reach a sort of ‘sentience’, the staff in question must be at least fifty years old and survived being with the Druid for that long. The stave can then take on special properties of its own, unique abilities within Druidism lore, and/or mimic some characteristics of the Druid it has been with all this time. This however is when a MArt must be made and the abilities specifically laid out to be reviewed. Redlines Beast-Purging T4 Required to be taught [Non-Combat] In cases where taint or blight affect not just the flora, but also the fauna of the land, a Druid may use an advanced form of Purging to heal Cernunnos’ beasts of magical corruption. While not always a pleasant experience for the animal, the assistance of other Druids can help to ease the discomfort and calm the afflicted creature. Any wounds are unable to be mended in such a manner however, and it falls to a Druid’s ability to manually treat injuries, in order to assist beasts in such a manner, or the assistance of Brother and Sister Druids who possess such skills. Mechanics: A Druid may perform Purging upon animals considered ‘natural,’ i.e. of the Aspects. This is considered its own ability, due to the more complex manipulation of mists requiring the Druid to have greater mastery over Blight Healing. Due to this, it has a much more limited range, requiring the Druid to be in close proximity with the animal in question. Beast-Purging may cleanse wounds of magical corruption, or even purge magical contaminants within an animals digestive tract or other bodily systems. If a rabbit were to have eaten Voidal-tainted grass for example, this ability could purge the taint from within and leave the rabbit unharmed. Being tainted is likely to distress an animal, even were Beast-Purging not an uncomfortable experience, as such other Druids may use Beastspeak or Singing to help calm animals during the process. Emotes begin with the Communing Druid focusing upon their energies to invoke the ability. The next has a Druid summoning their energy as an ethereal mass, such as flames, mist etc. From here, they then guide the energy into the afflicted animal in a general way, as if ‘bathing’ them in energy. Next the Druid guides their energy around the animal in search for the source of corruption, which their energy will be drawn toward. Upon finding the source, they can begin to concentrate their energy upon the source. In the following emotes, assuming the source is of magical corruption, it will be weakened and eventually purged. This does not result in an immediate recovery in the animal, who will be exhausted as well as the Druid. T4: Range: 4 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(2). T5: Range: 8 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(1). Redlines Grasping T5, Active The pinnacle of application of the long standing Gift of Blight healing, the formation of a temporary sanctified spot where only true and unabated nature may exist. The Druid calls inwards their Luonto, which then swells from within the Druid outwardly. A sanctum is formed around the spot they hold, a bastion of nature for Attuned to hold the line and weather the threats thusly encountered. Mechanics: The Druid calls inwards their Luonto, which then swells from within the Druid outwardly. A radius around the Druid is established, and upon fully committing themselves, the spell begins. As the swelling commences, all that which makes up the separate spells of Blight Healing begins condensing themselves into the singular act. A barrier so to speak forms, held out enough from the Druid to encompass other Brothers and Sisters, and simultaneously purges and defends them and the parcel of land that they anchor themselves from harmful magics that might befoul them, be so voidal, dark magics, or unhallowed flames. As like any breathtaking show of Gifts within Druidism as a whole, it comes at many costs. During the entire duration of holding this line of defense, the Druid loses all access to their senses beyond their ability to passively commune, and will take many elven days to recuperate their gifts when done, be it interrupted or the Gift ending naturally. Casting Details: The Druid takes in their Luonto, and begins the casting process. Drawing in the familiar, or if already drawn in, sparking it to use within them. (1 emote) A thick stream of mists eek out of the druid, forming the radius around them. (2 emotes) The Druid delves deep and begins extricating every bit of natural energy within them into the radius. (2 emotes) The Druid triggers the spell, locking down their body and senses to the spot they are standing upon casting, and remaining there until interrupted or the casting ends. (1 emote) Radius: 6 block radius sphere surrounding the casting druid Length: Maximum of 8 emotes. Can be interrupted like any other druid spell, aka blunt impact. Redlines   Tier Progression Tier 1: The Druid begins this path with the most basic ability to start with in order to get used to the flow of direct nature energies. Plagued or diseased plants cannot be revived, but the spread of the disease can be halted with concentration and meditation. Charred plants or sticks from natural fire are usually a good training tool to use in practice yet still inflicts the user with extreme exhaustion. Abilities: Blooming Tier 2: The Druid will reach this stage of their connection after about 1 elven week with practice and mediation. They are able to heal naturally plagued and diseased plants, though magically afflicted plants seem to be beyond their ability. Exhaustion is lesser than the previous tier yet still takes its toll. Blessing areas such as farms or barren land with fertility in the soil is possible at this point, although still quite exhausting depending on the area. -Tier 2 is reached 1 OOC Week after App. Accepted Date. -Requires the Ability Blooming Learned Abilities: Fertilizing Tier 3: The Druid will reach this stage of their connection after about three elven weeks of lessons, practice and meditation. They may now revitalize dead and decayed wood, plagued plants or diseased flora, and resow life into the ground. It is easier to heal decay in a larger area, and fertility can be added to land at a much quicker rate. Magical taint may now be purged, but requires more time to achieve; additionally larger patches will often require the assistance of other Druids. -Tier 3 is reached 3 OOC weeks after App. Accepted Date. -Requires the Abilities Blooming and Fertilizing Learned. Abilities: Cleansing Purging Awakening Tier 4: A Druid will reach this stage after ten elven weeks of lessons, practice and meditation. They may now heal dead, decayed, diseased, plagued, or magically tainted plants at a faster pace and wider range of land. Blessing land is substantially less taxing on the Druid, but healing will still wrack their body with exhaustion. At this point, a Druid can pass on the art of Blight Healing via training another. -Tier 4 is reached 10 OOC weeks after App. Accepted Date (2.5 months) -Requires 4 Abilities Learned to Reach Tier 4. -Can now obtain a TA in Blight Healing. Abilities: Beast-Purging Tier 5: Finally, the Druid has reached the last stage, after three Elven Months of practice and meditation. The Druid has become a master of bringing natural life from total death and decay. To the Druid who masters this art, performing the abilities of Blight Healing is far easier and more efficient. Though exhaustion is always the price paid, a master Blight Healer can restore even flora from stone, cleansing vast areas of taint, disease or plague, restoring dead, decaying, or barren wastelands. Tier 5 is reached 12 OOC weeks after App. Accepted Date (3 months) Requires all previous abilities Learned to Reach Tier 5. Abilities: Grasping Mani Summoning General Redlines Purpose Where vile magicks are practised and malicious forces dwell, it is believed that blight and corruption will soon follow. Leaving a swathe of discord in the sing-song of nature, taint and plague of these sorts must be purged, their winnowing of the soil and plant life healed. The Rose Druid is quite correct, without Blight Healing Druids are oft unable to uphold a large portion of their duties in preserving the Balance, particularly where magical maladies take root. OOC Sources & References Changelog:
  13. The Druidic Gift of Communion Communion "Heed my words, young Druid. You can wipe away blight, you can grow marvelous trees and make nice little salves out of aloe plants but none of it, none of it matters if you cannot ask for it. If you do it without their permission, you're a mage." ~ Arik, the Song Druid Communion is the trunk of all Druidic Gifts, it is the bridge between the Druid and the natural world, which facilitates communication and empathy to allow the Druid to better understand their duties in upholding nature. Without cultivation and strengthening of Communion, one cannot grow to acquire other Gifts. When a Druid is first Attuned, this connection with nature and the Aspects is weak and appears as a low hum in the back of their mind. Usually a period of adjustment is required for the individual to accommodate this ever-present sensation of nature’s ‘voice’, in which the sapling Druid may have difficulty sleeping or concentrating. However under the guidance of their teacher, the young Druid may meditate and concentrate upon this hum to broaden into their connection with nature. This connection is to truly hear nature, the ebb and flow of natural energies in the world around them. Although described as a voice or song, it is truly an extra-sensory experience, combining feelings with sounds and emotions with images. During one’s first attempt at Communing however, this proves difficult and exhausting. As a Descendant learns to see and hear as a babe, and to gain proficiency with other senses like balance, so too must the sapling Druid begin the same process with their Communion. This exhaustion also comes from the expending of energy, which is used in controlling the flow of their connection. Exhaustion may be experienced as a draining of one’s physical energy, rendering them weakened until it has resurged in an Elven Hour, alternatively some Druids find themselves wracked with pain or sickness as their body has expended all of its reservoir, unable to use their Gifts due to this. Needless to say, a Druid is not without their limits. As they practice and grow through lessons from their teacher, their connection strengthens and eventually they may connect without meditation, and come to exchange thoughts and feelings with the beasts of the world more efficiently. They may begin to perceive the world through Communion alone to test themselves. In continuing to develop this Gift, a Druid may eventually convey their own feelings through Communion, allowing nature to ‘echo’ such sentiments around them and to perceive those of their Druidic kin, able to see with their Gifts should they be blinded, and even seek counsel from the oldest of Elder Trees. Eventually their oneness with nature blossoms to the extent that they no longer need to actively utilise their connection and find that they are able to passively hear the sing-song of nature’s voice, feeling its flow of life. At this point, flowers may open, sway or bloom in the Druid’s wake and nature’s beasts may regard the Druid as a friend, rather than an intruder or threat.   Communion Abilities Communion facilitates a number of unique capabilities, which allow a Druid to better learn, understand and serve the Balance created by the Aspects. Unless one has been specifically taught these abilities, the Druid is unable to perform them. Though they are not typically taught as ‘spells,’ as a Mage might be, they can be distinguished into the following:  Control "Remember, your Gifts are strongest when used in harmony with the Balance. One cannot resist the current of a mighty river, but must instead flow with it, and so we must flow with nature." ~ Nivndil, the Autumn Druid If Communion is the trunk of all Druidic Gifts, then Control is the split in this trunk from which other Gifts extend, for all Druids will come to learn how to call for nature’s aid. Control is a misnomer, for the Druid does not force their will over nature, or manipulate flora to do their bidding- they are a friend and guardian and only ask things of nature when there is good reason. As such Druids often do not refer to this as ‘Control,’ and consider it merely a part of Communion. Using Communion as an established means to dialogue with the flora and fauna of the natural world, the Druid may make requests of it, or guide it in specific ways. This works as a system of give and take, where the Druid asks nature for its assistance with either the understanding they will assist it later in return, or based on their prior work in upholding the Balance. As a result, older Druids inherently possess a more convincing voice in this regard, for their years of walking amidst nature as its guardian, while sapling Druids will find it more difficult to convince nature of their good intentions. Control requires more complex manipulation of these new senses and one’s connection. As such, exercising requests of nature is more tiring than merely Communing with it. Though the Druid may learn to help flowers, shrubs and even trees to resurge with great vibrancy, or wield nature’s wrath as if it were a spear within their own hand, the energy spent in doing so will quickly overwhelm a sapling Druid and may require even Elders to rest for a time. Control Abilities  Nature Infusion "I got really high n' thought it'd be kin'a funny t' combine all my pipes int' one. Then it almost exploded on m' as I condensed energy or whatever't'****, but it ended up kin'a cool ah guess." ~ Kasfer, making the Trout's Reed The Gifts of the Aspects extend beyond the speech of beasts and the guiding of nature’s lush gardens, and allows the Druid to channel the energies of themselves more finely, to achieve specific purposes. Growth and development are parts of nature and this is mirrored in the Gifts, the Druid is capable of specialising in a number of ways. Creativity is a common trait among servants of the Aspects, and cooperation will often prevail than working alone. Gifts such as Powersharing allow Druids to work together to overcome greater obstacles, while Attunement allows Druids to bring new Brothers and Sisters into the Aspects’ embrace. Further, Gifts such as Druidic Limbs enable a faithful servant to continue their duties, while Infusion opens a breadth of fantastical and useful tools to the Druid. Nature Infusion Abilities   Tier Progression A Druid’s connection with nature is continuously ready to grow and develop, it does however, require the Druid to utilise their Gifts in order to create the opportunity to grow. A Druid who never uses their Gifts will never see them become stronger, just as muscles cannot be strengthened without training. A Druid who is not taught to connect and Commune will never grow beyond that point. The grapevine will struggle without structure, so too will a sapling Druid fail to thrive, without lessons. Tier 1: The Druid has been Attuned and is from this point on, connected to nature and the Aspects. The connection is still primitive and weak at this point, requiring the young Druid to first meditate in order to achieve Communion and begin to perceive the voices of nature and the flow of life energies around them. Without instruction from a teacher, they cannot achieve this on their own. When taught how to, the sapling Druid may Commune with a 1 block meter around them, while everything beyond that is an indecipherable wall of noise. Abilities: Communion Spell Tier 2: The Druid reaches this stage after about one Elven Week of continuous meditation and practice. Their connection to nature has become stronger, allowing them to tune into the melodies of nature after a shorter period of meditation. The Druid is able to focus and tune out certain voices of nature to hone in on which one they wish to hear and commune with it. Turning into these individual voices, the Druid may begin to guide nature to grow and bloom. Upon hearing animals, the Druid is able to sense emotions and the intentions of the animal, but is incapable of responding; it is a one-way means of communication currently. -Tier 2 is reached 1 OOC week after App. Accepted Date. -Requires Communion Spell taught to reach Tier 2. Abilities: Tuning Growth Tier 3: The Druid will reach this stage of their connection after about an Elven month and three abilities learned. Now fully able to feel the pulse of nature, one no longer needs to meditate to listen to its calls, but still requires concentration. Nourishing flora with their energies becomes more efficient, and they are more capable of convincing nature to follow their guidance. The Druid may Commune with animals and Fae if taught, and if practiced, may hold conversation with beasts. Depending on the situation and demand, an animal might comply with the Druid’s request. If taught, they may be able to begin perceiving nature purely through its flow of natural energy. -Tier 3 is reached 4 OOC weeks after App. Accepted Date. (1 month) -Requires 3 Abilities learned to reach Tier 3. -Can now learn the Subtype Blight Healing and the Feat Herblore Abilities: Beastspeak Surge Gleaning Powersharing Druidic Limbs Tier 4: A Druid will reach this stage after three Elven Months and six abilities learned. The pulse of life has become familiar to the Druid and the calls of nature are heard clearly. Speech between Druid and beast is more easily articulated, even Elder Trees will take the time to converse should the subject pique their interest. One’s requests and guidance hold greater sway, for nature has come to trust the Druid’s intentions and animals are more likely to comply with requests. The Druid’s control over their connection enables them to guide nature’s song to mimic emotions or feelings. They may even advance further from pairing their senses with Communion, to fully ‘seeing’ through Communion. Druids of this level may pass on their knowledge and take on students of their own. -Tier 4 is reached 12 OOC weeks after the Accepted App. Date. (3 months) -Requires 6 Abilities Learned to reach Tier 4. -Can now obtain a TA in Communion/Control. Abilities: Empathy Singing Greensight Ungrowing Attunement Unattunement (Requires FA app.) Tier 5: Finally, the Druid has reached the last stage, after four Elven Months of practice and meditation. Though a good Druid would know that he shouldn't stop here. Practice has allowed the Druid to better refine the use of their own energies, allowing them to become more efficient in nourishing nature with it. Animals can be easily soothed and will comply with most of the Druid's requests. Their oneness with nature is reflected in the continuous passive Communion, which has emerged from their connection. This sometimes manifests as nature around the Druid reacting at their very presence. In some cases flowers sprout in the Druid's footsteps, animals unafraid of the Druid who understands them so well. Tier 5 is reached 16 OOC weeks after the Accepted App. Date. (4 months) Requires 9 Abilities Learned to Reach Tier 5. Can now learn the Subtype Shapeshifting, Feat Transcendence, Feat Mani Summoning, and C.A. Soul Trees. Abilities: Luonto Entling Creation Druidic Infusion Singing Trees Purpose The Aspects are notoriously silent deities. Rarely have they communicated to the Druids who serve them, and instead have relied upon the initiative of their servants to mark a path to walk. Protecting the delicate Balance of nature, with all its forces and systems of renewal, emergent species, extinction, the changing of ecosystems- these are the duties of the Druid. To preserve and heal nature from the encroaching destruction of Descendant civilization, to bridge the worlds of mortals and the Wilds to find harmony and cooperation. It falls to the Druid themselves to discern how best they can do this however. Be it as a teacher who wanders between towns and the various peoples of the world, educating others in how to minimize one’s footprint upon the land. Be they a staunch warrior, standing ever vigil over the boundaries of forests, sabotaging lumber camps or quarries. Be their path darker, and the Druid becomes a boogieman to Descendants, lurking in the dark, capturing those who despoil nature, never to be seen again. Variety thrives in nature and the Druid must become nature in order to best understand it and preserve it; there is no shortage of paths for one to take in upholding their duties. OOC General Redlines Sources & References Changlelog:
  14. Starbreaker clan armour is gorgeous. Proud to wear it uwu
  15. As someone whose character encountered Ferals previously, I’m actually looking forward to her expectations being shattered by this new iteration of beast-folk. Her first instinct will be to try to understand the werwulf, but she’ll eventually have to come to the realisation that they’re monsters. Concerning the prior associations with the Wood Elf legends, they did explicitly state that the first ‘Feral’ was an abomination, cursed with his beastly form for doing heinous things. You could consider that a distinctly Welven explanation for the emergence of ‘beastfolk’ they largely didn’t understand, reasonably. This reads beautifully from start to finish. Very atmospheric, wonderful quality to the writing. Thoroughly impressed. +1
  16. Lalalala I can’t hear you pissing on my bonfire lalalalala
  17. Seems fun. Can’t wait to heal blight that isn’t caused by events.
  18. Why does it need to be lighter? Full plate isn’t even that heavy.
  19. No These instances are clearly powergaming. Report these instances. If you want to play with magic without consequences, play another race? Human culture doesn’t like magic, that’s just something you need to accept.
  20. Lulubelle chuckles heartily “Moar whiskeh!”
  21. An irl day is 1 month in-game. This is circular logic. Its only purpose is to have people discover what it is, which wouldn’t be necessary if it didn’’t exist. So just take away anything that could make a character genuinely interesting then? So every other character on the server then? Phoenixes already exist as an animal, and reusing the same nomenclature is just going to get confusing. Realistically you should have come up with a different name for this CA. I can’t see these beings as either necessary or really unique. Maybe the first two would be interesting, but people will just apply for them for pseudo-immortality and they’ll just be a tool abused by players so they feel no obligation to PK.
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